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Starmade | Volley fire rate does not adjust to new weapon reload
Resolved, needs quality check / confirm fix, Pre-Release Quality AssurancePublic


If you have a weapon with a number of outputs and reload resulting in a specific fire rate, it will refuse to adjust if you change or add a secondary weapon to it that changes its reload.

A cannon to cannon + beam should fire much slower between each shot, but it still assumes it's using a 1 second reload for volley fire.

It's a pretty cool thing to have but does not go too well with cursor recoil and is also something that doesn't stay. As soon as you adjust the weapon blocks, it updates to the correct fire rate for volley fire. Same goes for just reloading the sector.


Restricted Diffusion Commit
Task Type
Testing Results
Affected Gamemode(s)
Single and Multi
Last tested (version)
Control Block System: Weapons
First occurrence (version)
Video Card Vendor
Steps to reproduce
  1. make a cannon computer with 3 outputs
  2. set it to volley fire and check how fast it fires (should fire 3 over the time span of 1 second)
  3. make a damage beam computer with 3 blocks
  4. link cannon computer to damage beam
  5. try volley fire out again, it should now fire every 5 seconds over the time span of 15 according to your new reload

Yet it fires all 3 still within 1 second.

Serverconfig (server.cfg)
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Clientconfig (settings.cfg)
<replace this line with the file content>

Event Timeline

lancake created this task.Jul 5 2018, 9:13 AM
Restricted Application added a project: CBS: Weapons. · View Herald TranscriptJul 5 2018, 9:13 AM
schema added a commit: Restricted Diffusion Commit.Jul 5 2018, 9:20 AM
schema changed the task status from In Queue to Resolved by committing Restricted Diffusion Commit.
Restricted Application edited projects, added Quality Assurance; removed Game Development. · View Herald TranscriptJul 5 2018, 9:20 AM
Restricted Application added a subscriber: AndyP. · View Herald Transcript