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I managed to fix it locally by simply editing the definition files.
For the MA_Designator_Ammos.sbc change <MaxTrajectory>5</MaxTrajectory> to 5000 .
This will solve the targeting distance issue.
While in MA_Designator_Cubeblocks.sbc add <ForwardCameraOffset>0.5</ForwardCameraOffset> into the definition block to fix the camera issue.
I use this script for comunication as enable you to controll any block not just timer.
Universal remote control script by Grog
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2547146361
Maybe use this as tiny manual laser antenna.
(The 3D moddel is nice made)
I was wondering if I could get permission to upload some unlisted compatibility mods for a few of your mod to work with Industrial Overhauls components for a private server
One timer is delayed with 10 seconds to turn off and start the second timer. Another has a minimum delay to turn it on and start the first timer again.
I'm not sure how the black and whitelist combine. I have most long range weapons blacklisted individually. Took me a couple hours to work through all weapons and check their range. I wish more mod authors put the AI range in the weapon description.
@Kaito - Ooo good idea, in my case i can blacklist the whole MA Weaponcore Weapons but whitelist the ballistic ones maybe...I'm on it !
@AutoMcDonough - I'm using the MA Weaponcore mod and am having trouble getting rid of this from my current ballistic weapons only game. I added MA_PDT (which i thought was the one) and all other subtypeID like MA_Gimbal_laser to the MES weapon blacklist but they keep appearing. Please help !
Yeah, I was looking for the info in order to use those chat commands!
Eh, like I said I'll be at least keeping my eye on WC! If more weapon designs come out that interest me... Or if I ever learn to disable parts of mods that I don't want, I could be won over very easily by that very point! I like buttery smooth destruction~! X D
But who will still somehow be too inept to find what I think is supposed to be very simple info on my own. X D
You know, Mr McD... I really hope you maintain this anyway, it'd be greatly appreciated. If you can believe it... *I don't care for WeaponCore*. Oh! It's beautiful to watch, and has a lot of very impressively crafted features, for sure! But, I don't care for it, for a varied plethora of small reasons, but mainly for the same big reasons I never cared for those big mods that add a ton of weapons at once:
1. Too much clutter! I don't need more than 1 or 2 varieties of weapon for one job! And
2. Even more importantly, why is it always block AI turrets?? Whether it's designing turrets for different jobs or angles of the ship, or designing missiles, grav cannons, slug launchers, mine layers... I personally want a *Space Engineering Challenge* in setting up my weapons systems!
However, I have been playing with Randomized Weapons for Modular Encounters, and it feels like half the enemy armory is laser pointers now! I want to remove this turret from the pool of random weapons, but I barely know what I am doing! I think I need the SubtypeName, or DefinitionId of this turret, but I do not know how to acquire such a thing except to ask here!
in WC i used this model for anti-missile, and don’t see the need for a designator.
If this had WC support, I would set tracking to "moving" for the designator. Right now a downed enemy ship holds the designator laser's focus forcing it to ignore other incoming enemies. Any solutions to this issue?