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Mod i sfixed for game v0.30.1 now. It should also work on Cosmoteer v0.30.0 if you are still running that version for older mods (just ignore the warning because I didn't explicitly mark it as compatible).
There is a bug where it now shows the vanilla turret instead of the one you made. Simply requires a couple of small edits to the turretgraphics referring the png's you provided instead of the vanilla ones.
If you are not sure what to do with the standard and large rotary cannons, I have an idea.
Consider going the route of less pinpoint DPS than the Chaingun but higher damage per shot (HE so damage not pinpoint), ammo used per shot (2x to 3x), and longer range (like 320 to 360 meters). Normal operation would be a constant stream of shots (moderately faster than normal cannons). Overclocked would have the option for 3 or 6 round bursts (at about half the max RPM of the Chaingun), with short gaps between each burst (each shot in a burst adds 0.2 sec delay to the gap).
This would make rotary cannons a kind of hybrid between the chaingun and normal cannons while still being a distinct type. Also, the higher spikes of heat generated in burst mode compared to other weapons could lead to some interesting designs for managing it.
I'm not sure what I'm going to do with medium and large rotary cannons. This mod was made before chainguns, and now that chainguns exist, rotary cannons have less of a niche. I may phase them out eventually, just keeping the deck rotary cannon as I think the deck variant still offers something unique.
Also rewrote lots of internals to detach it from vanilla code. It should be less prone to mod conflicts now.
If you are still getting crashes, let me know what other mods you have enabled so I can track down where the crash is coming from.
And I'll make the edits to make this mod's code better, now that my major mods aren't crashing in meltdown anymore.
I kinda rewrote the way your part rules file works to get everything working. You basically tell the file to get most of its stuff in the vanilla deckcannonpart rules file, with alterations made to what you need. I rewrote the file by putting everything of the necessary deckcannon lines, without the meltdown alterations, into it.
As far as I can tell mod still works fine, for now just ignore the warning when you enable it.
Reference "~/Part/Components/PartCrew/Crew" at node "<C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\2920508482\parts\rotary_cannon_med\rotary_cannon_med.rules>/Part/Stats/CrewRequired" could not be resolved.
增加了旋转加农炮,它们发射的时间越长,射速就会增加。
功能
标准旋转加农炮:标准加农炮的旋转版本。重新装填时间为2s-0.4s,取决于旋转速度(香草标准加农炮的重新装填时间是0.75s)。
大型旋转加农炮:大型加农炮的旋转版本。根据旋转速度的不同,重新加载时间为4s-0.5s(香草大加农炮的重新加载时间是1.2s)。
甲板旋转加农炮:甲板加农炮的旋转版本。发射标准子弹(每发750点伤害),重新装填时间为0.667s-0.067s,具体取决于旋转速度(香草甲板加农炮每发子弹有7500点伤害,平均每1.25秒发射一颗子弹)。如果加农炮弹药耗尽,它会堵塞15秒,无法开火。
杂项
我的其他MOD: https://steamcommunity.com/sharedfiles/filedetails/?id=2920552567
It seems
If you want to get into modding firerates, I would recommend examining the vanilla cannons, the example mod, and if necessary, asking for help in Cosmoteer's official discord.
As far as I'm aware the mod works fine on 0.22. Update 0.23 with its crew construction is expected to break a lot of mods. I'm still figuring out how much 0.23 breaks, and it might take a few weeks as I'm busy with personal life right now.
@Baka yellow haha thanks. Enjoy your bullet hose ;)
(and I suppose I did making jamming chance 0%, since it's deterministic now. Hmm :thinking:)
I'm working on a change that makes the cannon jam when it runs out of ammo. This makes jamming something you can control and design around, which IMO makes it a better game mechanic. And in theory it will be possible to make a cannon that never jams, for those that really want a never-ending bullet hose.
(as a bonus, I now get to blame you for making a bad ship design when you complain about your rotary deck cannon jamming)
Expect an update in the next few days.