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And it is really just a modded missile launcher. Different values and such.
Also, a rocket launcher of 5 slots and above have a chance to be coaxial, it's not a seperate entry in the code.
But as I said, for now I've given up.
Will you develop any more like it?
Having this mod breaks turret factories. https://imgur.com/a/Xa8lDWp
I understand the difficulties in fixing it, but unfortunately, it becomes unplayable for small alliance ships under the control of AI in these regions.
Anyway, cool mod, thank you for your work.
As for maneuverability, don't know if I can reduce that, other than reducing the speed of the missiles.
I also know pirates using these launchers can be a pain to deal with. Ideally I'd like to be able to set a cap on how many cruise missile launchers a pirate can be equipped with, however I have no idea how to implement such a thing... Don't want to outright remove the ability for enemies to use them, so for now I kinda see it as a priority enemy to deal with if they show up using these launchers.
And also when I reached the barrier, I encountered widespread pirate frigates spamming these missiles in bursts, which becomes a big problem for any ships that are not equipped with something like this and do not have an impressive supply of shields + high speed.
Laserzwei has neat mod that makes it easier to bring out "Laserzwei's Admin Toolbox" or you can use the debug command "/run Entity():addScript("lib/entitydbg.lua")"
or you could just enable dev mode... either way makes it easier to test stuff out
I will try an individual test sometime. Do you use creative mode to test or is there a dev function for it?
1. CML seems to function, all CML's do damage. Ones created from the highest tier of the normal turret factory works. Ones created from all tiers from the Advanced turret factory also works.
2. Components required for manufactoring are randomly generated, as the advanced turret factory mod runs custom component requirements for it's turret tiers, thus meaning turrets modded in don't have a preset list of components. Dunno if this can affect turret properties when increased or decreased, as I may have altered the component list and properties in my mod, which might not be represented in the Advanced Turret Factory mod.
Though I know there have been instances with no damage dealt with one shot and then next shot deal damage as per normal.
TLDR:
I can't seem to replicate the issue.
Have you tried in a clean game with only the two mods installed?
The exact mod is something like "advanced turret factory".
Does the normally available ones do damage?
I really want stuff to work here. This is my favorite mod.
Have you tried starting a new game with only the Cruise missile launcher mod enabled?
I also know that some mods, like SDK's overhaul mod makes load times much longer, so maybe try waiting longer? (don't know how long you've waited before)
I have no idea why.
To be clear, today I'm not having any issues with coaxial cruise missile launchers mounted on the bottom of my ship.
It's the same ship, even.
Sure it can be done, but I don't know how to do it without causing issues with compatability with other mods chainging specialties, sorry.
I was wondering, if you could create a compatability patch for the 'all turrets independant' mod, I'm not paying a bunch of dudes for sitting idle in my ship after all
Overall excellent mod this is what I think launchers should have been.