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the 20mm autocannon continues to fire even after its target is destroyed (just stream of death going into space, yay!)
the 43mm autocannon doesn't seem to engage targets until around 300 meters, regardless of the range settings in the UI.
I'm also running the OKI Weapons Pack, but... they shouldn't interfere, should they?
If you set any turret to target missiles, they will continue firing at a missile's last known location. This is a Keen bug and cannot be fixed on my end. If it's at a character, that's also Keen's fault. However, if it's a grid, I actually don't know. I haven't seen this for myself, so I'll run a few tests soon.
I haven't seen that issue with the 43mm Autocannon, and I'm not familiar with Okim's weapons. The only thing I know for certain is that there are zero subtype ID conflicts. If the OKI pack includes weapon scripts, it's possible there could be an incompatibility. Is the version you're using the official one released by Okim?
additional edit: Vanilla gatlings seem to be able to get ammo from the conveyors normally
This appears to be caused by the fact that weapons like to pull only half their volume in. Both the 20mm and 43mm fixed guns can only fit one magazine of their respective ammo types on x1 inventory, which I assume you're using. I'll include a fix for this issue in the next update.
More of Keen's incompetent turret targeting and missile trajectory code, but yes. I can't fix that without heavy scripting Turns out the issue was on my end, but in a weird spot. This has been fixed as of v1.582.
Funny enough, this issue can be half-fixed by changing a single "0" in one hardcoded file to a "1". I forget which file, but Whiplash141 demonstrated how doing this would make missiles retain the velocity of their launching platform, versus undoing it like the current system does. Keen intentionally broke missiles for some reason.
I am also having trouble with the 43mm autocannons not engaging targets until they are extremely close, around 200m even if they are set to engage at 800m. They were working for a few weeks until this happened, I changed no mods or settings during the time.
I am also running the OKI Weapons Pack, they didn't interfere for a time, I'm not sure if they are interfering now though.
Create a duplicate of your world (Save As button) and remove OKI in the duplicate. Then, test if the autocannons have issues. I cannot replicate this issue on my end with AWP by itself.
I made a duplicate world with OKI removed, the turrets still engage targets around 100m when set to 800m.
I then replaced the 43mm autocannons with the vanilla turrets and they have the same problem, they engage targets around 100m when set to 800m. The turret problems seem unrelated to your mod I think?
Yeah, that sounds unrelated. Are there any other mods with scripts in the world, excluding NPC mods? Certain mod scripts may interfere with how weapons operate.
The rotary autocannons only use a loop sound, not a sound per projectile fired. The sound was taken from an A-10 in flight while firing its GAU-8. A GAU-8 produces a rough humming when at a distance.
This sound was originally louder, but was turned down in the mod files due to being too loud compared to vanilla weapons.
Are you using realistic sound? Assault Weapons Pack seems to have issues with that setting. I've been looking into it, but it's quite a perplexing issue.