diff --git a/Weapon Mods/40k-Weapons-Mod/Data/Cubeblocks_IMP.sbc b/Weapon Mods/40k-Weapons-Mod/Data/Cubeblocks_IMP.sbc index 23d7d8d73..558f6e379 100644 --- a/Weapon Mods/40k-Weapons-Mod/Data/Cubeblocks_IMP.sbc +++ b/Weapon Mods/40k-Weapons-Mod/Data/Cubeblocks_IMP.sbc @@ -157,7 +157,7 @@ Macro Light - 120 + 150 @@ -216,7 +216,7 @@ HeavyMacro Light - 180 + 240 @@ -331,7 +331,7 @@ Lance Light - 120 + 210 @@ -387,7 +387,7 @@ LightLance Light - 100 + 180 @@ -443,7 +443,7 @@ HeavyLance Light - 140 + 300 @@ -669,7 +669,7 @@ Aegis Light - 30 + 40 diff --git a/Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Charon.cs b/Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Charon.cs index 3a9db9986..21f7fc219 100644 --- a/Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Charon.cs +++ b/Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Charon.cs @@ -44,7 +44,7 @@ partial class Parts { Grids, Neutrals, // Types of threat to engage: Grids, Projectiles, Characters, Meteors, Neutrals }, SubSystems = new[] { - Offense, Utility, Power, Production, Thrust, Jumping, Steering, Any, // Subsystem targeting priority: Offense, Utility, Power, Production, Thrust, Jumping, Steering, Any + Offense, Utility, Thrust, Power, Production, Jumping, Steering, Any, // Subsystem targeting priority: Offense, Utility, Power, Production, Thrust, Jumping, Steering, Any }, ClosestFirst = false, // Tries to pick closest targets first (blocks on grids, projectiles, etc...). IgnoreDumbProjectiles = false, // Don't fire at non-smart projectiles. @@ -53,12 +53,12 @@ partial class Parts { MaximumDiameter = 0, // Maximum radius of threat to engage; 0 = unlimited. MaxTargetDistance = 2750f, // Maximum distance at which targets will be automatically shot at; 0 = unlimited. MinTargetDistance = 0, // Minimum distance at which targets will be automatically shot at. - TopTargets = 8, // Maximum number of targets to randomize between; 0 = unlimited. - TopBlocks = 16, // Maximum number of blocks to randomize between; 0 = unlimited. - CycleBlocks = 3, // Number of blocks to "cycle" per acquire attempt. + TopTargets = 4, // Maximum number of targets to randomize between; 0 = unlimited. + TopBlocks = 8, // Maximum number of blocks to randomize between; 0 = unlimited. + CycleBlocks = 0, // Number of blocks to "cycle" per acquire attempt. StopTrackingSpeed = 0, // Do not track threats traveling faster than this speed; 0 = unlimited. UniqueTargetPerWeapon = false, // only applies to multi-weapon blocks - MaxTrackingTime = 180, // After this time has been reached the weapon will stop tracking existing target and scan for a new one + MaxTrackingTime = 0, // After this time has been reached the weapon will stop tracking existing target and scan for a new one ShootBlanks = false, // Do not generate projectiles when shooting FocusOnly = false, // This weapon can only track focus targets. EvictUniqueTargets = false, // if this is set it will evict any weapons set to UniqueTargetPerWeapon unless they to have this set @@ -68,7 +68,7 @@ partial class Parts { PartName = "Charon", // Name of the weapon in terminal, should be unique for each weapon definition that shares a SubtypeId (i.e. multiweapons). DeviateShotAngle = 0.50f, // Projectile inaccuracy in degrees. AimingTolerance = 5f, // How many degrees off target a turret can fire at. 0 - 180 firing angle. - AimLeadingPrediction = Basic, // Level of turret aim prediction; Off, Basic, Accurate, Advanced + AimLeadingPrediction = Accurate, // Level of turret aim prediction; Off, Basic, Accurate, Advanced DelayCeaseFire = 0, // Measured in game ticks (6 = 100ms, 60 = 1 second, etc..). Length of time the weapon continues firing after trigger is released. AddToleranceToTracking = false, // Allows turret to track to the edge of the AimingTolerance cone instead of dead centre. CanShootSubmerged = false, // Whether the weapon can be fired underwater when using WaterMod. @@ -101,7 +101,7 @@ partial class Parts { HomeAzimuth = 0, // Default resting rotation angle HomeElevation = 0, // Default resting elevation InventorySize = 1f, // Inventory capacity in kL. - IdlePower = 150f, // Constant base power draw in MW. + IdlePower = 50f, // Constant base power draw in MW. FixedOffset = false, // Deprecated. Offset = Vector(x: 0, y: 0, z: 0), // Offsets the aiming/firing line of the weapon, in metres. Type = BlockWeapon, // What type of weapon this is; BlockWeapon, HandWeapon, Phantom @@ -141,7 +141,7 @@ partial class Parts { DegradeRof = false, // Progressively lower rate of fire when over 80% heat threshold (80% of max heat). ShotsInBurst = 0, // Use this if you don't want the weapon to fire an entire physical magazine in one go. Should not be more than your magazine capacity. DelayAfterBurst = 0, // How long to spend "reloading" after each burst. