Space Engineers

Space Engineers

Star Trek Module 7 - Fleet Support 1.1
26 Comments
Qarannia  [author] 14 Jul @ 4:56am 
@〘TDT〙goldenberg Excellent, glad to hear that. :selike:
〘TDT〙goldenberg 14 Jul @ 4:55am 
ok thank you that worked
Qarannia  [author] 14 Jul @ 4:02am 
@〘TDT〙goldenberg If you're in a single player game then set your view distance greater than 20km for the world. If you're running a server then set the sync distance to greater than 20km. That should clear up the issue.
〘TDT〙goldenberg 13 Jul @ 11:39pm 
its the capital ship one
〘TDT〙goldenberg 13 Jul @ 11:38pm 
hello the fleet support beacon will summon invisible fighters and i'm not able to shoot back
Qarannia  [author] 12 Nov, 2024 @ 1:27am 
@Masterbuilder2.0 I've checked and the drones do still work. The only thing I can think of is that your server sync distance is set too low. As per the guide I recommend setting it to 20km. There's a thing that happens with WC if the projectile starts outside the server's sync distance where the projectile will not render. It will still be there, hence the noises you're hearing, but everything else will be invisible.
The Doctor 11 Nov, 2024 @ 10:26pm 
it makes a noise but nothing actualy happens
The Doctor 11 Nov, 2024 @ 10:20pm 
still wont work
ouside of gravity
Qarannia  [author] 9 Nov, 2024 @ 7:52am 
@Masterbuilder2.0 The fleet support ships aren't designed to work on planets, moons or in gravity. They'll probably just warp straight into the ground and disappear.
The Doctor 8 Nov, 2024 @ 8:07pm 
using galaxy class launcher on a blue abassodor explorer on a sprt gorund outpost
The Doctor 8 Nov, 2024 @ 8:07pm 
wdym
Qarannia  [author] 4 Nov, 2024 @ 5:32am 
@Masterbuilder2.0 Which one were you using, the small craft launcher or the capital ship one?
The Doctor 3 Nov, 2024 @ 5:05pm 
and i had a valid target selected
The Doctor 3 Nov, 2024 @ 5:04pm 
no i put it on the fron of my grid
Qarannia  [author] 1 Nov, 2024 @ 1:19am 
@Masterbuilder2.0 Make sure it's not buried deep inside your grid and make sure you have a valid target selected.
The Doctor 31 Oct, 2024 @ 10:19am 
i have an issue i cant get the thing to fire
The Doctor 29 Oct, 2024 @ 9:19pm 
it would minimize the comments
The Doctor 29 Oct, 2024 @ 9:19pm 
and also i would recomend you put vids on every module so we (the people using the mod)know exactly what we are dealing with from the start
The Doctor 29 Oct, 2024 @ 9:01pm 
i thought it was meant to be a little thingy pared with encounters mod to where a ship comes and helps your faction
The Doctor 29 Oct, 2024 @ 9:01pm 
oh
Qarannia  [author] 12 Oct, 2024 @ 7:40am 
@Masterbuilder2.0 You're not actually "spawning" it like you would spawn a physical grid from a blueprint. It's a WeaponCore weapon that needs to be on your own grid, you need to select a target using the mouse wheel and then fire the weapon. The support ship is just a big "bullet" that orbits the targets and spawns its own little bullets.
The Doctor 11 Oct, 2024 @ 11:15pm 
cant spawn support
Qarannia  [author] 26 Apr, 2024 @ 2:37am 
@Phoenix The main one isn't going anywhere; it will continue to be maintained, though not necessarily added to.
Phoenix 25 Apr, 2024 @ 4:20pm 
I was wondering why all of these suddenly popped up. As long as the main one isn't going away it does sound like a good alternative.
Qarannia  [author] 25 Apr, 2024 @ 2:48am 
@Austin_Legend A couple of reasons. Firstly; I've had numerous requests for this from users who would like to use one part but don't necessarily want the overhead of the rest. Secondly; I wanted to rebuild my Star Trek mods with some of the lessons I've learned in the last four years. So these modules are not exact copies of everything in the pack; they represent what I would have done back then with the benefit of hindsight.

These modules don't conflict with the Mod Pack; they're just another way for people, myself included, to play SE. The original pack will continue to be supported as well.
Austin_Legend 24 Apr, 2024 @ 3:26pm 
Why are you compartmentalizing parts of the star trek mod pack?