Barotrauma

Barotrauma

Ozone Weapons Pack
33 Comments
Moon-Shadow 5 Jul @ 8:08am 
Red error message texts.

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.
Moon-Shadow 5 Jul @ 8:03am 
Trident vs Chaingun

Is there a difference until the weapon starts firing. ?

Do both scatter equally when firing. ?

-

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.
Cynte 5 Jul @ 12:30am 
Can anybody point out the differences between Trident and vanilla Chaingun? They use the same ammo, have the same fire rate, spin-up, accuracy, and I think even barrel length is close. I only noticed that Trident turns a bit faster while firing
Soft Head 16 Jun @ 7:34pm 
not sure if its me but i got alot red errors that the game was not finding sound files for this mod
Moon-Shadow 12 Jun @ 3:46pm 
If it says that, then why do some try to load normal railgun shells into the “LONG RANGE ANTI-SHIP CANNON”, because it only says that there are railgun shells, not others that only go for this, which is why some want to use the original loader.

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.
snark  [author] 12 Jun @ 2:16pm 
@Moon-Shadow
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
Moon-Shadow 23 Apr @ 12:06pm 
These things should be in the description of the mod.

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.
Günni 23 Apr @ 11:20am 
The tempest has an empty icon on the dockyard for some reason, and no description
snark  [author] 15 Apr @ 5:40pm 
@gromagan long range anti-ship cannon (lrasc) shells
@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
booper02 5 Apr @ 7:16am 
bug report: the LRASC doesnt seem to have a working loader, railgun loaders refuse to link with it
Moon-Shadow 27 Mar @ 2:48am 
Infinite ammo mod. / Unknown to me.

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.
Starkiller 27 Mar @ 1:11am 
Do these work with any of the vanilla ammo?
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?
Gromagan 20 Mar @ 1:33pm 
what ammo do i use for the longrange anti-ship cannon?
snark  [author] 19 Mar @ 11:38pm 
@Prinz
i've never experienced that in testing. what's the error?
Prinz 12 Mar @ 1:07am 
Found it when building/testing turret for my new sub.
Prinz 12 Mar @ 1:06am 
Is it normal for LRASC pop-up error message everytime it shoot?
snark  [author] 26 Feb @ 2:24pm 
@Hydremajor117 yes i am! i have updated each of them pretty recently
@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
Moon-Shadow 26 Feb @ 12:17pm 
If you change a weapon during the game, the corresponding loader is usually also changed.

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.
Moon-Shadow 26 Feb @ 12:17pm 
Info I do not copy these weapons, nor do I recreate them.

But I look at the values of the weapons in the editor.
Byt-sov2015 26 Feb @ 4:56am 
Озон теперь и на Европе божеупаси
Pixy 24 Feb @ 8:43pm 
Question on the LRASC. I have not had a chance to try it out in the actual game yet, but in the sub editor, I noticed that the LRASC loader is a single shot and doesn't really line up correctly, while also making it impossible to load in the standard railgun loader. What happens if you replace a large weapon with the LRASC in a campaign?
Hydremajor117 24 Feb @ 12:58am 
Are you still updating your other mods ?
Thy Good Boy 24 Feb @ 12:38am 
Yippee!
snark  [author] 23 Feb @ 3:13pm 
@Hydremajor117
the Tempest uses Rolling Airframe Missiles which are craftable, and the Trident uses chaingun ammo. the LRASC uses LRASC shells which are craftable
Hydremajor117 22 Feb @ 12:34am 
So I can't see a ammo box anywhere, do they just use ammo thats already in the game or how does that work ?
AngeL 21 Feb @ 8:29pm 
Crafted
snark  [author] 21 Feb @ 6:58pm 
@AngeL cannon shells actually aren't supposed to be obtainable. how'd you get one?
AngeL 21 Feb @ 5:47pm 
Cannon shells are invisible.
snark  [author] 20 Feb @ 6:57pm 
@Mr. Bob
no problem :)
Mr. Bob 20 Feb @ 4:53pm 
Thank you for the quick update, now the shells will be much more organized :D
snark  [author] 20 Feb @ 11:57am 
Added craftable and placeable LRASC shell rack
No longer overrides vanilla railgun shell rack
snark  [author] 20 Feb @ 9:58am 
@Mr. Bob Unfortunately, you have to load the mod in the top of your modlist in order to make sure that it overrides the vanilla railgun shell rack. I might add a craftable LRASC shell holder to make this optional, though. I'll see about doing that :)
Mr. Bob 20 Feb @ 1:15am 
Do you have an shell rack for the LRASC? Tried storing it in regular railgun racks as it does not let me stow it.