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The recent sound updates (0.30.1 and 0.30.2) broke a lot of mods, several of mine included. 0.30.3 looks like it's going to break some stuff again. I've barely kept up with these breaking changes.
I don't always have a lot of time to mod, so I've decided to focus on just the core mods for now. Once Cosmoteer gets all these breaking changes out of the way I'll take another look at fixing and updating various addons and compat mods.
System.InvalidOperationException: No component named 'EMPMissileStorageReverseProxy' in part 'syy1125.modular_missile_loader'.
Can you check that the mod is version 1.7.6 and game is version 0.30.1b? The mod loads and runs correctly for me. If the mod version is older, unsub and resub to force an update.
If anyone else is able or unable to get the mod to load, chime in as well. I'm trying to determine if something weird is happening on my end, or if it's because some user's mods are outdated. Steam sometimes doesn't update workshop content that quickly, leading to outdated mods.
Should be fixed for the sound update (v0.30.1) now. Though the updated mod will break on Cosmoteer v0.30.0.
If there's need for a v0.30.0 compatible version let me know. This fix was pretty rushed and doing just the bare minimum; once I get the rest of my mods to stop crashing I can make some adjustments to make the mod work on both 0.30.0 and 0.30.1.
Nice that you had it ready at launch of meltdown! I only just now got around to re-enabling it. :)
A bit of a shame that it doesn't interact with heat/overclock ... BUT it is a modular version of the normal launcher which, to me at least, is already an 'overclock'
An update to properly match the new behavior of vanilla missiles will be a bit late, as I'm taking this opportunity to also clean up some internals.
the mod that was causing this was Better Stats
Unable to find node at path "<./Data/shots/missile_nuke/missile_nuke_stage2.rules>/Components/BoostAcceleration/Acceleration/0".
mod link just in case you need it https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2946411143&searchtext=Tech+tree
Yeah range multiplier is capped at 400%, which I think is enough for most purposes. Also, if I'm understanding vanilla code correctly, anything further than 2500m from a player ship gets put into stasis, effectively removing them from simulation. That's pretty much a hard limit on how far your weapons can fire.
If you have suggestions, feel free to make a discussion post, or find me on discord.
i would love to use this mod to make a huge missile with stupid range that i can then fire from a space station somewhere to a ship my scouts are engaging.
i also have some suggestions for new stuff and i would like to help implementing them if i can help somehow.
just contact me if interested. dont need any mentioning in your mod i just want to talk about cool ideas and may make some happen and your mod makes a good base for some of my ideas
some feedback would be nice and i love your mod. keep it up
Payload modules decrease missile range, so having too many of those will cripple your missile stats. That's the only reason I can think of for missile range to stay at 10%.