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Again, if it has anything to do with the quality of the assets, I can't fix it. If it's a code-related issue (which I sincerely doubt, there's not much I can do to control 'resolution' or 'render quality' from those four little files), then I can only fix it if I have more than a vague clue as to what to look for. (Or if it's something obvious, like an incorrect texture reference.)
Anything beyond that should be taken up with the devs, because at that stage it's either an issue with the shaders, one of the graphics-related scripts, or the game engine itself.
If it's the textures, then I'm afraid the answer is "I won't". Like the models themselves, these aren't my work - I don't have the skill or the patience to make anything worth using in a shipset, and these are the best I've got permission to use right now.
In any case, the only other possible explanations I can think of are that you were trying to shoot your allies, or forced to hold fire for one reason or another - like being a Mothership outside an owned system, or being cloaked. There simply is no logical correlation between you using my shipsets and your weapons not firing. That doesn't exclude the possibility that there really is a bug, but the odds against it being caused specifically by one of my shipsets (or, indeed, any shipset currently on the Workshop) are astronomical.
2. Were the weapons facing towards the enemy? (Disregard if you're only using missiles.)
3. Did the weapons' cores (turrets) get destroyed by enemy fire?
4. Was your empire in VERY SIGNIFICANT debt? If you manage to drive your budget deep enough into the red, your fleets will refuse to shoot.
5. Did any of the ship's power generators get destroyed by enemy fire? Weapons relying on power, like railguns and lasers, will cease to function if there isn't enough power left on the ship. (Disregard if you're only using missiles.)
However... some game mechanics could. Okay, please answer the following questions, regardless of how silly they may sound:
Anyway, as I said in the credits, Imperial did most of this. It took him hours (or maybe even days?) of hard work to merge the UV maps on some of these things. All I had to do was rescale them and write the code, which couldn't have been more than an hour, and we both know texture remapping is infinitely harder than that. :P
Thanks for sharing!