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I will also consider the spare magazine option you have provided me, though I do not know when I will or if I will implement it.
Therefore, if you could designate a spare ammunition storage location for all your magazine-fed weapons and strictly enforce the empty magazine before reloading, just like the original chain gun, I believe this problem would be greatly improved.
By the way, my friend and I have recently been working on balancing numerical changes and optimizing mechanisms for your mod, but we encountered a lot of coding problems. If possible, I hope you can help me. I will write another article to tell you in detail about our ideas and changes.
In fact, during my two days of testing, I discovered that you've already provided a solution; it just needs to be applied to other weapons. For example, the large autocannon is very similar to the original chain gun. They both have magazines, a fire dead zone, and spare ammunition. When the magazine is empty, the large autocannon draws on the spare ammunition to refill it, and the crew carries the ammunition to the spare ammunition, which is actually a normal logistics cycle. A major reason other magazine-fed weapons have logistics issues is that they skip the spare ammunition step. They integrate the spare ammunition with the magazine. While the crew appears to be loading the spare ammunition, they're actually also feeding the magazine, resulting in incorrect ammunition requirements and ammunition waste.
I kind of suck at math, and this mod was made with my badness involved haha, sorry!
If you look at the mod code it is atrocious, probably. The stats seem fine but then when you have to translate them to in-game stat displays it really does fall apart. And also, I haven't figured out how to make crew *not* reload while the gun is firing, so, 'ah, that's also pretty bad XwX
Thank you for reading this review. I'm a Chinese player, and I apologize for any misunderstandings caused by my grammar and spelling, but I sincerely hope this mod can be improved.
Should work, hopefully, but the projectiles won't set anything on fire until I get towards making them do so.
Wait a bit man!
My other mods might work though. Rooftop chaingun works but currently doesn't have an overheat function.