Avorion

Avorion

<Mod> Phaser bank Set + Fake Photon torpedo with SFX
34 Comments
Darkracer125 25 Apr, 2023 @ 10:11am 
thanks for still keeping this up to date
deep  [author] 25 Apr, 2023 @ 9:39am 
Thanks for the feedback. I will check it out.
kirb 19 Apr, 2023 @ 8:40pm 
There appears to be a bug in which you cannot make any kind of phasers at a turret factory.
deep  [author] 3 Oct, 2021 @ 7:58pm 
Thanks everyone for the feedback.
I changed the size of the bullets.
I think the default coaxial gun works fine.

And I added a guided missile type photon torpedo.
You can make them at the turret factory.
kirb 3 Oct, 2021 @ 1:18pm 
And i am using turret models with a muzzle point REALLY far from the hull.
kirb 3 Oct, 2021 @ 1:18pm 
I'm having the same problem. Most photon torpedo launchers will simply just explode the instant they're fired instead of actually launching a projectile. It's ridiculously annoying.
Firesworn 2 Oct, 2021 @ 7:32pm 
Hey Deep, just wanted to let you know that I'm using Coaxial Photon Torpedoes without custom models and they are exploding before they leave the turret. However, I did happen to find Photon Torpedoes that aren't coaxial, for some reason, and those work fine.
deep  [author] 27 Sep, 2021 @ 4:42am 
The addition of homing bullets is possible.
Photon torpedoes do not have this "guided missile" flag.

I'll try to add it.
deep  [author] 27 Sep, 2021 @ 4:38am 
The F Photon Torpedo has a slightly larger bullet than the default.
This makes the location of the "muzzle point" of the custom and default turrets problematic.
Bullets and beams come out of the "muzzle point".
If the "muzzle point" is close to the hull, the bullet will hit the hull.

This is the cause of your trouble.
The solution is to move the "muzzle point" of your custom turret away from the hull.
Try changing the position of that "muzzle point" to a higher position.
You should be able to fire photon torpedoes.

You can change the "muzzle point" in turret build mode.
[TC] Toaster Oven 25 Sep, 2021 @ 10:53am 
Tired with both the default mount and a custom one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2036986149

Both did not fire properly with the torpedo exploding pretty much instantly.

Besides that, question about the mod, can these torpedoes have homing/guided variants?
deep  [author] 25 Sep, 2021 @ 10:20am 
I'll check on that.
Is that the default turret? 
[TC] Toaster Oven 24 Sep, 2021 @ 4:07pm 
@deep The coaxial photon torpedoes instantly explode before after being fired no matter where it is on the ship. Fix?
deep  [author] 17 Aug, 2021 @ 3:40am 
Thanks for the feedback.
I've updated to the v2.0 alpha version.
Dogamusprime 16 Aug, 2021 @ 4:07pm 
Removed 'targeting system' item from the turretingredients.lua and it works fine now.
Dogamusprime 16 Aug, 2021 @ 4:00pm 
Yeah, just came here to point out that they're not buildable rn.
Zairoh 16 Aug, 2021 @ 2:05pm 
Doesn't seem to be buildable at turret factory atm. Probably because of the Beta update?
deep  [author] 6 Aug, 2021 @ 7:42pm 
Thanks for the feedback.
:steamhappy:
Darkracer125 6 Aug, 2021 @ 2:06pm 
i am using it right now in 2.0 so it should take that much effort to update it
deep  [author] 6 Aug, 2021 @ 1:09am 
Maybe I'll update to 2.0. But it will take time.
The Tactician 8 Sep, 2020 @ 1:54pm 
are you still working on this?
deep  [author] 26 Apr, 2020 @ 4:39am 
Thank you for your feedback.:steamhappy:
That's right. The damage balance needs to be adjusted.
It will probably take some time, but the test will continue.
Darkracer125 26 Apr, 2020 @ 2:12am 
i will later. we are basicly on our first play through. and your mod was ruled to be too powerfull for the first playthrough. (we have an experianced player that says it's too available. they are good everywhere and it removes the hunt for a good seed turret factory.)

after this we are going to reset and play harcore. we will be putting the mod back in at that time.
deep  [author] 25 Apr, 2020 @ 9:29pm 
I'm sorry to have kept you waiting so long.
And thank you, darkracer 125.

Resubscribe and try the new Mod
Darkracer125 22 Apr, 2020 @ 2:33pm 
it works fine but occasionally it messes up. i think it's that torpedo fighter.

error code related to it.
incase it helps with you tracking down the remaining issue.


http://prntscr.com/s49fln
deep  [author] 22 Apr, 2020 @ 6:16am 
There might still be a problem with the photon torpedo fighter.
We'll continue to fix it.
Darkracer125 22 Apr, 2020 @ 6:04am 
works great now. thanks
deep  [author] 22 Apr, 2020 @ 3:44am 
I'll check this out.
Darkracer125 22 Apr, 2020 @ 3:38am 
this mod is throwing up errors like crazy.
and it is causing the equipment docks to be sold completely out of stock for about 50% of the time. i assume when this bugged type of fighter is supposed to be in there it fails to generate the stock and the store is "sold out" except for the special that is always there.

i really don't want to remove the mod so any clue as to what i can do to fix it?
where can i find this weapon.intersectBeamRay? maybe it's read only for some reason?
or simply missing.

https://pastebin.com/8jhVP993 (error message. spammed constantly when in a system that has a bugged out equipment dock.)
BorgTac 23 Aug, 2019 @ 9:07pm 
WELL YOU DOING YOUR BEST WITH THE GAMES ENGIN SO YOU GOT WORK WITH WHAT YOU CAN
deep  [author] 23 Aug, 2019 @ 5:07pm 
Yes, I did. But I couldn't change the appearance of the torpedo. Maybe it's difficult for me.:steamsad:
BorgTac 23 Aug, 2019 @ 5:12am 
can you ad more custum torpedos?
deep  [author] 23 Aug, 2019 @ 3:36am 
I also try the Kinetic Cutting Beam and the photon torpedo turret, but if the photon torpedo is strong, the normal torpedo won't be needed. And maybe it's going to be a very expensive turret. I'll keep trying.:steamhappy:
BorgTac 22 Aug, 2019 @ 2:48pm 
are you going make ptoton torps and a quantum?
BorgTac 22 Aug, 2019 @ 2:47pm 
can you make borg cuting beam that mines/salvageds and can penter ships that are not wrechs?