Instalar o Steam
Iniciar sessão
|
Idioma
简体中文 (Chinês Simplificado)
繁體中文 (Chinês Tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Checo)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol de Espanha)
Español-Latinoamérica (Espanhol da América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polaco)
Português (Brasil)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar problema de tradução
As for incoming missiles, perhaps a couple turrets could be used or added by whoever has the ship specifically as 'point defense' against guided missiles and unguided rockets. Could maybe dedicate a couple turrets to that end as well through adjustment of what they target. Another way to do this is to use the mod 'reactive armor' on the ship, which should defeat missiles and rockets. And yet another way to beef its defensive capacity is outfit the ship with some replenishing launchable decoys.
Just my thoughts.
This is the first time that I've looked at the actions in a timer block and not been able to figure out how it works right away. Kudos to you for being able to confuse me, it's not easy to do. :D
Do you think you might be able to send me a message explaining the logic behind the timers?
@KitsuneSamurai: You only have to double-tap them , then they work as intended :) I'll write it down in the description.