Progress Update 2020-10-26:
Version 122 is up. This build contains some brand new QoL features from C# Aurora, including prototypes (!), plus a solution of my own for missile engine design struggles! (More on that later). These are all C# features I found myself missing as I play through my humble conventional-start campaign in Quasar. First off, you can now optionally specify a capacity target after which a shipyard will stop its continual capacity expansion:
The build cost, completion date, and Required Materials are updated based on your desired target when you press enter or click outside of the text input box.
Next up, you can now change a scientist's research specialty at a cost, as in C# Aurora:
Quasar4x now has C#'s prototyping mechanics! That gap to the right of the Suggest Name button was the perfect spot for the new Prototype button. Additionally, I've added C#'s Show Next Tech checkbox.
C#'s Show Prototypes checkbox and Research Proto button have been added to the Class Design window:
Turrets can be prototyped as well, and they can also be based off of prototype beam weapons. Prototype missile engines can be selected in the Missile Design window as well.
That makes missile design a little less of a pain, but it gets better. I have added a new option to the Engine Type dropdown list labelled < Current engine in the Create Research Project window >.
While this option is selected, you can make changes in the Missile Engine category on the Create Research Project window and those changes will update the Missile Design window in real time!
In the code I'm calling this feature Live Prototyping. This feature lets you work on all of the parameters of a missile simultaneously, viewing results in realtime, while staying faithful to VB6's missile design rules and UI. Neat, huh?
That's all for now. Looks like I have some bug reports to look at then it's back to my campaign!