Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This should be in the actual game, not a mod! It's that essential.
Solid work Pobblebonk, this and the ai version of this mod are never leaving my subscribed mods.
There is (probably) a way to circumvent that by ignoring if a turret is automated or not, but that would always make coaxial seeker launchers automated with no way for the player to use them manually. Also there seems to be no way of telling a turret that its current firing angle is ok for shooting with a mod, because the variables controlling that are marked as read-only in the documentation.
Apart from the technical difficulties, coaxial seeker launchers from turret factories are incredibly overpowered and make the game trivial, even on the highest difficulty settings. I think having to control them manually is not a bad thing.
2843935966 works very similarly for beam weapons so you can use one or both mods for pretty much the same effect.
2992808971 changes a lot of stuff so I can’t guarantee that there won’t be any issues, you’ll have to try it yourself.
I can make a version just for AI ships, you’ll have to wait a couple days tho until I have time to do it.
Could you please make a separate workshop entry with the changes that enables it for all ships?