Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
they do, the mod has 3 explosion types that the Larger explosion framework uses to calculate the damage. by default it uses the one that does radius damage and fragments grids outside of the immediate destruction radius. do keep in mind that the explosions do stack (max explosion size can also be configured)
Or should I make this a separate version? or maybe another option?
Also if you prefer my Discord and steam messages are open.
you can find the file path for the config bellow.
(...\Roaming\SpaceEngineers\Saves\<SteamId>\<SaveGameName>\Storage\3203875976.sbm_NuclearWarheads
I was also using only 1 warhead
Any chance to get this fixed? i like the HUD mod
Stepts to recreate: Build a (LG) drone with thrusters for mobility,
envelope the nuke with some light armor blocks and then detonate via controls or
damaging the nuke.
Could the reason for this be by the mod? or is it just by my side
This thing would be so cool to use in a server.
also, is it possible to make voxel-erasing nukes with weaponcore? or will they only damage grids?
That said the exact force is a good question, I'm not sure my self. Tho I can say that Defence Shields can stop the blasts. I have not tested it with the Deflector shields however. but I expect it to behave similarly.
Be nice if it could functoin more like the real nukes do, slowing down in gravity to blow up above the ground instead of on impact, while in space exploding on impact.
I forgot whether nor not I set it as disabled by default
Simply said adding a massive amount of additional particle effects would have a serious impact on performance. And would most likely require a massive rewrite of the framework.
Also the 3.33 EU per core is correct that has to do with the worlds/servers global assembler efficient multiplier being set to 3x
(it should be 10 EU per core)
the 1666.7 value was also affected by said multiplier (originally it was 10000)
Just like the original mod you can find the config here
(...\Roaming\SpaceEngineers\Saves\<SteamId>\<SaveGameName>\Storage\3203875976.sbm_NuclearWarheads
I'm going to do some debugging. I might have to alter the blueprints (recipes)