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Messages - skyarkhangel

#106
Quote from: KrolCwanPL on November 15, 2016, 09:29:03 AM
I've found another bug in new version, embrassure is not "working", pawns can't shot through it, it's just like a wall.
Here's pic: http://imgur.com/a/P9lzj

tested. With last version, i don't see problems.
http://image.prntscr.com/image/c739b9cd82f94050bdadb82db7f6b37a.png

If you use mods that change pawn, need compatible patch.

Need to add comps and change ITab_Pawn_Gear to Combat_Realism.ITab_Inventory in <inspectorTabs>

like in CR Example:
  <ThingDef Name="BasePawn" Abstract="True">
    <thingClass>Pawn</thingClass>
    <category>Pawn</category>
    <selectable>true</selectable>
    <tickerType>Normal</tickerType>
    <altitudeLayer>Pawn</altitudeLayer>
    <useHitPoints>false</useHitPoints>
    <hasTooltip>true</hasTooltip>
    <soundImpactDefault>BulletImpactFlesh</soundImpactDefault>
    <inspectorTabs>
      <li>ITab_Pawn_Health</li>
      <li>ITab_Pawn_Needs</li>
      <li>ITab_Pawn_Character</li>
  <li>Combat_Realism.ITab_Inventory</li>
      <li>ITab_Pawn_Training</li>
      <li>ITab_Pawn_Guest</li>
      <li>ITab_Pawn_Prisoner</li>
      <li>ITab_Pawn_Social</li>
    </inspectorTabs>
    <comps>
      <li>
        <compClass>CompAttachBase</compClass>
</li>
      <li>
        <compClass>Combat_Realism.CompPawnGizmo</compClass>
</li>
      <li>
        <compClass>Combat_Realism.CompSuppressable</compClass>
</li>
      <li>
        <compClass>Combat_Realism.CompInventory</compClass>
</li>
    </comps>
    <drawGUIOverlay>true</drawGUIOverlay>
  </ThingDef>


Since CR works without CCL, need this patch. Bcs, previously CCL injects this comps, itab automatically into other mods.
#107
Injected recipes in loader bench. Updated.
It were the main bug?
The other bugs later. Such lack of time :/
#108
Quote from: Dudok22 on November 12, 2016, 06:53:39 AM
Latest github version and this happened a minute after I repelled a raid: http://imgur.com/a/NIKT6

Looks like Escape pod incident is bugged and repeats itself every tick creating huge meteor shower. everything on the map gets destroyed after a while and it doesnt stop.

yes, it was acident with abomination, fixed in last update. Its also changed. Sorry, shit happens. :)
Also, if pawn count to low, could two drop pods.
#109
Quote from: SteelRev on November 11, 2016, 04:27:38 PM
No I mean like A15 rt weapon pack ect.  Any conflicts?

RT author could make it easy, its has a14 version (need to update to a15). Plz inform :)
#110
Guys, soon i made latest update on github, then start to update for a15.
Combat Realism updated. Already available for vanilla.
#111
Quote from: kaptain_kavern on November 11, 2016, 03:51:26 PM
You crazy lunatics! Awesome. Looks like great piece of work

Thanks kaptain kavern :0

Quote from: SteelRev on November 11, 2016, 04:08:46 PM
Is it compatable with other weapon packs / turret packs?  Just need to know which ones to disable.

For now, nope.
I hope soon other packs make update for a15 version. Not much changes = Easy update, for some minutes.
#112
Outdated / [A16] Combat Realism [closed]
November 11, 2016, 03:20:29 PM
Combat Realism:

This mod is an extensive overhaul of the game's combat to make it both more realistic and more tactical and engaging.



