X4: Foundations

X4: Foundations

Replenish Missiles
Ferro 30 Aug, 2023 @ 6:23am
more detailed report, missiles not replenishing
made this discussion because my report is double the allowed character limit for workshop comments.

1) Pulsar Vanguard.
The mod just isn't working at all for the Pulsar Vanguard. I've had a full load of light smart missiles and fired a single salvo using the 6 tracking launchers on my ship and they never replenished at all.


2) all other cases.
and in the case from all the other ships that I've used it with, it kind of depends on the missile fire rate for if the replenish rate can keep up or not. like I've had a single launcher with light swarm and light smart missiles, I've noticed that they both barely keep up with the re-fire rate but I have noticed that when the missile count gets below 4 that the script seems to speed up the replenishing, keeping up perfectly fine at those low rates. but in the case where its two launchers firing the same missile type, it happens that you use up all the missiles before they can be replenished. you just have to wait a little bit for the number of missiles goes up before you can fire again. a bit annoying, but I can deal with it.

3) unrelated but possible explanation for #2
There is another mod I run, Flyby looting. it collects all loot within a radius around my ship. I've had cases where, due to a limit on how many missiles you can carry; that I'd fire a missile and the flyby looting script collects the missile loot that dropped from another kill (missile loot that isn't the type I'm firing/carrying) filling up the space the replenishment script needed to give me more of my choice of missile. have this enough time while spamming 1 missile type and you'll find that you have 0 missiles of the type you fire but you'll carry an assortment of other types that you haven't used. if this is what those other people are experiencing then the fix would be to not even let the missile count go down in the first place as its fired. the re-fire rate would already be the limiting factor on how many missiles you can spam. that and your frame rate because... 6 tracking launchers spamming light swarms or heck the Raptor carrier with all turrets spamming light swarms, yowza!
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Showing 1-6 of 6 comments
Santiago 30 Aug, 2023 @ 7:57am 
Can confirm that the Flyby looting mod fills your inventory with missiles faster than the mod can regen them causing it to seem as though it doesn't work
Chillmatica  [developer] 4 Sep, 2023 @ 9:23am 
Thank you both. What I'll likely end up doing is just removing the in-sector timer as it originally was. The only reason I had for implementing it was the refire rate on small missiles is so fast that it felt a little OP to spam those, so the timer effectively made it so they could run out if spammed.

You'll see another comment on Steam where someone is looking for an option to adjust the timer higher to effectively make that happen with any missile. Though to win!
Chillmatica  [developer] 4 Sep, 2023 @ 9:53am 
This version is now updated. Defaults to instant reload. SirNukes Mod Support API mod required to change menu option to a different value.
Santiago 4 Sep, 2023 @ 12:11pm 
Originally posted by Chillmatica:
This version is now updated. Defaults to instant reload. SirNukes Mod Support API mod required to change menu option to a different value.

Top man, thank you very much
Ferro 5 Sep, 2023 @ 3:38am 
Originally posted by Chillmatica:
This version is now updated. Defaults to instant reload. SirNukes Mod Support API mod required to change menu option to a different value.
awesome!
Virkful 5 Apr @ 2:28am 
yeah, still seems like fly-by looting will load missiles faster than the mod, so whenever an enemy drops missile, this mod will start to lose missiles.

It seems like it'll mostly happen when you are holding the launch trigger and swap ammunition types.

Seems like just have to learn not to launch while switching ammos.
Last edited by Virkful; 8 Apr @ 11:52pm
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