安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






This was a terrible mod when I tried it some time ago. Just getting around to actually getting to this but it seemed really... Not my cup of tea, I guess.
:\
I mean im new to modding it will take ages but someday i will then publish the mod, and i just want to stay on the safe site.
As for the Mexpex: As soon as they move (idle movement, etc.), that is corrected. I have no idea why they spawn in like that and can only assume it's related to their initilisation position. Think T stance of a player model in a shooter - it's the reference pose the model only has when being spawned in.
Also the Mexpex based guns have some issues after welding up but fix themselves on reload. The turret part sits wrong on the base. Sometimes the barrels are pointed in the ship and on the deck gun the turret was upside down and backwards.
You will find a better use in different weapons - I'd suggest rail or coil turrets for extreme ranges, where their increased velocity and pinpoint accuracy truly shines.
tecknolord13: I fully intend to convert the lances and cutters, both turrets and fixed, to energy weapons at a later point in time.
Holy laser balls... this is AMAZING
I'mma let this mod run for a bit, see what people say. Sadly, I won't have time before the weekend to work on a first batch of fixes.