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Author Topic: [0.9.1a] ED Shipyard 2.1.2 (crash fix)  (Read 188465 times)

connortron7

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Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« Reply #360 on: September 04, 2021, 10:56:25 AM »

Almost like changing a number doesn't actually fix the compatibility with the newest update......

dub

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Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« Reply #361 on: October 30, 2021, 09:52:41 AM »

Does anyone know where to get older versions of this mod? I'm trying to find the 1.7.0 version specifically.
 
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IraqiWalker

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Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« Reply #362 on: November 22, 2021, 06:52:45 PM »

I'm looking forward to all the fixes and updates folks might be able to do to revive this mod.
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MrNage

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Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« Reply #363 on: November 23, 2021, 09:24:53 AM »

Tyrant Maw does not function at all, spatial swap causes a CTD, yeah I'm gonna pass for now.

If no-one's come up with a fix for this weapon, the best hack for the weapon is to just edit the weapon_data.csv and remove the ammo count for the Tyrant Maw, leaving it blank. As far as I've checked, the weapon itself works fine; it seems that there was supposed to be a check in the weapon script that occurs which ensures that the Maw only fires once per battle, and that script isn't working out somehow.

With this hack, as a consequence the weapon fires as fast as it's soon done firing (the firing sequence is around 30 secs), though the weapon will damage itself if it is fired while any part of the ship is overloaded, which is a few seconds after the Maw concludes it's firing sequence.
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