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only station shield emitters allow for manual size control and these are to be used only on station type grids all other shield emitters are for ship type grids and have an autosizing where you can influence the distance from the grid the shield takes.
the distance setting was added due to some grid shapes havign a few block close enoug h to the default distance shield area that they could be hit by aoe explosions.
the difference is to my informations due to se side limitations.
to be clear:
do not use station shields on a ship type grid or ship type shields on a station type grid and always grind down all shield blocks before you change the gridtype or you will invite clang to cause problems!!!
there are chatcommands for it explained inside the guide linked in the moddescription and all settings avaible to be changed from userside are inside the defenseshields.cfg (for host side settings like changing the shield balance) and defenseshieldsclient.cfg (for client side settings like changing the hud location) that are directly (so no subfolder) inside the main storage folder.
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
no this is not normal.
the station shield emitter is made for station type grids and by itself alsway ignoring voxel while the shield emitter and compact shield emitter that are made for ship type grids and need to be told to ignore voxel via a shield modualtor.
make sure you have the station shield emitter actually on a station type grid and on the same grid it is one of the 2 shield controllers (so no subgruid via rotor or so for either of them) and that the emitter has clear los (so no blox or voxel in the way) to the shield area on atleast one side and isnt by itself inside the voxel.
if that doesnt help please go ver the "standard first aid list" and if that also doens thelp please report in on the discord with logs and an example world (a world with no mor mods than absolutly necessary for problem reproduction and a premade situation for that reproduction)
tthem
there is no station controller but there is a "station shield emitter" which you will need to use on a station.
you take the stationshield emitter and place it on the outside of the station with clear los to the shield area and then you alos place either a shield controller or a shield controller table anywhere on the same grid, putting either emitter or controller on a subgrid for the maingrid wont work.
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
if all that fits and the shots still go through please go over the "standard first aid list" and if that one doesnt help please report in on the discord with logs and an example world (a world with no more mods than absolutly neccessary to reproduce a problem and a premade situation for a reliable reproduction) so that it can be looked at.
the shield can fully stop shot including the bullets.
for the shield to fully stop the shots you need to have the right requirements:
- a ds compatible weaponframework (see moddescription), to me there are atm only weaponcor and anpal known
- a shield not set to structural integrety mode
- the side that gets hit not shunted away
- a weapon that doesnt have a percentual chance for shield penetration or the chance not happening
- enough hp on the shield for not having a percentual shield penetration chance or the chance not happening
in case you use wc the vanilla weapons are internally replaced with a wc compatible version without any balance changes to it.
what hangar mod?
Hangaring it whilst the shields are up and at full strength, when unhangaring the HUD and block status show the shield is active but all weapons fire is bypassed and attacks the grid directly.
already possible to do with a station shield, atleast once the shield pressurizer is back in if its not already back in.
dont use that one myself so i dont keep an eye open for it.
you put a shield pressurizer down inside the station shield with los to the shield area and feed it with ice and it will slowly pressurize the shield which takes longer the bigger the shield is, but the pressure is lost upon loss of shield on atleast one side (which includes shunting a side away to strengthen others) and you will need to do the pressurization once again.
definitly strange.
only explanation for it i can think of would be a loading error as you said you have gone over the "standard first aid list" which should already sort out the other possibility of file corruption of the modfiles that could cause such a behaviour in my experience.
wc itself has an internal replacer for all vanilla weapons nowadays and as long as you dont use another mod to alter the vanilla weapons that isnt based on wc that one works.
also make sure you are not in structural integrety mode or shunted away the side of the shield thats beeing shot. check you shield sides health as it gets a percentual chance of shots getting through if the hp go down low enough and wc based weapons can be made with a percentual chance of shield penetration, though the internally replaced vanilla weapons dont have that.
if you can provide a world with your shield setup i can take a look for setup errors of the shield itself and if you share your modlist i can look for obvious and already known conflicts. in both cases i would suggest doing it via the discord as there are others that dont check the comments often that then can also take a look at it and might find something.
