Railgun Turrets - MyObjectBuilder_EntityCapacitorComponentDefinition

Kanajashi shared this feedback 22 hours ago
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How the EntityCapacitorComponent is currently set up makes railgun turrets impossible.


When setting up a modded weapon in the code you can set it as the various different entity components in order to get the desired behaviour. Say you are making a turret, then you want to use the LargeMissileTurret definition to get access to turret behaviour of target tracking and such.


However there is an issue when it comes to railgun style weapons that have the charge up and energy storage mechanic that is defined using the EntityCapacitorComponent. That specific mechanic is only functional when the weapon is set to the SmallMissileLauncher definition. This means that any turret behaviour such as tracking targets will not work. Even if applied to a turret model in game it will just face forward and act like a static weapon.


Alternatively if you do set it to a turret definition it will work as a turret, but the charge up and energy storage mechanic will break. You can set the turret to use high amounts of energy but it will still be able to fire repeatedly even when given just a faction of the supposed "required" energy.


This can be seen on your wiki on the EntityCapacitorComponent page:

https://spaceengineers.wiki.gg/wiki/Modding/Reference/SBC/EntityComponents/EntityCapacitorComponent_Definition


It clearly states that it only works with the SmallMissileLauncher definition.


I humbly request that someone take a moment to at least see if it's possible to allow turret based weapon definitions like LargeMissileTurret or LargeGatlingTurret to also work with the EntityCapacitorComponent definition. Alternatively if changing an existing definition would cause issues maybe a new definition such as LargeRailgunTurret would be possible?


Example mod for testing:


https://steamcommunity.com/sharedfiles/filedetails/?id=3537628083 - Look at the Peacemaker Railgun Turret included in this mod.

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