Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
A rotor-head is not required on the ship, as it sits on the missile itself. If there is a head attached to the rotor already, you'll have to detach it or grind it off.
Make sure both the ship and the missile are aligned correctly among all axis. If that is not the case, the rotor will force the missile into the correct position at the moment it is attached, which can summon clang. I also recommend to release the missile from the tug ship, before attaching it.
However, please notice that the missile is quite outdated and underperforming. So I would recommend to go straight for the Rakki Mk II .
Great job!
https://sp.zhabite.com/sharedfiles/filedetails/?id=2012264260
Transmission ending
https://sp.zhabite.com/sharedfiles/filedetails/?id=1951259513
The script seems to have forgot that it needs to be set to a "1" for the disconnect method (rotor) and also it forgot the name of the targeting computers in the launch control
No, the missiles are currently not on the workshop. But I'll add them asap.