Love the update.
I have noticed some very large slow downs when a target which can be destroyed (like a village building) is destroyed. It throws an exception to the console that prints out for ages reducing fps from 60 to 3 with just one turret. This also happens when the cpu "overheats". I think its just trying to print far to much to the console in both cases.
would it be possible to reduce the amount of stuff that gets printed to the console and put something like a try/except statement or even better a break (sorry from python) around the code that complains when the targeted is destroyed.
Also regarding the actual mechanics I've been experimenting with the new settings but don't understand the Chinese under the from below and from above tabs.
If you are considering adding to this awesome mod could you create a parameter for the turning force the block has. It is very hard to build a missile that actually hits the target while going fast as loads of wing panels have to be added for stabilization/control which increase the mass which makes the missile turn slower - don't know for sure if its related but after the update my old missiles turn a lot slower.
Anyway guided cannon turrets are now officially bad-ass especially with the new unlimited cannons mod:
like flipping star wars!
only slight gripe with the turret mechanics is that they oscillate fractionally when targeting. It might be worth including a dampening factor to minimize this maybe? maybe take the difference between current and target angles into account.
still an immensely fun mod. ==> have you looked at the code ITR uses in the sensor mod to control which blocks trigger the action? If you could get the turret to target blocks in a similar way (without having to press t over the blocks) with some parameters such as target closest block in a list of block types/guids to target then that would be a game changer. It would mean we could start building A.I. stuff with teeth! Imagine trying to destroy the 6 turrets above if they were automated!