The easiest way to make your weapons fire is similar to the old method of adding the gun from the ‘block weapons’ section to the toolbar. IMPORTANT: Ensure every weapon on your grid is in a group or it may not work properly! Turreted weapons can also be done in this way. You may also choose to group all of your fixed weapons into “Fixed Weapons”, or even group every weapon into “All Weapons”. Go into your terminal screen and group up each weapon.įor example, all of your forward gatling guns, group them up with a recognisable name, like “Gatling guns”, missiles as “Missile launchers”, etc. Grouping your weapons is required to edit how they will function, which will be shown in the next section. "So, how do I shoot the bad men", you ask? In order to summon the full potential of your weapons, you must first group them. I’m going to place some gatling guns at the front and some homing missiles where the black hardpoints on the wings are. These weapons are usually not required to be conveyored to fire, but they will still draw power. As with other mods, ensure that you have conveyored up your weapons to the rest of the ship and that any energy or heat based weapons you have installed have enough energy to be fired. Go ahead and place these weapons wherever you would like on the ship. The black hardpoints are where weapons will go.įor this example, I will be using the “Replace Vanilla Weapons” and “Homing Weaponry” mods. A light fighter equipped with shields, two large reactors and some hardpoints for our new weapons. So, you’ve just spent two hours making a big cubic monster? Just downloaded that sick fighter ship off the most popular section of the workshop? Do you want to strap some cool stuff to it with some new WeaponCore weapons? Great, read on.
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