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Modded turrets definitely show, I just tested some from 3 different mods.
You do still need to use personal ships though, alliance ships don't work.
Step 6: press BUILD [makes distinct click]
check hangar
...
Installed multi-headed hydra system and an empty squad slot, still an empty hangar.
Dyzme & Everyone Else - I have been MIA for a while. Just playing some other games. Looks like there is a big 2.0 update coming out soon. I am sure that will affect the API in the mods and I plan to look at all my mods at that time. Hopefully, I can also address the issues, bugs and other stuff listed in the comments here.
I want to ask you how to solve this problem. I don't know programming and my English is not good. If you can help me solve this problem, I would like to thank you very much. In order to express my heart, I am willing to donate 50 yuan to you. I come from China. 50 yuan is not cheap for me, Especially, I don't have a fixed income. If it's converted into US dollars, it's about US $7.7. These English are from Baidu translation (a domestic software). If you don't understand English, please forgive me. If your mother tongue is not English, please tell me that I can convert it into the language you need. I'm free during this period. I'll pay attention to the comments. Thank you no matter how you say it.
Sorry, I can't write so much because of steam, so this is the following message. Your mod is very good, I like it very much. Because I like some movies and TV works. In order to make the fighter have the same shield and almost the same power as the movie and TV works, especially the same shooting speed, I have been thinking about this. I only know this problem at present, I've remodeled mod once, but it still doesn't work.
Hello, author. During this period, I found a problem. This mod has a big problem in firing rate. I used weapon engineering mod to make many turrets, but the firing rate can't match all the time. Suppose my pulse turret firing rate is 7.5, then the firing rate of the fighter created in custom fighter builder II is only 1-4, Whether or not weapon engineering is used, I found a rule that the connection number of each turret is different, and the firing rate is also different. For example, the firing rate of pulse turret 17.1 is only about 1-2, and the firing rate of fighter created by custom fighter builder II is only about 2-3, and the firing rate of triple pulse turret will become 3-4, Quadruple is 5-7. And every time you create a new fighter, its firing speed will be random, so this problem still puzzles me for a long time, and I've closed all mods, leaving only the custom fighter builder II, which is the same problem.
1. current release,not beta
2. single
3. yes in alliance maybe thats the problem :3
4. no error log
5. checked hanger, nothing there hanger was empties. tried with rows and with new sqaud button present.
(1) Are you playing regular version or beta?
(2) Are you playing single player or multiplayer? Are you playing on a server?
(3) Are you trying the mod while in an alliance?
(4) Most importantly, what does the error log say when you click build?
Also - When clicking build, it could SEEM as if the mod is not working. The mod doesn't indicate whether or not a squad was built (idea for future version). So you have to go into your hangar to verify that the squad was built.
To use, select a Turret Design from the left panel and a Fighter Plan from the right column. The mod should verify that the fighter design is 200 blocks or less.
The mod will make an entire squad of fighters assuming there is room for at least 1 more fighter and squad on the ship.
You can input the name of the squad.
You can then input fighter stats. These are based off the fighter stats used in the fighter factory except in this mod, you can simply enter any stats you want!
Press build and (hopefully) viola - a new squad of custom designed fighters!
Thank you :)