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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - wooz

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Mods / Re: [0.96.a] Realistic Combat 1.24.3
« on: June 02, 2023, 07:07:58 AM »
Kinetic weapons still dont work even when aiming at the circle, aswell as the autopilot or autofire not being able to use them either. Is there any way to disable that feature?

I have no problems with autopilot using all weapons. Maybe post the list of mods you're using with this one?

I started a new game with just this mod since I was having the issue of some weapons not firing. Missles and Beams work fine but Kinetic weapons are still buggy. For example: my control group 3 has 3 vulcan cannons on the the right side of my ship and when I switch to that group only the first vulcan will fire for abougt .5 seconds after which none of them will fire anymore. I'll do some more testing to see if I can fix it but for right now, just after discovering this mod and seeing how it spices up combat to my liking, and let you know if I find a fix.

I only have this mod enabled, fresh save, and am having weapon firing issues such as the ones posted earlier in this thread.

Another thing is some beam damaging weapons such as the mining blaster work fine but the bigger one dosen't fire at all and burst shot beam weapons fire insanely fast. The explorer start, for example, which I have been using has the issue where it'll fire its bursts in rapid succession over and over again and max out your flux level allowing you to destroy a Buffalo in about 2 seconds due to the sheer firepower it's putting out. The Buffalo, when using the 'Run Simulation' is capable of firing its machine gun in its first slot in that rapid succession as well.

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