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
There is a bug where it now shows the vanilla turret instead of the one you made. Simply requires a couple of small edits to the turretgraphics referring the png's you provided instead of the vanilla ones.
If you are not sure what to do with the standard and large rotary cannons, I have an idea.
Consider going the route of less pinpoint DPS than the Chaingun but higher damage per shot (HE so damage not pinpoint), ammo used per shot (2x to 3x), and longer range (like 320 to 360 meters). Normal operation would be a constant stream of shots (moderately faster than normal cannons). Overclocked would have the option for 3 or 6 round bursts (at about half the max RPM of the Chaingun), with short gaps between each burst (each shot in a burst adds 0.2 sec delay to the gap).
This would make rotary cannons a kind of hybrid between the chaingun and normal cannons while still being a distinct type. Also, the higher spikes of heat generated in burst mode compared to other weapons could lead to some interesting designs for managing it.
I'm not sure what I'm going to do with medium and large rotary cannons. This mod was made before chainguns, and now that chainguns exist, rotary cannons have less of a niche. I may phase them out eventually, just keeping the deck rotary cannon as I think the deck variant still offers something unique.
Also rewrote lots of internals to detach it from vanilla code. It should be less prone to mod conflicts now.
If you are still getting crashes, let me know what other mods you have enabled so I can track down where the crash is coming from.
And I'll make the edits to make this mod's code better, now that my major mods aren't crashing in meltdown anymore.
I kinda rewrote the way your part rules file works to get everything working. You basically tell the file to get most of its stuff in the vanilla deckcannonpart rules file, with alterations made to what you need. I rewrote the file by putting everything of the necessary deckcannon lines, without the meltdown alterations, into it.