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Also for your previous message, one of my goals with the new mod is to enable mass production of missiles without the requirement for messing too much with connectors. I do realize that this mod is currently missing interfaces for the conveyor system.
https://drive.google.com/open?id=1v1FLRummQ5CKTsHwlT9YYcjCaacWX_Mx
I added a blueprint definition so your parts will appear in the production tab (assembler) in the large/small sections, also tweaked some settings, you can now detach the pylons from the mount just by turning off the block (its not a keen fix), i use that as local mod, and i dont play multiplayer so i could just not shared those 4 hours of work, but i think other users will benefit from such cool mod you made. If you have any problems or questions im here.
I am actually working on a new version of this mod. New models, solid fuel boosters, fixed mounting etc. which I will release sometime in the future and mark this mod as obsolete for compatibility. Keep in mind that i do this in my spare time so don't expect anything too soon.
About the pylons and mount pieces, i wish that was possible but due to a limitation / bug in the game engine two different types of blocks can not have mount surfaces on the merge side or they will not be able to detach.
oh and anyway we can get it so we can place the pylon and mount piece together from the start? I dont really want to build a loader craft for them
1) Fix the attachment method as mergeblocks are broken and I am investigating other methods including connectors, pistons and rotors.
2) Fix the power balance of the blocks, battery storage, reactors, gyros etc. I am Likely to remove ion thrusters and add a solid fuel (scripted) booster and/or hydrogen thrusters.
3) Remodel some of the blocks to fit in more with the theme of the game.
4) Continue working on the list of Planned features.
@Hellforge Actual, I apologize for the issues you are having. This mod has been put on ice for a while due to a glitch with the mergeblocks. Reason you are having the missiles glitch out is due to the mergeblocks releasing the blocks when the grid is changed and unfortunally there is nothing I can do to fix that until Keen fixes their game engine. The gyro is primarily designed to be operated using programmable blocks, where you control the rpm. An easy fix would be to reduce the power slider. I have not had these issues with the explosives, make sure you arm the warhead before impact. As for the camera, i will add an indicator for the orientation after i get the merge working properly.
The mod is extremely difficult to work with in atmosphere. the Locking silos are janky at best. the Gyro is overpowered for it (a single gyro will make my mouse seem like 100% sensitivity). its impossible to tell if the Camera tip is upright or not. The explosive warheads dont work as they should as they need to be MANUALLY DETONATED. The missiles, by the time you get them decently functioning will glitch out on any base you build and start fucking up blocks.
I've been trying for months to figure out how to work around the issues with this mod but it just can't be done. I've even tried reinstalling the mod.
FEATURE REQUEST - Could we have some less fancy, more military looking blocks please?
Many thanks in advance,
Woostyboy.
Honestly I really wish Keen had given us missile blocks like these in the base game. It's rather silly that in the 22nd century space combat is being fought with dumbfire 200 mm HE rockets and barely functional gatling guns, and everything happens at <800 m.
The only way around is through gimpy exploitation of the game's engine such as Lidar and turret guided player made weapons, which in most cases look more like refrigerators than missiles... Or mods.
Anyway, I'll keep an eye on this more, but as for a review, I feel I've summed up my opinions quite well. Neat looking, but MASSIVELY unbalanced and barely usable as inte
I decided to try out a missile and launch it into a rock. Seems fair right? Well, I forgot to arm the warheads and only realized it after launching. I said to myself, "Well damn. At least I get to see it smash into the rock."
Well, It hit the rock and made a big fucking hole as if it had exploded. I thought, "What the hell?"
It turns out any, and I mean ANY impact against say rock... (Which is all I tested this with so far.) makes a hole like I hit it with a warhead. Even non-explosive heads. And to cap it all off, The actual warhead took NO DAMAGE. Not a single bit. This is of course also after I rammed it FULLY through a solid chunk of at least 60m rock.
When a missile can plow through about 60m of rock touched and leave a bigger hole than most of my turret weapons, I think it's time for a different missile mod.
Yeah you'll have to put the the block on launch delay on about 2 seconds but it should work
i toyed around with it a bit never inplanted in a base or a ship