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For each size of laser there's a line called "TreatShieldAsPart" (and a second XL line in the XL sized laser). This is set to true by default. Change it to false.
You can also change the firing arc and damage done in this file.
Hopefully this helps anyone that was otherwise waiting on the mod author to update it or provide another option.
Everything else about this thing is Awesome, the damage is great for its size, the size of the module and amount of people needed to run it is awesome, even the firing arc is just perfect for a weapon like this. Your mod is seriously good and feels just (insert patcha perfect meme here) perfect except for that one thing
As always, keep being awesome man :) your mods adds something which is sorely missing from cosmoteer and are massively appreciated. Hope this reaches you well
"The warning just means that some components of the vector are being ignored as it is converted to another type with less components(for example V4 to V3). In a script, instead of writing
float3 a = float3(1, 2, 3);
float2 b = a;
(which will give your a warning) you can simply write
float3 a = float3(1, 2, 3);
float2 b = a.xy;
The behavior is the same, but the warning is gone."
06:25:07 | Output compiling shader 'C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\2902503029\laser_beam_deck_small\red\laser_beam\laser_beam.shader' (vert):
06:25:07 | ./Data/common_effects/base_beam.shader(82,30-213): warning X3206: 'calculateWorldVertexLoc': implicit truncation of vector type
06:25:07 | ./Data/common_effects/base_beam.shader(92,24-82): warning X3206: implicit truncation of vector type
06:25:07 | Output compiling shader 'C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\2902503029\laser_beam_deck_small\red\laser_beam\laser_beam.shader' (pix):
06:25:07 | ./Data/common_effects/base_beam.shader(82,30-213): warning X3206: 'calculateWorldVertexLoc': implicit truncation of vector type
06:25:07 | ./Data/common_effects/base_beam.shader(92,24-82): warning X3206: implicit truncation of vector type
In other words the projectiles collide with other deck turrets.
If there was a separate mod to enable firing through turrets I'd be grateful, or if you could relay instructions on how to do that!
I've seen many modders mention they had to ask Walt specifically on how to update their mods, so confusion surrounding it seems common.
I really look forward to when your suite comes into the newest update.
-----------------------------------------------
06/26/2023 16:52:36 | System.InvalidOperationException: No component named 'Turret' in part 'swefpifh.laser_blaster_small_modular_roof'.
In this way, it forces a few recharges out of shields before the modules get destroyed, so it's not just basically beating on shield module HP instead of armor, which is how it acts currently.
a deflector shield if you prefer ^^
Thank you for your feedback. I had seen that they were powerful, but I didn't see anyone reacting, so I didn't make any changes. So I'm going to review this in a future update ^^ Please note that these lasers are specially designed to fight against energy deflectors. ;)
Thank you for your feedback. I had seen that they were powerful, but I didn't see anyone reacting, so I didn't make any changes. So I'm going to review this in a future update ^^
currently, even the small laser makes disruptors completely obsolete, and L and XL are massievely outclassing Ion beams
I just checked, the turrets are doing the right damage. After that, it is normal to destroy small shields quickly with L or XL class :)
yes, that is done expressly. the overload generated by the laser makes the module explode. But the fact that a laser can break several in a short time is not normal, I'll see when I get back. thanks to you ^^
@RustyDios : I thanked you a week ago and I thank you again for giving me a way to think about beam colour modularity myself :)
There are still adjustments and balancing to be done.
You will be able to mine with it, but it is not a native feature, you will have to select the turret and aim the asteroid yourself.
For the stats, they will be noted when the balancing is done :)
Are they/can they be.. a colour-change replacement for the mining laser?