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
I've had people copy content from my mods and claim it as their own work before, and others that copied the mods to other locations, only to let them fall behind when I updated, which then caused ME to get hammered with complaints about broken mods.
This mod, along with all of my other mods are to remain Steam workshop exclusive unless I find some personal or practical reason to move/copy them elsewhere.
Allowing people permission to upload my mods to an unregulated archive outside of my purview is not on my agenda.
Just as a heads up, this is getting a rework soon, updated models to be more in line with current vanilla, a scripting fix to use power directly and only when firing, instead of the massive one-time power draw from the compressor, and a tweak to the now incorrect tracer, impact, trajectory length and velocity settings
***Will shoot through your ship***
It's in a format that WMP can play, please see if it sounds the same outside of SE. If it does, then, as I said before, give me suggestions for the new sound if you want it changed. If it does not sound the same, then one of two things has happened, either the devs broke firing sounds again or your download of this mod got corrupted, which happens sometimes, unfortunately.
If there is a problem with the way the sound is played, give me details, please, as it might be a bug, either on my end or yours, and I'd like to resolve that.
If you simply don't like the sound itself, then i suggest you find a better sound and make a suggestion thread, if I am given something to work with, I might consider redoing the sounds.
If you are willing, please test it and let me know if it works. It should shoot just fine, as the coding was all done before the Dx11 update, but the textures might show up wrong, if that happens, just let me know, and i'll make a copy for Dx9.
Please be aware though, if i make a Dx9 compatible version, it won't be getting the upcoming update to make the crystal compressor unneccessary, so it will still need massive amounts of power on a large ship or station to function in survival.
I might rework the power requirements on the compressor to be less of a burst power requirement, and take more time at lower power, either way, it will still have a fairly high power drain, and require a large ship or station.
I fully intend to remove the crystal processor from the supply chain as soon as i can figure out the scripting to make the lance a pure energy weapon.
You may have gotten a bad download, as i've had it happen frequently with some other mods, it just didn't click that that could be the issue until just now.
@Slayer of time this mod is getting a little old. While seemingly impressive, the lance turret is really just a cleverly tweaked gatling turret, i extended the tracer trail, made it a different color, changed the damage per shot and fire rate and gave it a custom sound and model, but otherwise, it really is a gatling turret. I haven't done any special coding or animation work with it, so whatever you can do with a normal gatling turret, you can do with the lance turret, and nothing more.
I will try asking some of the other weapon devs for advice on scripting and the like, to try and make it manually fireable by mouse click. As for locking on to nearby targets, there's an in game script that handles that, sort of. It allows you to control one turret and designate a target for all of the turrets in a group to attack.
That said, i'll need to back up my copy of Stable and update to Dev for a bit in order to see what they changed.
In the meantime, you should be able to search for any block, regardless of what categories it does or doesn't show up in, so please try that and let me know if it works as a workaround.
Laser Lance Turret (Dx11)
Armor Panels [By UncleSte]
Energy Shields (STABLE)
Large Ship Laser Cannon (WIP)
Federation Starship - Constitution Class - Enterprise
Star Trek - Last Stand - BORG Invasion
(DX11)Letters Mod
Small Ship Mega Mod Pack [100% DX-11 Ready]
SlopeLCDPanels (DX11)
(DX11)(Pre1.095) Armor Without Edges with No Camo
MWI - Weapon Collection (DX11)
DCY Wyvern Engine (DX11)
Sorry for the lack of links. Wasn't sure how to put them all in.
It should show up under Weapons and Tools.
Oh, are you using the Dev branch?
I'm using the Stable branch, but i know Keen made some changes to the way categories are set up in the Dev branch, but not what changes, or how i need to tweak things to work with them.
This turret uses Crystalline Microcapacitors for ammo, in order to craft them, you need a Crystal Compressor