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Ill shut up if you can even link me a single actually decent small grid cannon, but you wont find one.
Really needs an armored turret version with about 1/5th the damage output, but keeps the range, velocity, cost per round, as a Small Grid Cannon for tanks/apc for competative play. ( im aware factors can be modified)
Would be the "thing" if you did, and if not, this is a killer contribution either way.
The issues with firing manually likely had to do with the subtype of the railgun changing. If you had old toolbar binds referencing this modded weapon, they were and will very likely be funky.
Tested it with other mods that use your railgun framework and the issue doesn't occur. In an existing build already placed down, I also have an issue where selecting the small ship railgun in the hotbar and click-firing it does nothing but start draining energy for a recharge, but pressing C with MART does succeed in firing and subsequent recharge. Large grid railguns don't have the issue.
The error log: https://anonymousfiles.io/kVcdTd75/
:D
@all:
I've pushed a patch that should fix the ammo pulling issues y'all were having :)
@Warlord:
Ammo should fit through small tubes
@Unkn0wn:
Are you sure you added them to your world?
@Falcon:
Not a clue. The size is the model and the textures.
any plans for a medium sized Rail Gun Turret?
I just verified that railguns deal damage fine even at short range:
https://gfycat.com/soupymelodicduck
This may be not a big issue since I can pre-load all guns with a lot of ammo, but it may be a problem in the heat of combat, especially with Realistic inventory size.
The problem happens to me in Singleplayer world, with or without other mods loaded.
C:\Users\YOUR_USERNAME\AppData\Roaming\SpaceEngineers\Storage\2013340341.sbm_WeaponFramework\RailgunFramework.log
to somewhere like Pastebin so I can take a look?
Remove the mod from your server, then re-add it. Sounds like a corrupted mod download. The damage code is the exact same as used for large railguns.
I can still sit in the cockpit and manually put ammo from my backpack to the gun's inventory, but when I put ammo in the cockpit's inventory and shoot for a while, the gun will be out of ammo and won't pull ammo from the cockpit.
Do you see a message on join that says something like "Registered X fixed guns and Y turrets"?
WeaponCore - 1.1(16)
WeaponCore - Replace Vanilla Weapons - MP!!!
MA WeaponCore Weapons
[Mexpex] MWI - Weapon Collection 2 [WeaponCore] (4)
Just watched w4stedspace and gang and they had issues with WeaponCore until they removed Modular Encounters.
I have:
Modular Encounters Spawner
NPC Programming Extender
Corruption PvE Combat
Reavers (Updated Behavior)
Orks!
Perpetually Perturbed Pirates
Now if you can't replicate the issue then I might just be that I don't know how to use WeaponCore correctly.
I think this really has to do with WeaponCore messing with your mod. (or it is user error)
I will remove all WeaponCore mods and see if that fixes it.
That is an older version of the game and is not supported.
---
"Anyone know what I am doing wrong?"
How long are you clicking?
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"but it wont shoot from the hotbar either with clicking as a weapon block selected or setting it to shoot now ... the only way i can get it to shoot is if i go to the control panel and hit shoot now."
So does it or does it not shoot with shoot now? Also, you are loading it with the 35mm ammo, correct?
Can anyone clarify an issue I have? I have a small ship with 3 railguns in a group. If I put ship weapons on the hot bar #1, only one fires when I hit LMB but if I hit #1 then the other 2 fire. Well not fully true. About 5% of the time they all due fire with LMB. I just wish I knew what the magic was to get them to all fire all the time with LMB. I am playing with WeaponCore. The 2 rail gun mods are loaded before WeaponCore.
Anyone know what I am doing wrong?
I got 2 ideas for scripts that I wanted to check out with you.
If you are interested.