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). - FireFull = false, // Whether the weapon should fire the full magazine (or the full burst instead if ShotsInBurst > 0), even if the target is lost or the player stops firing prematurely. + FireFull = false, //probably should be set to true //Whether the weapon should fire the full magazine (or the full burst instead if ShotsInBurst > 0), even if the target is lost or the player stops firing prematurely. GiveUpAfter = false, // Whether the weapon should drop its current target and reacquire a new target after finishing its magazine or burst. BarrelSpinRate = 0, // Visual only, 0 disables and uses RateOfFire. DeterministicSpin = false, // Spin barrel position will always be relative to initial / starting positions (spin will not be as smooth). diff --git a/Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Charon_Ammo.cs b/Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Charon_Ammo.cs index 37e4349c1..402813dec 100644 --- a/Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Charon_Ammo.cs +++ b/Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Charon_Ammo.cs @@ -44,7 +44,7 @@ partial class Parts AmmoMagazine = "K_GaussPrototypeBlitzCase", // SubtypeId of physical ammo magazine. Use "Energy" for weapons without physical ammo. AmmoRound = "Charon_Shot", // Name of ammo in terminal, should be different for each ammo type used by the same weapon. Is used by Shrapnel. HybridRound = true, // Use both a physical ammo magazine and energy per shot. - EnergyCost = 0.063f, // ~600MW / Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR. + EnergyCost = 0.0315f, // ~300MW / Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR. BaseDamage = 33000f, // Direct damage; one steel plate is worth 100. Mass = 15f, // In kilograms; how much force the impact will apply to the target. Health = 0, // How much damage the projectile can take from other projectiles (base of 1 per hit) before dying; 0 disables this and makes the projectile untargetable. @@ -116,8 +116,8 @@ partial class Parts // For the following modifier values: -1 = disabled (higher performance), 0 = no damage, 0.01f = 1% damage, 2 = 200% damage. FallOff = new FallOffDef { - Distance = 2000f, // Distance at which damage begins falling off. - MinMultipler = 0.5f, // Value from 0.0001f to 1f where 0.1f would be a min damage of 10% of base damage. + Distance = 0f, // Distance at which damage begins falling off. + MinMultipler = 1f, // Value from 0.0001f to 1f where 0.1f would be a min damage of 10% of base damage. }, Grids = new GridSizeDef { diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Triple.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Triple.sbc index f884acb3e..04e918f3f 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Triple.sbc +++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Triple.sbc @@ -16,10 +16,10 @@ [Shell Speed: 1000m/s | 1100m/s] [Damage Types: Energy | Kinetic] - Triple barreled 203mm/8 Inch used commonly by the Us navy during ww2 and into the cold war period - Medium to long range artillery turret, used heavily on heavy cruisers likt eh Des Moines. + Triple barreled 203mm/8 Inch used commonly by the USN during WW2 and into the cold war period. + Medium to long range artillery turret, used heavily on heavy cruisers like Des Moines. - Textures\GUI\Icons\8Inch55RF.dds + Textures\GUI\Icons\8Inch55Main.dds Large TriangleMesh @@ -42,7 +42,7 @@ Z Y - 30 + 180 203mmQuad diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Twin.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Twin.sbc index ba258c82f..d15636517 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Twin.sbc +++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Twin.sbc @@ -41,6 +41,7 @@ Z Y + 180 203mmTwin diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/508mm twin.