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