Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
They can't fix their own patch)HD
I connect something, a turret, check the values and it doesn't react to targets....
Check out my Delta Maverick sub, if you like. It's a heavily-modified Barsuk with various added features specifically for solo pilots. Read the description and crack it open in the subeditor to see if there's any ideas you haven't already implemented or thought of.
Appricate the mob by the way, was able to use it as part of a person project to make a A.I. copilot, basically based on the Golden Age mods concept as the base. Can chat, Toggle auto-locks, Play music throughout the sub, turn on and off auto turrets (thanks to this mod), and maybe some other features once I learn how to do more with sub editing.
Guess this mod will still see use for a while.
So in the base game I have no clue how to toggle the AO even though there are options saying it is suppose to be wire-able. So i got this mod instead that you made because it does add a pin I can just wire up to a wifi and call it a day,
In any case, do the vanilla turrets not just have a simple ON/OFF wiring pin for AO now? Is it still more complicated than that?
the update :
https://steamhost.cn/news/app/602960/view/6086132471878536207
IMO the description is perfect now. Its informative and on the spot. I understand everything by reading the description alone. Great work!
Are you saying that the wiring all stayed when you changed the turret, but your custom Auto Operate settings didn't stick?
If that's the case, then once again, I think that would be a problem the devs would have to fix.
In fact, it looks like they've been thinking over this issue [github.com] for almost a year now. Apparently it's by design that new turrets and hardpoints don't inherit any properties of whatever they're replacing.
One of the devs posted to the linked issue thread just a few days ago so I will comment on it now and see if we can convince them to actually follow through on this.
Let me know what you think.
To be brutally honest, when I originally posted this mod, I really thought everyone would know what I was referring to when I said "Auto Operate". I also assumed that anyone bothering to look at a mod like this would already have a pretty intuitive understanding of the wiring and technicalities involved.
That being said, I had no idea at the time that this mod would be in any way popular, nor did I realize how this mod would appeal to such a wide variety of players. Furthermore, I thought for sure that the devs themselves would have implemented something like this by now and nobody would even care about my mod.
Given that this mod still gets visitors, comments, downloads, etc. on a semi-regular basis, I will attempt to update the description here in the next couple days.
Anybody reading after that time, let me know what you think.
Start with the following headlines:
[ulist]
[*] What this mod does
(general explanation, without going into details)
[*] What is "Auto Operate"
(detailed explanation of AO and its history)
[*] How this mod works
(detailed explanation of how this mod works)
[*] Info for sub builders
[*] If you add this mod to an already started campaign ...
[*] If you add this mod before campaign start ...
[*] If you remove this mod from an already started campaign ...
[/ulist]
Make pictures (connection panel, wiring example, ...).
Add an item assembly with a wiring example.
I am writing this, because I think this is an interesting mod and that it deserves more attention.
How Auto Operate actually works is totally controlled by the devs. The only purpose of this mod is to facilitate toggling Auto Operate on and off during normal sub operation; at the time of this mod's initial release, AO could only be toggled in the sub editor.
If you've got a problem with how Auto Operate works (who it targets, how it tracks, etc.), then take it up with the devs or find a different mod that implements it in their own way.
If you don't understand how to toggle AO with this mod installed, even after reviewing my instructions above, then I can try to explain more.
Does this help?
Use something like a lever instead, which sends "0" when up and "1" when down, or hook the button to toggle_state on a relay component and connect the relay's state_out to the turret's signal_in instead.
And then through the button it turns on but does not turn off) XD
This mod addresses all that, allowing Auto Operate to be toggled on and off on literally any in-game turret, including vanilla/pre-existing ones.
Along with the rest of the content in 1.0, the devs finally released their own version of this: Auto Operate. When a turret has Auto Operate enabled, it aims and shoots at anything it considers an enemy entirely on its own. The only thing it can't do for itself is reload ammo.
More specifically what is "Auto Operate"?
also you dont need the images in there as the textures should already lead back to the weapons file but again, doesnt effect performance just file size of the download lol