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/508mm twin.sbc index b77417e82..fa34538ae 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/508mm twin.sbc +++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/508mm twin.sbc @@ -38,7 +38,7 @@ - 120 + 360 20InchTwin Z Y diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/5InchQF.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/5InchQF.sbc index 3445f5c0f..ba49f1bdb 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/5InchQF.sbc +++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/5InchQF.sbc @@ -35,6 +35,7 @@ + 150 Z Y diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/BarbetteSet.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/BarbetteSet.sbc index f3d57b1d1..c9e636c2e 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/BarbetteSet.sbc +++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/BarbetteSet.sbc @@ -35,7 +35,7 @@ Barbette5x5 Light - 15 + 420 Default Damage_HeavyMech_Damaged ParticleHeavyMech @@ -80,7 +80,7 @@ Barbette3x3 X Light - 10 + 270 Default Damage_HeavyMech_Damaged ParticleHeavyMech @@ -125,7 +125,7 @@ Barbette1x1 X Light - 5 + 30 Default Damage_HeavyMech_Damaged ParticleHeavyMech diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/BoforTwinMain.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/BoforTwinMain.sbc index 3d43a76c5..0acb07cd0 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/BoforTwinMain.sbc +++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/BoforTwinMain.sbc @@ -28,6 +28,7 @@ + 15 diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/Mk25 Rangefinder.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/Mk25 Rangefinder.sbc index 0dc421de0..3bd92f2d9 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/Mk25 Rangefinder.sbc +++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/Mk25 Rangefinder.sbc @@ -20,6 +20,7 @@ Models\Rangefinder\Mk25 Rangefinder.mwm true + 15 diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/OerlikonDual.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/OerlikonDual.sbc index 05e50411f..e2da86684 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/OerlikonDual.sbc +++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/OerlikonDual.sbc @@ -28,6 +28,7 @@ + 15 OerlikonDual Z Y diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/OerlikonMain.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/OerlikonMain.sbc index 706ef0a2a..268ff0b93 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/OerlikonMain.sbc +++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/OerlikonMain.sbc @@ -29,6 +29,7 @@ + 15 diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/PomPomMain.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/PomPomMain.sbc index a972af33e..bb598ea27 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/PomPomMain.sbc +++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/PomPomMain.sbc @@ -31,6 +31,7 @@ + 15 PomPomMain Z Y diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/QuadBofor.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/QuadBofor.sbc index c1ccaed6c..6834b3a3d 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/QuadBofor.sbc +++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/QuadBofor.sbc @@ -37,6 +37,7 @@ QuadBofor + 15 Z Y diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/TorpBarbette.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/TorpBarbette.sbc index c130dca25..e9f5eeef8 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/TorpBarbette.sbc +++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/TorpBarbette.sbc @@ -35,6 +35,7 @@ + 540 diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Cubeblocks.sbc b/Weapon Mods/TaitMod_Fletcher/Data/Cubeblocks.sbc index 0dfa34b19..a58a04132 100644 --- a/Weapon Mods/TaitMod_Fletcher/Data/Cubeblocks.sbc +++ b/Weapon Mods/TaitMod_Fletcher/Data/Cubeblocks.sbc @@ -774,7 +774,7 @@ Z Y Light - 40 + 150 Textures\GUI\HUD\USAASight.dds 300 @@ -827,7 +827,7 @@ - + @@ -850,7 +850,7 @@ Z Y Light - 40 + 150 Textures\GUI\HUD\USAASight.dds 200 @@ -931,7 +931,7 @@ Z Y Light - 30 + 150 Textures\GUI\HUD\USAASight.dds 120 @@ -1008,7 +1008,7 @@ Z Y Light - 40 + 150 Textures\GUI\HUD\USGunsight.dds 100 @@ -1084,7 +1084,7 @@ Z Y Light - 120 + 250 Textures\GUI\HUD\USGunsight.dds 100 @@ -1168,7 +1168,7 @@ Z Y Light - 120 + 250 Textures\GUI\HUD\GermanTankSight.dds 100 @@ -1244,7 +1244,7 @@ Z Y Light - 120 + 250 Textures\GUI\HUD\GermanTankSight.dds 100 @@ -1466,7 +1466,7 @@ Z Y Light - 120 + 250 Textures\GUI\HUD\GermanTankSight.dds 100