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Báo cáo lỗi dịch thuật
https://gitlab.com/whiplash141/revived-railguns/-/blob/master/Data/CubeBlocks_railgun.sbc?ref_type=heads#L110
long story short, one shot from one of these pretty much erased a full heavy armor, heavy shielded, 7,000 block admin enforcer destroyer that used to be able to last in fightfights for hours unless completely bombarded. One shot, and the ship was reduced to rubble.
It's unfortunate because it's a recent thing that only appeared after we came back to the game from a few months hiatus. Nothing changed in-between then
I cane here from reddit thread
A while back You said that it could be possible to make a projectile drop for any weapon in game
With new vanila weapons coming soon the mod for ballistics and increased range with configurable stats would be just awesome and would hit a spot
The two mods are largely independent of one another; however, if you place a WC turret on your grid, WC will disable the vanilla turret Ai for the grid rendering my turrets useless. This is all on WCs end.
"Explode on contact" mean Projectile will explode after it hit the first object. Projectile will keep on traveling after first contact.
Then, projectile will explode again after its "Penetration damage pool" and "Penetration range" are used up.
"Penetration damage pool" is parameter that determine "Can projectile penetrate or not".
"Penetration range" is parameter that determine how deep the penetration will be.
The "proximity detonate" will detonate near friendlies.
@Daniel18sep: Huh... I'll look into that
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2632720913
IMyLargeTurretBase for the turret
Rocket launcher
Interface name: IMySmallMissileLauncher
Parent: IMyUserControllableGun
Parent: IMyFunctionalBlock
what is the interface of this railgun?