How are you going to handle mod selection though? In-game? Cause if that means that you now have a way to reparse the tables without tediously shutting down and restarting the game the table modders will be happy
It was actually asked for, and is on my todo list. There is a thread about it somewhere, but I haven't been able to find it again, and I don't remember exactly what I promised to do.

Beyond the initial thing that I had promised to do (what I don't remember) I have been building to the point where we can re-init everything with different CFILE info. The idea behind it is simple enough, but having the game get to a state where that becomes remotely reliable is the holdup. I would like to do it better than this, but what will likely happen is that you switch mods (which can easily be detected in-game), then it would re-init and send you back to the initial playerselect screen. That would allow you to come back in fresh and would give the same basic result as restarting the game. The only stuff that wouldn't get reset are things like cmdline options (which most will be replaced ini file options anyway) and the logging stuff (for obvious reasons).
In my perfect world the new pilot file code will be able to handle this without breaking a sweat, and you could switch mods, keep your same pilot, and go right back to the mainhall. I don't want to hope too much for that until I actually get to the point where I can test such a thing though.
That is all a long ways off though, there are far larger things on my todo list before I get to that point.
