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You're welcome.
Most likely someone on Keen's Discord will be able to point you in the right direction.
In any case, if you're not happy with how much damage it does to missiles (it's not meant to damage other things) you can always change that in the WC server config file for your game.
I'm glad if it works 99.9%; I reckon that last 0.1% is just Klang.
You're great Q! Sorry I had to be the bringer of bad news
This one was a proper pain to track down.
"The Landing Gear on the Viper Kit don't remain locked on a game reload so turn off autolock at your own peril."
I've since done more testing. In an empty world with only modpack, animation engine and weaponcore loaded I still get the same result. I have half a dozen Vipers in here in various configurations with some built while others admin created, some done fresh and some from blueprints and they all exhibit the same behaviour reliably.
Lock down, save, exit to menu, reload: everyone is detached. If autolock is left enabled then they will sometimes (but not always) manage to relock themselves. The only reliable way to keep these things from floating away and coring carriers is to give them a looping Timer that spams lock
I haven't tested the Raptors
Thanks for the info! I'm glad I know how they work now.
You might want to add that information to the mod page, so other people like me won't be confused in hte future =)
Thank you again!
Both ships where set to the sprt faction so it would be considered hostile.
Both Manual and Painter modes work, but Auto mode does not want to work.
Do the Turrets not have typical AI were you don't have to do anything, or am I missing something.
As I was watching the shooting though, something occurred to me. I never updated the guide when I did the April 30 2.3 update. In that update I changed the rotational firing arc of the KEW batteries to 240°. This means if they're outside that arc from the target they're not going to engage. That's honestly the only thing I can think of as they all work as intended for me.
I Am testing in a creative world but there shouldn't be any difference...
Do turrets Need to be in a certain ID group...? Idk. I think I tried everything that I can think of in terms of settings and such but I'm lost at this point.
If you could give any kind of insight then I would very muich appreciate it.
Am I missing something? Is there an additional block that is required? Aren't default settings on a turret supposed to be working like Vanilla turrets, I mean when it comes to the AI.
I know how manual mode and all that works but the AI does not want to work.
Oh and Vanilla turrets work as intended, that's why writing this here in the first place.
And lastly, I play with several mods but none of them change weapons in any way or the AI.
Sorry for being a bother. Other than that I very much appreciate this mod/modpack so you have my thanks!