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yeah the percentual penetration from ds side depends on the amount of hp in relation to its maximum hp you have and if you use the shunting system with which you can give up a single side up to all but one side to strengthen the other sides against penetring shots.
if the shieldhp are low enough for it to become penetrable due to low enough hp you will see a number that shows the penetration percentage on the ds hud part.
there is also on the side of wc based wepaons a percentual chance a weapon can have that a shot if able to penetrate a shield regardless of tghe shields hp, though to my knowledge the basic replacer inside wc doesnt add that stuff to the vanilla weapons as it just makes them wc compatible while keeping them as close to vanilla as possible.
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
that can be due to file corruption, a mod conflict or some stuff havin changed that in wc that need to have some changes in ds to compensate for it.
please go over the standard first aid list (if not already done) and if that didnt help provide an example worl with just ds and wc loaded and the logs where the probs happens with a report what happens on the discord for investigation.
The animation for the shields is working (the ripple looks cool btw) so am i missing something that will fix this?
jep there is, mostly in relegation to controls and possible functions that could be utilised and some stuff that works different or has not been fully taken over to wc.
for example:
- most wc wepaons are based on sorters and thus you will need to tag them for inventory managementscripts so that they dont get emptied by them
- scripts for weapon control need to be written specific for wc or they wont work
- the ctc ha been completly rewritten from ground up to be able to be used with wc weapons and thus some functions are different or not there
- ai control blocks (defense, offense . .) functions related to weapons might not function
- usually higher combat distances
- no weapon idle movement
- tools based on vanilla weapons that arent whitelistet as well as all nonwc wepaons are removed by wc if the unsupported mode of wc isnt turned on 8its off by default) but that exist to avoind incompatibility problems between wc and nonwc weapons
- direct control of weapons usually isnt done from the control menu but from toolbar functions (its recommended to go over all the how to links on the wc workshoppage for the controls prior to using it)
- there are quite a few weapons that can use multiple different munitions (ap, he, flak . . .) that can be changed through in the weapon options
- it has less of a performanceimpact in bigger battles than the vanilla system
and that are just the most noticeable.
as it doesnt work with the vanilla weaponframework due to missing informations from it you will need a weaponframework which is made to work with defense shields.
the only weaponframework atm i know of that it does would be weaponcore.