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the crash of wc while placing something wc based down, which the vanilal interior turret would be through the buildin vanilla replacer of wc, is a sign of file corruption or mod conflict.
a mod conflcit can be checked via trial and error with removing or adidng mods till you found out the mod which is i nyou load order that triggers the problem, i would recommend doing a checkfor file corruption before writing it down a sa modconflict to reduce the possibility that it is just caused by a corrupt file of that mod.
the wepaons not spawning in is probably because these wepaons are not based on the weaponcore weaponframework.
stuff not disappearing after grinding it down is from my experience usually a case of file corruption in either the ram or the files on the drive.
the ram file corruption can be easily fixed by restarting se and loading the world again.
file corurption on the drive can get a bit more complex.
for the gamefiles just tell steam to check for file integrety.
for the mod files clean out the workshop folder of the steam library in which you did install se from all files of the affected mod as well as the main storage %appdata%\spaceengineers\storage and the world specific storage %appdata%\spaceengineers\saves\yoursteamid64\yourworldname\storage folders before doing a redownload, preferably without any type of interruption and a speed betwenn 1mb/s and 100mb/s to reduce the possibility of file corruption.
in short:
weaponcore is a weaponframework for modders to build weapons with instead of using the vanilla weaponframework and is not compatible with the vanilla weaponframework and should never be mixed with non weaponcore weapons.
there is a basic build in replacer for the keenside provided vanilla weapons that are i nthe actuall stable build.
you can use weaponcore with any mod that is no weaponmod and with every mod that has weaponcore as a requirement and is not totally out of date, there is a list of most of the weaponcore based mods on the github.
weaponcore allows for a better performance with many weapons in use, gives the possibility to have different types of ammo that can be defined for the same weapon with a dropdown menu in the control menu of the weapon to choose the ammo you want to use, gives a different amount of informations for modders to use than the vanilla system and many more things.
in the control panel of a fixed weapon yo ucan assign a target lead group to get a target lead indicator when using them.
it is mentioned in the player tips of the wc github site https://github.com/sstixrud/WeaponCore/wiki/Player-Tips
you should avoid putting weapons with visible different ballistics into the same target lead group to get a proper lead for a target.
most ful vanilla weapons end at 800m-1200m while some modded weapons reacht out to aorund 2-3km.
there are wc based weapons out there that reach 5km+ and the usal distance of wc based weapons is around 1-3km.
there is a modlist on github linked in the moddescription where oyu can find most working wc based mods and most of them have ranges written down in either the moddescription or a google sheet linked inside the moddescription.
i think there is something lost in translation.
as far as i understand it you have some problems with firing the weapons, but i cant grasp what problems.
there are some video based guides linked in the moddescription, i would suggest trying if they can help you.
if the videos arent helpfull please try to make a more simple test if you use a translationtool hoping to give the translationtool an easier piece of text to translate.