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Thanks for letting me know. Currently working on an update so will fix it.
Closed as the configs do not reflect energy as ammo.
Edit: Forget about my comment on the Autocannon pls. It is actually fine, it's just that the animation is so 'quiet' that I thought it wasn't dealing any damage. The Railgun problem occurs only on the single mounted version, not the twin one.
I'm getting this type of error in my log, and the game crashes. Usually when in combat and taking/dealing damage (probably to the turret in question). Not sure if I'm just running out of memory.
1 -> Info: Trash collector removed grid '93398546851404398:Large Grid 4398' with entity id '93398546851404398'
2022-06-11 06:00:18.622 - Thread: 1 -> Warning: Invalid triangle in C:\SteamLibrary\steamapps\workshop\content\244850\2773999189\Models\Cubes\large\GOALKEEPER_Warfare_CIWSPDC_Turret_Azimuth.mwm
Also, don't have the error handy, but audio for some of the turrets (PF556 gatling, Oerlikon, and Rarden I think) says their sound files need to be in mono but two channels were detected. I'll post next time I skim the log and see an example.
I haven't used the alternative railgun ammo for this mod, but for a similar vanilla mod that added options for the artillery turret, they said the game by default doesn't recognize ammo types. So you have to manually take the ammo out of the turret's inventory and put your desired type into the turret inventory.
However, the guns will have to fire off whatever ammo they already have loaded into the gun chamber itself before it reloads the next round from the turret inventory b/c there is no unload/reload function. Since railguns only have a "magazine" of 1 round, the new ammo type in turret inventory will be loaded after the next shot.
I will stand corrected if it's different for this mod.
That is odd. Ill have a look at the mesh for the Invalid Triangle as never got this before.
In terms of the sounds the audio files used for the guns are Keens own definitions, so you would think the audio would be fine. Ill see if i can mono them out and include within the mod.
I haven't made time to test only your mod in a blank world, so it may not be your mod -- there may be some other mod conflict/interaction going on with the audio. I don't have any other weapon mods loaded in my current game though. I should probably do that before making you have to do extra work! Will report back.