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-Re-added +6 removed functional turrets making a total of 12 Turrets as it should be. NOTE: With +6 turrets back from static to being operational making 12 Turrets total note that this will add an additional lag. Use at your own risk and discretion, if you think your PC can handle this additional bit of lag. If you do not like this update and is making your PC overheat, crash, or whatever then there is always the LITE Version: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2823969965
-Improved Radar-Guided System for All Small Turrets. Old system has now been replaced with a new one. The turrets should now work fluidly meaning it shouldn't be very hard to trigger, unlike the old system which only works 10% of the time once a target gets lucky to trigger the turret in a certain position. At the moment, this new system isn't leading but at least it can fight back fluidly unlike before which mostly just stay still. NOTE: Not all turrets have their own radar-guided system, some of the turrets are slaved by the main turret which has the radar-guided system acting on it. The slaved turrets aren't dead on point unlike the turret which has the radar-guided system but that is still fine, think about it as a side swipe of bullet shots across the target(more effective against large long ships). The reason for this is to at least lessen the logic required, to make 12 turrets functional.
-Fixed crane winch not working, specifically the rope winch because of the recent update which broke rope winches a bit.
-Fixed crane seat[Hotkey 3] not deploying elevator.
Major Fix:
-Fixed Drop Pods launching off on spawn due to a game bug causing a weird problem to the capacitor in activating the boosters.
-Fixed Drop Pods doors loose on spawn due to a problem with the threshold trigger.