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
sounds like you didnt read the moddescription properly or didnt understand it.
what you descripte is sounding like you dont use wc or another weaponframework made to work with ds (to me there are atm only wc and anpal known to be compatible with it.) and you will need to use one with it as others lack the neccesary informations tor the shield to work properly.
if you want to play with the vanilla weaponframework or a weaponframeworkaddon based on it (for example vanilla+, rearths advanced combat systems) you will need to use another shield mod if you want working shields.
if you are already using wc or another weaponframework made to work with ds please go over the "standard first aid list" and if that one doesnt help please report in on the discord linked inside the moddescription with logs and an example world (a world with no more mods than absolutly neccessary to reproduce a problem and a premade situation for problem reproduction).
possible he got caught up in some of the cleanup mentioned in the changelog
that would require the vanilla weaponframework to provide the neccessary informations and it was tried for years to get it working properly with the vanilla framework but the attempt was dropped when railguns came it as changes that came with the same update did break most of what was barely working (dmg was in most cases stopped but the shots did go through, delivered the full intertia to what they hit after the shield instead of to the shield and could still deform blocks) with it and it was at that point decided to drop the attempts to make it work with vanilla until the neccessary informations are avaible.
atm the vanilla weaponframework and all weaponframeworkaddons based on it (for example vanilla+, rearths advanced combat systems) are affectet by this lack of informations from the weaponframeworkside.
from experience the usual cause for that is the wrong emitter in use.
you need a station shield emitter and not a shield emitter or compact shield emitter on a station as the shield emitter and compact shield emitter are made to work on ship type grids and the station shield emitter to work on station type grids.
if that all isnt helping i postet the "standard first aid list" a few posts down and that one should help to sort the most common stuff out and if that one also doesnt help please report in on the discord linked inside the moddescription with logs and an example world (a world with no more mods than absolutly neccessary to reporduce a problem and a premade situation for problem reproduction) so that it can be investigated.
it shouldnt and usually its caused by a failed download of the modfiles, did you already sort that out?
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
that the weapons dont fire on the missiles is usually due to using wc weapons together with nonwc weapons in the world cause one cant see the other.
also neccessary is to have a non console world (ds and wc arent console compatible) and make sure steam itself (not the steam friend system) is in online mode.
if that isnt the case on your end and you have only wc based weapons in use please go over the "standard first aid list" and if that doesnt help report in on the discord linked above with logs and an example world (world with no more mods than absolutly neccessary for problem reproduction and a premade situation for problem reproduction).
check if you maybee set it to "structural integrety" as that would remove protection from enemy fire.
also possible could be a mod conflict or file corruption which should be possible to sort out with the "standard first aid list" (postet a few comments earlier by me) and if that all doesnt help the discord linked inside the moddescription is the usual place for deeper assists.
choose the measuring unit you want to use and then move the slider wher you want it. in my experience that slider can move in full number increments, think you could also rmb on it as with any slider that is present on vanilla blocks to directly input a number.
Same happens in survival. Will try joining the discord tomorrow or i might just leave it. Seems fine on ship grids and im almost ready to build a capital ship anyways.
ds is designed to work in survival and due to some things working differently in creative (for example the power supply on which the shields functions atleast partially rely) has unintended sideeffects, so please repaet the test in survival and if you can get the same results there please report in on the discord linked in the moddescription with logs and example world.
and yes we already had i nthe past probs that only appeared in creative but werent there in survival and fixing them would have broken the shield in survival, one example would be differences in charging behaviour due to the different power production in ceative in relation to survival.
Tried all this and still seems to act oddly.
To replicate just start a new world on creative with just defence shields and Weapon core. Go to earth, make a station base and place a station emitter, table controller and reactors.
Seems odd that its only the station shield that is acting poorly. If it works for you then I dont get it.
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
if going over the "standard first aid list" doesnt help please report in with logs and example world on the discord.