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EDIT: Realized I could go into the AmmoMagazines_AWP.sbc file and look at the item's subtypeID. Turns out the ammo im using has the ID "Ace_43x307mmAmmoBox".
Go ahead. Hope y'all enjoy!
Installed kernel 2.5 and Assault Weapons Pack WeaponCore REBORN for my dedicated server
The guns shoot, but do not use ammo. Please tell me how to teach them to use ammo. If I can manually correct the files, if so, tell me how...
I really want ammo)
I noticed that some of the smaller weapons like the 30mm are firing explosive rounds when they are only supposed to be shooting rapid fire bullets.
At first it was funny, but because I am using this mod for a scenario - it can get very laggy to have so many explosions so quickly in your face.
I don't think the HE rounds on small grid rotary autocannons was intentional, but if it is, then please let me know so I can switch out the gun for a different one without so many explosions.
Thank you for your work on this amazing mod. :D
here is a pic https://imgur.com/a/Tw28gUr
seems this cannon should, at a minimum, hit at least to 3000m
that cannon looks great and everything else seems to be okay, sure wish it could reach out and touch someone, i saw the addon to adjust weapon ranges its still not an improvement
the largest weapon on a tank is dwarfed in its capability by the point defense weapons oooooooooooooooooooooooooooooooooooookay
do you have any plans to update this version of the mod any further?
i only ask because im currently wanting to remove weapons core from my game to instead get vanilla+ but theres a few weapons i havent been able to find replacements for thats holding me back (mainly a capital class missile/torpedo launcher)
an alternative would be to stick with weapons core but this version of your mod isnt updated enough to include some of the weapons i enjoy most and frankly i dont want to play space engineers at all without your weapons so im kind of stuck weighing my options
is the 30mm chain gun meant to be an independent turret, or does it require something else? I've built a few and gave it conveyor access to plenty of ammo, but they don't activate and there's no control button in their console... am I missing something or is this a bug?
I really want to see more <5x5 small grid turrets. I feel like the vanilla assault cannon should be 3x3 based on its model, but its still 5x5.
Question for you - I am to understand WC mods are made either as or not as Sorters - Doing so takes away the control function. Would it be possible to create a weapons core version of this that is not set as sorters. I run a community server on the weekends and we want to use manual or player-fired turrets only as part of the Role Play. As such we are having to find another weapons pack to use wich is proving to be frigin hard.
Again I understand this might be a big ask, but if its possible and ur willing to it would be much appreciated.
The ENDBRINGER guns are so insanely powerful that when they impact something, the game freezes a little bit.
If yes, when is the pirate cannon coming?
I see that someone just released an updated fork of this mod. Have you checked whether the range of the artillery is just as short in the new version? If you have, then perhaps you should post your complaint there, since this original version has been labeled as "Discontinued"?
because i just bought $900 worth of other things
weapon_component_template = {
type = instant
key = "Small_Reaper_Kinetic_Cannon"
size = small
entity = "small_laser_gun_entity"
static_rotation = no
damage = { min = 136 max = 200 }
windup = { min = 10 max = 30 }
total_fire_time = 200
range = 90
tracking = 1
accuracy = 1
power = -30
resources = {
category = ship_components
cost = {
alloys = 7
red_energy = 1
reaper_tech = 1
}
upkeep = {
gold = 1
}
}
ship_modifier = {
ship_shield_penetration_mult = 0.10
ship_shield_damage_mult = 0.10
ship_armor_damage_mult = -0.10
I'm done arguing since you obviously don't even try to read anything i said.
enjoy missing this mod.