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I am sorry that I could not meet your expectations.
Could you please add the 640mm cannons to this WeaponCore version? I really need them for my ship. I'm building a capital ship, and the other 400mm cannons look a bit odd. That's why I'm asking, could you add the 640mm cannons?
If so could you fix the ranges on some weapons like mentioned below? Some are still limited to their vanilla counterpart mod ranges.
1 -> Exception occurred: System.NullReferenceException: Object reference not set to an instance of an object.
at Sandbox.Game.Entities.Cube.MyGridPhysics.UpdateShape()
at Sandbox.Game.Entities.MyCubeGrid.Dispatch(UpdateQueue queue, Boolean parallel)
at Sandbox.Game.Entities.MyCubeGrid.UpdateAfterSimulationParallel()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.ParallelUpdateHandlerAfterSimulation(IMyParallelUpdateable entity)
at ParallelTasks.ForEachLoopWork`1.DoWork(WorkData workData)
at ParallelTasks.WorkItem.DoWork(Int32 expectedID)
2023-11-17 10:30:01.740 - Thread: 1 -> Exception Data:
Exception Info: Holder ID: 5147; m_runCount: 5147; m_executing: 1; MaximumThreads: 2147483647
Any chance of a fix?
I have been busy and have not yet been able to update the original mod. But I will be able to finish it by October.
Thanks for your patience.
I converted the weapon for WeaponCore with the most performance friendly method in WeaponCore. Because of that, I couldn't control the weapon directly.
I can directly control this by changing the weapon conversion method, but I suspect there will be a slight performance hit when laying down a large number of weapons.
I will implement the "control" function in the next update. It's going to be a big update, so please post here if you run into any issues.
Converting to WC will take several weeks.
This applies to both small and large grid turrets. However, Spotlight turret has the "Control" function.
I have a hunch it's a WeaponCore issue rather than an issue with this mod in particular... I've been experiencing the same issue with WC weapons from other mods as well... Simply activating an (Offensive) Combat AI block seems to break all WeaponCore weapons (static and player-made turret) attached to that grid, making them unusable as well as being unselectable as static weapons by the AI block (player-made turrets are selectable but still don't shoot)... From what I understand, the Combat AI block's code had to be rewritten specifically for WeaponCore compatibility... I could be wrong but I think that's what's going on, just waiting on a WC patch with fingers crossed lol.