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Сообщить о проблеме с переводом






btw great mod
For example. players can do this manually yes, but turrets spawned on AI encounters via mods like MES just decimate player bases without any intentional engagement.
Or when Spawned in or made they default to 1km. a config file?
Thank you for any response <3
The turrets works on the unison and are all controlled at the same time; it's like being in the Homeworld serie; you just need to tell the weapons where to shoot using the crosshair. Kinda counterintuitive, you need to get familiar to it and it takes time; of course aim and shoot is easier.
TLDR: Press control to show the manual aiming reticle. This will also hide it. Holding control and moving the mouse scroll wheel will change the height of it. Use free look to point the reticle and aim.
It just so happens that I run with both shield mods, and some pretty high-power reactors...but that is me and how I play the game...so please accept my apology. I meant no offense or disrespect. Mind you I also still love and will be using them, especially with the advent of turrets.
Seriously again...WELL DONE...this mod is something I've been wanting for some time!
1. DelayCeaseFire: seems obvious but beam weapons need it higher than 0. If I understood you correctly the weapon will only have the option to shoot once when this value is zero
2. He might have set it up as a turret? (Most my scripts that actually fire weapons won't fire turrets)
As I now confirmed MA's Lasers do not work (sorry if you've been hunting that down) I'll have to add I know for a fact that the Super Atlas Laser works, so as you are already in contact with him maybe he knows a bit more about this.