Actually that's a good strategy too, but since now we can take over CVs (well mostly I mean fight the crew which was not a thing in the past) I prefer to have my turrets target weapons and me (with the main cannons or a SV) target the thrusters. That way when I board there's still plenty of light, O2 and in some cases artificial gravity...
For "immerson" purpose I much prefer 1 laser than an array of them running parallel all the way to the target. For visual effects, I would prefer them to not shoot all at the same time, but in rapid offset sequence. Would be cool to have the big guns "recoil" notably too. Also better "less" of these "tracers" for performance.
Oh yeah absolutely, I would also love to be able to configure any of them to shoot in sequence, especially the plasma cannons on the SV! When you say "1 laser" do you mean the manual cannon or the turret?
the answer is MORE GUNS! i always turn off block limits in the game options when starting. i feel like its not really necessary now that we have cpu to limit things. build a flying shelving unit with 40 turrets and send it.
Well that's part of the problem... On one hand I have a CV that has 6 laser cannons and 8 rocket launchers and it still stake several hits to destroy an XL thurster... On the other hand we have an issue of aesthetics, a ship that can hold 40 turrets is just gonna look daft...
No need to justify this : the impact on performance can be non negligible in multiplayer (think COOP) if all non visually significant "tracers" are removed (ex. cannon, minigun++, flak) and we only keep lasers, plasma and artillery. Then with 1 or 2 guns having the power of 6 or more, no need to stuff the ship with weapons. Better for looks like you write here, and for performance.
When I first got an advanced constructor I was shocked that there was no food. I understand the Food Processor's place in things, but always thought that if you invest all the resources needed to get an ADVANCED constructor (which I just found counts as TWO constructors when placed in a base) it should also have a food tab. BTW - Bookmarked this because of all the great info you gave to both subjects, thx!
Not sure how I'd feel about having my Food processed by the same device that makes my missiles and toilet paper. Just sayin'.
The shooting, I like. The reloading, not so much. If I could get some kind of belt-feed armor mod so I could use a heavy weapons without having to reload at the cost of like -400 units of personal inventory volume, I'd totally go for it.
This is the case with the "portable" and "suit" constructors... First of all make a back-up of all the config files somewhere, just in case. For hand weapons, we can simply use the "Config_example.ecf" since everything we need to modify is in there (weapon + ammo). Here for example, I only included the rocket launcher and its ammo and deleted everything else in the file, then I will simply rename it (save as) "Config.ecf" and it will override what is in the other files (ItemConfig.ecf for handweapons). I only keep the "version number" line at the top, and each "code block" starts with a { and ends with a } both completely at the start of a line (I highlighted them below for the 2 blocks) : VERSION: 9 { Item Id: 2058, Name: RocketLauncher <<< start of block PickupToToolbar: true StackSize: 1 <<< stack more... Category: Weapons/Items Mass: 25, type: float, display: true, formatter: Kilogram <<< this can be changed Volume: 45, type: float, display: true, formatter: Liter <<< same here BlastRadius: 3, display: true <<< can be changed - look at ammo also (T2 weapon has more, but ammo will be the same) BlastDamage: 500, display: true <<< same as above Durability: 100, display: false <<< please yourself and crank this up DegradationProb: 1, type: float, display: false <<< can be lower like 0.5 or 0.1 - look at other weapons { AllowRemote: false ROF: 3.0, type: float, display: true, formatter: ROF <<< this can be lower but not to much to avoid problems with sound and animation Range: 200, display: false <<< this can be more NoiseStrength: 140, display: false Recoil: 2.4, display: true <<< lower this CameraShake: 3 <<< change this to lower the "shake" effect AmmoCapacity: 4, display: true <<< change this to have more ammo per clips/ less reloads AmmoType: SlowRocket, display: true <<< search with this word to adjust ammo ReloadDelay: 