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Yes that is strange some report to have some, I have not used the mod yet.
If it reports in red that sound files are missing, then you have to wait until the modder does something.
The only question is why does it supposedly work with some.
Is there a difference until the weapon starts firing. ?
Do both scatter equally when firing. ?
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If the two things are also the same, then only that you have a different weapon optically.
At least I can't think of any other values that can be compared.
I have not used the mod yet, only subscribed, but have not yet looked in the editor where the loaders are from, because of which some want to use the original railgun loader.
And it's not obvious when there are new turrets that they also use new ammo, because some just make turrets for original ammo, but most just make new ammo for turrets, so it's not clear that new turrets also use new ammo.
At least you don't need other mods for the mod, like some of the other turret and ammo mods.
it's stated that the Trident uses the same loader and ammo as the chaingun in the description already, and anybody building a sub will be searching the name of the weapon anyway
Which turrets have their own loaders, and their own ammunition, and which fit together with original things.
Since many do not read comments, and therefore do not see if someone explains how it all works.
@starkiller you can do that with the tempest since it uses chaingun ammo
@moon-shadow yeah it should be fairly obvious that the unique weapons use unique ammo and loaders, with the exception of the tempest which is stated as such
@booper02 that's because it uses the LRASC loader and LRASC shells. you can't use railgun shells in the LRASC
Probably not possible, since the description says that these weapons have their own ammunition.
Others see that they have problems when they try to put normal ammunition into the weapons in the editor, because the editor should actually also have the mod ammunition, which they then apparently do not use, there are also own loaders but others try to connect them to the normal loaders which also makes no sense.
Every turret that uses non-original ammunition has its own loader, if you install such turrets in the editor, the appropriate loader must also be installed, if a change is allowed in the running game then the appropriate loader is always installed so that the ammunition that is used can also be used.
Ammunition mods and turret mods, these can only be supplied if the ammunition mod also receives some for these turrets, otherwise only those can be supplied for which they were set, i.e. the original turrets.
I have the unlimited ammo mod active, and i just wanna have fun with the game. Can i put those "unlimited vanilla" items in any of these as ammo?
i've never experienced that in testing. what's the error?
@Pixy if you replace a large weapon, the loader might look a bit weird and i might implement a change for that at some point
It then takes on the position of the previous one, i.e. the alignment and size scaling if you change any optically, as it takes on the position and other settings.
The editor can not do this automatically because it does not know what you want to do.
I have also created a fire blocking system via buttons that bots do not waste rare or expensive ammunition on weak or almost dead, which you can switch from the weapons and from the control room, front top and rear and bottom just as a small and one large each behind one of the front small top and bottom. / 4 Little and 2 Big Turrets.
The game sight that I connect the loaders, but not that I have to put cables and buttons between periscope and weapon that this works, and in the running game what swaps so only the loader and the weapon, the connections with periscope and weapon are not changed so.
But I look at the values of the weapons in the editor.
the Tempest uses Rolling Airframe Missiles which are craftable, and the Trident uses chaingun ammo. the LRASC uses LRASC shells which are craftable
no problem :)
No longer overrides vanilla railgun shell rack