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报告翻译问题






@King MILK, thats the limitation of the vanilla projector system. You can either use a mod to allow you to project multi-grid blueprints or what I usually do is build them in parts. I have included the parts in the required items.
@Beancan I might but no promises atm.
Thanks for this mod, nice job
However,
It 's hard to use in survival, as many shorcuts inside timebloc and event bloc are lost when you build it from blueprint projection. I try to rebuild shorcut by myself.
In order to avoid that you should use groups instead of bloc inside shorcut.
May be it should be a bit better using groups in shorcut instead of block.
regardless - excellent work
EXILLIUM - No AI is limited to 2.5 detection range, but what you could do is - instead of fire them in a VLS format straight up, you could angle the launchers towards "front" so they fire towards the target. they will continue to fly towards the target and engage once they detect it. Assuming you get it within 2.5 of your target. SO if its moving youll have to lead it a bit.
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@High Ground, thanks. The Contact update made me play SE again. :D
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If you are interested, i can post it on the workshop. I normaly dont post my Stuff anywhere.
@Zeihn Thanks!
floating grid inside a ship is a recipe for disaster lol
also @MK84 congrats for making it on workshop front page!
Also added a warning light and failsafe to indicate when the missiles are ready to be fired again.
Event controllers can't monitor tanks for the reloads unfortunately (since it thinks they're a new block).
I made that %tank safety launch system too on my ship and it pretty much ready to fire after it finished welding, tho I set it at 50-60% tank threshold, also I have just 1 weld block per tube
regardless this blueprint need rework with its reloading timer if you want to use it on survival since I find it rotates after 3 secs regardless if it welds or not
- It jammed after 1st missile launch, the rest of the missile somehow didn't trigger
Found the issue, you (or at least this save state of blueprint) forgot to assign the rotor in each of the event controllers. Works fine after I did that.
- I see you set the reload weld timer based of how long it welds in creative mode. This gonna be an issue in survival since welding in survival behaves differently. I suggest to put another event controller with block integrity% to monitor last block (or entire missile grid?) in the missile to weld (like sensor for example) to trigger next rotation instead, tho I dunno how well that works in practice since sometime game can't remember which blocks in the toolbar once it removed, even after re-welded with exact blueprint.