4.5, display: true <<< can be lowered but not too low to avoid problems with animation/ sound } { } UnlockCost: 12, display: true UnlockLevel: 10, display: true TechTreeNames: Weapons } <<< end of block ------------------------------------------------------------------------------------------------------------- Now by searching lower in the file I can change the volume (and other things) of the ammo SlowRocket: ------------------------------------------------------------------------------------------------------------- { Item Id: 2099, Name: SlowRocket Category: Weapons/Items StackSize: 2000 Mass: 0.9, type: float, display: true, formatter: Kilogram <<< make it 0.1 Volume: 0.45, type: float, display: true, formatter: Liter <<< lower this to 0.01 { Damage: 450 <<< have fune here -- the "debug" version has 10 000... BlastRadius: 3, display: true <<< number of blocks affected around impact - make it 1 to poke precise holes in walls BlastDamage: 500, display: true <<< can be changed Speed: 50 <<< can be changed Range: 200 <<< can be changed Ballistic: True <<< if "False" rocket will ignore gravity and fly straight on planets DamageMultiplier_1: 0, data: dirt|stone DamageMultiplier_2: 0.75, data: hullarmored|hullcombat DamageMultiplier_3: 0.75, data: shield DamageMultiplier_4: 10, data: rock BlastDamageMultiplier_1: 0.75, data: hullarmored|hullcombat BlastDamageMultiplier_2: 0.5, data: dirt|stone BlastDamageMultiplier_3: 0, data: shield } UnlockLevel: 1 TechTreeNames: Hidden } ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Here is the AssaultRifle_Debug, from the same Config_Example.ecf file. It shows some "unusual" characteristics most other hand weapons don"t have : { Item Id: 2097, Name: AssaultRifleDebug, Ref: AssaultRifle PickupToToolbar: true Durability: 2400, display: false DegradationProb: 0.25, type: float, display: false { ROF: 0.15, type: float, display: true, formatter: ROF Range: 950, display: false <<< nice Damage: 10000, display: true <<< here also, high damage AmmoCapacity: 50, display: true ReloadDelay: 3.2, display: false AmmoType: AmmoInfinite, display: true <<< special ammo type/ never needs reload DamageMultiplier_1: 3.5, data: head, display: DmgMultiplierHead <<< ouch DamageMultiplier_2: 1, data: wood|rock <<< can destroy these blocks DamageMultiplier_3: 0, data: dirt|stone DamageMultiplier_4: 1, data: hullarmored|hullcombat <<< can damage ships/ bases DamageMultiplier_5: 0.05, data: shield <<< can damage shields } { } UnlockCost: 0 UnlockLevel: 20 TechTreeNames: Hidden } ---------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------- Just be careful when playing with ammo values (especially damage and range) because some enemies use the same. For example, the "Zirax minigun" uses the 8.3 mm bullet, the same as the player's minigun. To make sure to avoid errors I always include the complete block. A complete block starts with a { and ends with a }, but there are many other "enclosed" blocks in there, so we have to make sure there are as many opening { than there are closing }. .
I don't typically eat out of portable constuctors. Who knows where those have been. As for the Survival Constructor, it only makes granola bars, and they come in wrappers, so I think they're a little safer. Kind of curious to know where all those wrappers wind up though....
You see, I changed the Zirax's weapons to have the same values as me. I don't want the advantage (although it's already just me against a whole empire), I just don't want to have to shoot the same object a hundred times before it goes down... I'm really surprised other people enjoy it, maybe it's a gaming thing, maybe I just dislike repetitive tasks...
So here's a question (mostly aimed @Kassonnade ): Is there any way to configure CV mining lasers to shoot in all directions? I made one of these CVs that engulf an asteroid, but to my disappointment only the lasers facing forward seem to work.... I found a setting called forcemuzzle and changed it to false, but it seems to have no effect....
You CAN chew up an Astorioid with a Drill Turret within a Minute if you picking only the Ore...while fixed Drills work ONLY forward - I believe that this was asked several times now - just like the fixed Drills on HV's and now on SV's too.
I don't know. But...if it would have been possible @Vermillion would have done it in his Reforged Galaxy