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Also if you wish to update a mod have the same name as the mod you are going to update. Thin publish it thin delete it after that go back and you will find a modinfo.sbmi file edit the info inside.<WorkshopId>The mod number will go here</WorkshopId>
Now you can make your own file. Make a notepad file thin put the info in the two boxs thin save it as a sbmi file. I have not tested this but it may work instead of puting up a mod thin taking it down to make a sbmi file.
<?xml version="1.0"?>
<MyObjectBuilder_ModInfo xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<SteamIDOwner></SteamIDOwner>
<WorkshopId></WorkshopId>
</MyObjectBuilder_ModInfo>
Okay to unpack a mod, Find the file that was downloaded into the mods folder in user/you/appdate/roaming/space engineers/mods/the mod with .sbm Okay now right click the file and make a rar out of it. If you have win rar. After that it will now have inside the files of the mod thin drag them out into a folder you made thin open data and there is the data block info inside. From there you can use notepad or notepad ++ to edit it. Also if you don't know what sbm file is his mod just look at the address of this mod at the top. http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=358396248 the mod will have this as it's name. 358396248.sbm
It's quite easy. Unpack my mod and there are only two files Ammos and Weapons. Change any values inside those files to fit your server settings and upload it as your own.
Can you tell how does this work in large scale battles? I don't have hardware strong enough to test it.
1000 m/s is present-day muzzle velocity.. the rounds cannot speed up due to absence of friction :D
But rocket-propelled guided rounds.. why not! In space, no friction means higher speeds are easier! Yay!
Thank You :-)
Of course I can set the range of rockets back to vanilla 800 meters, but are You sure if is it necessary? The gatling turrets are more than capable of destroing incoming rockets no matter how far they were fired. And the resource cost of ammo for gatling turrets is far more lesser compared with the cost of rockets they shoot down.
So, should I make the second version anyway? :-)
Do You mean the issue with non-harming turrets that only push you back? If so, I'm afraid this mod will do no change to it.
@Cullis
Maybe even more than 1300 m/s because the lack of air friction :-) The reason why I kept the projectile speed so low relatively to the real one is a game balance. The game is set to certain values and I've changed only the necessary minimum to make gatling turrets capable of shooting down enemy missiles.
Awesome mod you made there!
We would love to use it on our server, but we are a little scared that the increased missile range may invite players to mass spam missiles at a target outside of any turret range. therefore, would it be possible for you to edit the range back to the original 800 and upload it a 2nd time with these changes? you would make a lot of people happy ;)
thanks
Also, 5.56 ammo IIRC has a velocity of 950 m/s.
Thanks, unfortunately those two mods are in conflict. Only one of them will work if both enabled. But I can ask autor of Tracer mod if he will permit me to combine our mods into one.
If the ownership of the Rocket turrets or launchers is the same as ownership of Gatling turrets, then the gatling turrets should not attack rocket launched out of those turrets/launchers.
That is one think. Lot of turrets firing together will really cause nice lag. But even the engine itself is a reason why is not possible to increase RoF to 6000 rpm or so. When the values go above cca 2000 rpm there is no difference any further.
@Kibukun<TWM>
Well, this is a feature which developers should add :-) Add this is absolutely not in my possibilities. Unfortunately.
@Torp
This is weird, in my case even one gatling turret is able to shoot down a lot of missiles if launched one by one and in the direction to that gatling turret.
There is nothing special to get this mod to work. As You said: just put it in and go. Do You use any other mod affecting the ammo? It may be in conflict with this one.
No, the turrets of any kind can target and fire only up to 800 meters but the missile itself will fly further (if miss the target) and detonate after 1200 meters.
Is there something i need to do to get it to work or is it just put the mod in and go?
I can't set the range of Missile turrets over 800 meter. Is it just the missiles themselve that fly father or is the turrent suppose to target up to 1200 aswell?
Wait, do you know what you/they should add? Ship AIs like in Halo. Think about it, it adds a brain to your ship to make it fire more effectively (turret team tecniques) and makes the ship conveyor system more efficient and convenient by sorting items the way you ask it to.
@Lock&Load98
PHALANX was a reason why i made this mod, because i like it too :-) But i'm afraid i'm not able to fulfil your wish. I only changed some numbers to make gatling turrets more potent as (point) defence.
@Kibukun<TWM>
1) I don't force You to use this mod.
2) Those changes don't make gatling turrets all-powerful. You are still able to beat them. You'll just need a bit more than flying cockpit with a lot of guns.
I agree with you, for example rate of fire of M61 vulcan is 6 000 rpm and its muzzle velocity is around 1 050 m/s. Compared with vanilla gatling turrets this are quite high numbers. Those values ingame are more about balance than engine limitation (but 6000 rpm worked a bit weird..) and that's the reason why I've changed those values only as much as necessary.