From 8000a9a5acb206dedbbad02482d24ce8f3ae787c Mon Sep 17 00:00:00 2001 From: BadM0dder <109397107+BadM0dder@users.noreply.github.com> Date: Wed, 5 Mar 2025 22:14:59 -0500 Subject: [PATCH 1/2] GREAT WELDING 40k aegis (30 seconds -> 40 seconds) Macro Cannon, Heavy Macro Cannon, and Lance battery brought into same vibes with mk2 coil gun. FAS Guns and Barbettes, (Brought from 15 seconds to 150 seconds on light guns, 120 seconds to 250 seconds on heavy guns) (this brings them in line with NHI) --- .../40k-Weapons-Mod/Data/Cubeblocks_IMP.sbc | 12 ++++++------ .../Data/CubeBlocks/203Triple.sbc | 8 ++++---- .../Data/CubeBlocks/203Twin.sbc | 1 + .../Data/CubeBlocks/508mm twin.sbc | 2 +- .../Data/CubeBlocks/5InchQF.sbc | 1 + .../Data/CubeBlocks/BarbetteSet.sbc | 6 +++--- .../Data/CubeBlocks/BoforTwinMain.sbc | 1 + .../Data/CubeBlocks/Mk25 Rangefinder.sbc | 1 + .../Data/CubeBlocks/OerlikonDual.sbc | 1 + .../Data/CubeBlocks/OerlikonMain.sbc | 1 + .../Data/CubeBlocks/PomPomMain.sbc | 1 + .../Data/CubeBlocks/QuadBofor.sbc | 1 + .../Data/CubeBlocks/TorpBarbette.sbc | 1 + .../TaitMod_Fletcher/Data/Cubeblocks.sbc | 18 +++++++++--------- 14 files changed, 32 insertions(+), 23 deletions(-) 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/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 From c703f2fa2aa63ccb700d11fb881732422f25f286 Mon Sep 17 00:00:00 2001 From: BadM0dder <109397107+BadM0dder@users.noreply.github.com> Date: Wed, 5 Mar 2025 23:30:49 -0500 Subject: [PATCH 2/2] Charon Buffs Charon had a very bad brain, this was probably my fault. Cut power draw in half. Removed its range damage falloff on the extremely short ranged gun. Fixed its very bad brain. This is probably what people ment when they said charon was bad, I really should of opened up the weapon file in balance council. --- .../Data/Scripts/CoreParts/Charon.cs | 16 ++++++++-------- .../Data/Scripts/CoreParts/Charon_Ammo.cs | 6 +++--- 2 files changed, 11 insertions(+), 11 deletions(-) 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 {