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Is it AI control or Manual controll or both where it won't work?
Will the weapon fire if used manually even if the turret won't turn?
Are the launcher and the turret in the same weapon group?
1 axis or 2 axis turret?
For either turret type (especially 2 axis), is the turret getting snagged on something nearby?
Is the missile launcher the only weapon on the turret?
the weapon can fire manually, the AI just won't turn the turret
This I have not checked
2 axis ( so It can aim up and fire on aircraft easily)
the turret is not getting snagged
there is a minigun on the front of the ship
A note of your missiles. Variable Thrusters have variable thrust. You could set one to 2,000 thrust per second and then replace the second one with something else.
Edit: Also, another tip, set one or more Frag warheads for very narrow cone angle setting for an effective shotgun effect that can potentially wreck 'softer' targets.
They probably would be useful to have the range finders on a larger turret so they can be used to monitor the range of the target a turret is tracking.
I think it just needs to have the ends with the 'cameras' sticking out so they can 'see' the target.
Another thing I noticed, your main turret has ammo with a relatively low muzzle velocity, which will make it harder to hit faster moving targets, and the small size of just 71mm will limit how much punch AoE warheads will have.
Personally, I prefer to aim for a minimal of 300m/s for APS guns with a smaller bore size. (toying around with 5x Gunpowder, Base Bleeder, 3 Flak, 3 Frag, Composite Nose. Warheads lack much weight to give the AP Nose much penetration power IMO, and iirc, Composite will 'shatter' on hard targets, making it less likely to bounce)
You recoil absorbers are mostly not connected. When in build mode, when you have certain things selected, you will notice assorted green and red things sticking out of the parts. Red means no valid connection. the green 'bullet' and 'cup' shapes connect to each other (think output and input), while a green cylinder is a 2 way connection. Only the ones on the 'bottom' are apparently connected.
The guage spliters don't have the needed 'output' connection point on their sides.
Due to the limited spaces to mount them, it might be a good idea to go with the longer ones, having them sticking out toward the sides of the turret, but not out past the sides of the turret.
Another missile tip. The further forward a part is, the more drag it has. So it is best to have fins as far back as possible. Although with your missile, they are far enough back to not have to deal with that extra drag.
Edit: Another suggestion, you could squeeze a few more guage coolers onto the upper rear side guage splitter to squeeze a tiny bit higher rate of fire out of the gun.
It's definitely a bit of a scarry gun.
That being said, this is one of my newer ships, on a smaller scale, this was built to compliment my archaic yet deadly battleships, and my god my designs are so old, they had engines from way back when you can just line em up and stack parts to gain max power. I have ALOT to do. but thanks for the tip
I got a few old designs myself still in need of a major overhaul of the engines. (A few might which predate APS/CRAM cannons...)
The AP nose of APS shells are not much good without at least one of the solid body sections to give it some extra mass/hitting power, and some good muzzle velocity, which is why I mentioned composite nose being a better choice (IMHO) for AoE type shells.
If you want, we can maybe work together on resalvaging our archaic ships and maybe making something useful of them. I have alot of work to do .