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-Burst mode: empties the particle accelerator over time rather than all at once (short burst of small damage packets, maybe count of shots tied to damage multiplier?)
-Short range CHARGED particle mode: does not nuetralize the particle shot as it leave the barrel (~shorter range, but has a very slim shotgun effect with much more EMP effect)
-Mute button. I love the mod and would use them even more if I could mute my charged accelerators... that hum gets old very fast.
Can you provide a mod list and/or a save file? It could be some unexpected interaction between the mods.
Should be fixed in mod v1.3.1. Apologies for the inconvenience!
If you have a ship save file, I can take a look and see where it's breaking.
Note that if the launcher is set to "Fire At Target", PAC will only charge if you actually target a part.
And in manual control, you'll need to use the "Always Charge" mode on the controller.
That said, I understand the circular PACs are in an awkward spot right now. I have some ideas I'm going to be experimenting with and see if they will work to make circular PACs feel more... different .
i love the concept of using the real world idea of how particle accelerators work. However your mod has some serious mechanics issues that actually make it worse than vanilla.
This is a serious issue as you cant actually boost the actual shot past about 228% without using utterly ridiculous numbers of standard accelerators. And even reaching that is enormously difficult. A ship that large simply has no point in the game as its waaaaaaayyyyyyy to much work as the bigger a ship gets the harder it gets to make function properly plus the expense for the sole purpose of having this weapon is just pointless.
If it's still not working for you, send me a save so I can recreate the issue and investigate further.
@Tirak2Narak weird, mounting accelerators should not decrease the range of the PAC, and I have not received any other reports of range unexpectedly decreasing. I'll poke around while I do the 0.23 compatibility update.
If the problem persists, send me a ship design showing this bug and I'll have a better chance figuring out what's wrong.
is it intended that a length of more than 30 accelerators leads to diminishing returns in the range? Or is there possibly a formula error here and amounts go negative?
Otherwise I would guess that it is due to another mod.
It is a bit surprising that with more game speed (already noticeable from x2) the range varies a lot from a larger amount of accelerators and at the same time more accelerators (30+) make the range decrease drastically (We are talking about practically smooching the enemy here).
Otherwise: Cool idea, I like it!