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@Civ5Fan Usually all the MK, HDT and the Anti-fightr/Missile can be feed from the bottom, some would look like they have nothing but right on the middle getting close it should prompt up the yellow interaction indicator if it helps for reference.
@nlandon1987 I do not know since I stop using this cannons due the ammo being missiles, and how easily is to counter them filling your ships with Anti-fighters/missile. As example, one of my ships had 10 MK III meanwhile my friend had over 20 or more AA, it ended on my ship practicaly landing no shoots meanwhile he was dishing hard against it. Is sad that there is no mod that uses shells instead missiles as custom ammo (as the star wars weapons)
My dream KSH Updated/Balanced Modpack
-Small ship sniper rifle
-Large ship cannon turret
-KEEN SWH Medical Room Mod (just the block)
-KEEN SWH Thruster Upgrade SmallShip (for large and small ships, both size
-KEEN SWH Gyroscope Power Upgrade Large Ship (large and small ship)
-KEEN SWH Drill Effectivity Upgrade Large Ship (large and small ship)
Why has no one bundled, updated, and balanced these? The Witch has done a couple of the DX11 updates.. but refuses to balance them or make sure they're survival ready.
I'm 100% convinced a modpack like this would explode in popularity. I know it would get my instant upvote and favorite.
@ColdAsIce: Sorry if I didnt reply, I think I saw the comment but was going throught paperwork and forgot. I will check it too, about the vanilla turret thingy, I do not know, I just know how to touch around ammo and range of guns, sorry XD
http://steamcommunity.com/sharedfiles/filedetails/?id=344199068
http://steamcommunity.com/sharedfiles/filedetails/?id=543635673&searchtext=
Mk II: 600
MK III HE: 450
MK III AP: 600
HDT: 450
@Piplup13: Weird, I had a world with the mod on for few weeks and it worked without problem, besides the obvius turret hardpoint and angle limitations. Can't really help you there.