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While within vanilla, agreed, this is impossible, Weaponcore is more flexible on this issue.
Alternatively, (from what I see, and while vastly more work), having a Gimbal and Fixed version of (author's choice) appropriate weapons would allow both solutions to be resolved, and would keep the originals functioning as-is without changes while separately allowing the ability of fixed weapons that can be used freely for AI turrets at the users discretion.
I don't know if these solutions have crossed your table already or if this is a possible resolution, but I hope my 2 cents helps.
Thanks for the explanation of the issue regardless.
There was no intent for AI control setups, but since the release of the mod, a lot of unforeseen issues has come up.
I was in the middle of changing the static weapons over to actual fixed weapons so the trigger/ mouse can be used to fire them. But I've ran into an issue with having a Left & Right version of a weapon. The game doesn't allow multiple weapons with different IDs to be fired at the same time, so you can't fire left and right variants together, which most of the weapons are mirrored pairs.
I've been looking into work around and have come up short, which is why the change has not been published to either of these mods versions.
At this point, I was just choosing to not break the mod until I could confirm there was a way to change it without causing yet another broken function for players to deal with.
The fact there's the tiny gimbal in all the "fixed" guns makes it just impossible to make functional AI turrets out of.
The decision or weird porting of the turrets from the vanilla version just seems so goofy when a fixed gun could have been easier for everyone to use.
Apologies, its just really frustrating since this is pretty much the *only* comprehensive small grid SW weapons mod with weaponcore.
If so, my idea would be to add a target designator block, a fixed "weapon" that fires invisible projectiles at the same speed as your weapons, but that do no damage. Drones would be able to see the designator, and line up shots for it, and doing so would also line up shots for your "turrets" to fire.
They were setup like this due to the game limitations when changing fixed weapons to laser weapons with laser particle effects.
That might be why it takes longer to like up shots and doesn't show in the fixed list.
We still need a new Star Wars Weapons mod like the one from Harbinger Ace. He sadly won't make a WC version, but that mod has the best-looking Star Wars weapon turrets so far.
I'm glad you found the issue cause I was scratching my head on the issue being my mod since I nor none of the players I spoke to were having issues.
-Weapon core 2.5
-Niteowl Star wars small grid weapon pack WC
-Star wars TIE-fighter Modpack reforged (WC)
-MODULAR ENCOUTER SYSTEMS
-IMDC Encounters - MES
Like i said when i remove MES+ Encoutner no crash when i shoot the blue ship from the world
Also I checked around and the error that you provided was happening with the Modern Star Wars Weapon pack from what I'm hearing. Still waiting to hear back on which version had the error.
So i just give up its Unfixable.
Are you running other mods at the same time? If so, please tell me which ones and I can try to recreate the issue to find a solution.
2025-04-25 09:17:59.399 - Thread: 1 -> Last null written by: OnSoundVoiceStopped
2025-04-25 09:17:59.400 - Thread: 1 -> Error: Sound error with ammo: 25mm NATO from Gatling Turret 3 soundID ArcWepShipGatlingShot cuename WepShipGatlingShot
@NeticCyber - Try completely deleting the mod file and reinstalling them fresh, then let me know if it's still happening, cause I haven't been able to recreate your issue.
Possible another mod or weapon mod is causing an unforeseen issue. Can you try running this mod by it self and see if the issue persists?
As for the rest of the weapons not firing, are you trying to use the static cannons with AI control while moving?
For the nose cannon, I can flip it so its correct like the HMP side turrets, but it will add to the already growing file size.
Let me know if this long message was helpful or if you're still having issues.
The LAAT Ball turret that mounts to the side of the gunship has red arrows on the base indicating which side is up. I know they're small, but I was trying to be discreet.
The LAAT Wing turret has red markings on the top side as well indicating right side up. If you're pointing the wing turret to face under the ship, the camera angle will be rotated 180 degrees cause the block is upside down.
As for the nose cannon, I created the model with the conveyor connector at the bottom and the cannon on top to avoid having to create 2 separate Left/ Right versions. So if you mount it sideways like the LAAT has it, the camera will be rotated 90 degrees.
But the good news is that for this mod I still have a few updates coming with more improvements and more weapons. Small Grid Ground Vehicle weapons are in the works and I'm hoping that those will go live by the end of the month.
You can catch previews as I release them on either:
X - https://x.com/MTGraves_Owl
or
Instagram - https://www.instagram.com/mtgraves_nog/#
Thanks for the reply.
I'm a WC user, so I want a WC version of the large grid SW weapons.
I was curious if you had plans for that, so I asked.
Anyway, your mod is great. Nice work!
and i would ask about new future of star wars mods please
Are you planning on making large grid weapons? I'm genuinely curious.
(even if said community member might be getting annoying)