PvtPirate Fixed weapon do not have an arc that's the point and their uselessness in space. And why I don't do many despite people asking for more.
MrNukealizer Don't you realize you just showed how the game deals with parts and not the part itself being at fault?
cosacks You are referring to on screen "facts" but obviously don't really know.
Phaser arrays fire 3.5 frames long pausing for 2 frames at max defensive fire, slower charges is at 6.5 frames. Torpedoes fire 2.5 frames for a quick 3 or 5 shot burst (Defiant, Akira types); or 10 shot single burst for Galaxy class type. Reload time depends on number of burst capability 10-15 frames for the 3/5 shot types.
All nerfed for the purpose of being playable here.
KiwiCream Well, it's a low priority type of weapon but I could do it sometime.
And for those having trouble figuring out explosive bolts and escape pods or haven't read my advice yet
Lafiel Some new parts: escape pod (berth) etc.
I recommend using the escape pod berth instead of the escape pod because the pod will need constant energy supply. Also you should place a door access to the escape pod (berth). Build an explosive bolt with the escape pod (berth) attached. The bolt will propel it safely from the ship. You have about 32 seconds to get the pod to a safe distance and build a reactor and FTL drive for your escape.
Edit: Tech1Group3 railguns have completed the switch to railgun ammo, hence, need the railgun projectile factory not the vanilla ammo factory.
As the function for selfdestroying function still has not been added (and won't for bounty mod) the explosive bolt have to be destroyed by outside force. When they are destroyed they will do their job and destroy/send the pod on its way. Needless to say you have to make room for the pod/berth to be able to escape and not tied to the ship somewhere else.
GGCrosbyYT Will see to it.