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if u move the turret then fire at the same time the bullet will surely destroy your turret! but if its stationary then its keen...
*8-4. WEAPON OPERATION
a. Weapon Controls (Toolbar Page 2 (SHIFT + 2)):
(1) Load Ore - (Key Bind 1)
(2) Load Projectile - (Key Bind 2)
(3) Fire Weapon - (Key Bind 3)
(5) Toggle Projectile - Select (Key Bind 5)
(6) Reset Projectile Select - (Key Bind 6)
b. Left / Right Camera - As desired (Key binds 8 & 9)
or do i have to get good luck???
If you're out of stone. Simply add more to the large container (SHIFT F10 to spawn resources)
Help please!
@Nil: Yep, totally vanilla and two general purpose scripts with a whole lot of arguments. You can see some of them in the change notes section.
One thing still bothers me that the antenna is pretty vulnerable; once destroyed, you can say adios to your turret control... how about installing a rotor inside the tube, then attaching a small ship rotor part/antenna combo to it?
useing the welder and fireing the misles no lag at all :) im in love with this trying to fix it into a ship but im haveing slight problem the ship turns and breaks the turret off and it dosent fly stright anyidea how to fix this without useing merg blocks
@Wizlawz - There are warheads. Look at the 113D, E and F (F is installed, just not on the displays as it's still under development). The D self-destructs after a delay. E and F are proximity detonated. All three maintain their safeties until after clearing the barrel.
PLANNED FEATURES:
d. Additional projectile varients
if you can either set them live right off the bat or with a small delay of activation
and with a couple {a few} of decoys
COOL!
AMAZING ENGINEERING!!!!
On ore, I see your point. This build started with the thought process of "can I make a gun that shoots projectiles and ore while keeping it really small?" So essentially, I just built it to see if I could. Tactically, ore is just bad in combat. You have to sit still while you load it and you have to be uncomfortably close to your target for it to be effective. The whole point of player made weapons is to be able to shoot someone while lazily lingering well outside the range of his defenses.
*Had to break up the response. Darned 1000 charactor limit,
As to munitions: The 113 has had disappointing affects to say the least. You only get anywhere with the round if you shoot a lot of them. Pretty pointless with the space age version of a muzzle loader. I built a rig that prints and launches 16 of those at a time and they will cumulitively punch a large hole clean through your standard heavy battle wagon design in a single salvo (I pulled many hapless victoms off the workshop for testing. Sorry guys, but your sacrifice is for the advancement of science!). Whiplash came up with some 114 round designs that are punching holes through multiple layers. The next weapon will focus on exploiting those. I'm so done with the 113.
As to the explosive warheads, they have their uses. A little damage bonus if employed against soft internal systems. Sadly, they can only be used against defenseless sitting ducks, but they're one-fourth cheaper than the standard penetrater so its handy to keep the BP around.
So in short, yep, you're pretty much spot on in your observations.
But as I said this weapon's handling and design is out of this world. :-)
Interesting MAC cannon, but I can't help but notice it is a bit large. Try experimenting with making the torpedo a bit wider so that it does not need to be so long. This will allow you to compact the design into a more efficient firing platform. Also, try using blast doors as opposed to the modded blocks that you currently use as a weapon that kicks butt in vanilla is a great weapon!
You could use a camera for long range aiming as the red dot from the rocket launcher only persists for about 1000m.
Cool design :)