Features:

All weapons have been rebalanced:

  • All weapons have ranges corresponding to their real life effective range. This means sniper rifles and heavy machine guns can easily cover half the map provided they have line of sight.
  • All weapons do damage in accordance with their calibers. No longer does putting a scope on your weapon make your bullets fly 5 times harder. Bullet speed is 1/5 of real world muzzle velocity.
  • Rate of fire is based on real world values.
  • Cooldown times are based on a weapons action type. Automatic weapons have very low cooldown, while pump- and bolt-action take significantly longer. For sniper rifles it is also based on type: .50cal anti-materiel rifles cannot be fired from the shoulder and need time to set up and tear down.
  • Weapons inflict penalties based on their loaded weight: -0.1c/s movespeed and -2% workspeed per kg.
  • Market values have been rebalanced in accordance with weapons' new power.
  • Shotguns fire 8 low damage pellets instead of a single projectile with damage depending on how many hit.
  • Many explosives now use a new fragmentation effect, scattering lethal shell fragments over large distances.
  • And more...
The health system has been rebalanced:

  • Generally, limbs are tougher while organs are squishier and bleed much more. A rifle shot to an unprotected heart is lethal, but it does not send an arm flying. Only repeated hits or a high power round (.50cal, Lasgun, etc.) can destroy limbs.
  • Internal body parts are significantly more likely to be hit. The human body is chock-full of vital organs and you are much more likely to hit one of them rather than this generic "torso" area that 80% of vanilla bullets would hit.
  • Battle wounds cause more pain, more bleeding and more penalties overall.
  • Walls and rocks are nearly impervious to bullets while explosives deal increased damage.
The aiming system has been redone:

  • Pawns have two stats, one for aiming and one for shooting
  • Pawns have to lead and estimate range on a target
  • Guns have inherent shot spread and dynamic recoil
  • Bullet height is tracked to determine collision. If a squirrel is behind a wall of sandbags you can't hit it
  • Collision is now dependent on how close the bullet actually passes to the target instead of pure RNG
  • And more...

New inventory and ammo system:

  • Pawns can carry various sidearms and items in their inventory
  • Carrying items confers penalties based on weight and bulk of carried items
  • Inventory space is limited
  • Weapons have magazines and need to be reloaded
  • Reloading consumes ammo
  • Different ammo types give different effects
  • Ammo can be looted from raiders, bought or crafted

Armor system has been redone:

  • Projectiles have armor penetration now
  • Deflection chances and damage depend on the relation of armor penetration to armor reduction
  • If penetration is too low damage won't go through the armor
  • Shots absorbed by armor might still cause bruises
  • And more...

New suppression mechanic:

  • Pawns have a suppression threshold dependent on their mental break threshold and current mood
  • Bullets flying past pawns will add to their suppression meter depending on the bullet's base damage and chances to penetrate the pawns armor
  • Once the threshold is reached pawns will run for the nearest cover
  • If suppression keeps building past the threshold a pawn will eventually hunker down
  • Hunkered pawns gain a lower profile, becoming impossible to hit through most hard cover but they also can't move or shoot

Important note: As many people have been asking about this, improvised turrets have been changed. Instead of being built they are made at the machining table and placed as minified furniture.




(Already included) Combat Realism Defence:



This is an addon introducing various defensive structures:

  • Barbed wire: Slow the enemy, cheap to build and lets gunfire through without providing cover.
  • Embrasures: Walls that let you shoot through them.
  • M240: Medium manned machine-gun turret, excellent for decimating enemy forces as they approach your colony.
  • Cannon Turret: A manned cannon emplacement. Fires HEAT shells that are effective against enemy armor and clustered infantry alike
  • AGS-30: Light-weight automatic grenade launcher, punches through even the heaviest cover.
  • Heavy Turret: Heavy automatic gun emplacement with a high caliber gun and improved health.
  • Charge Blaster Turret: Rapid-firing advanced auto turret with high rate of fire and range.
  • KPV: Heavy machine gun firing large caliber rounds, good for suppressive fire and taking out heavily armored targets.

The embrasures and barbed wire can be built while the new turrets have to be bought from combat suppliers.




License:


Note that as far as I'm concerned taking donations falls under "commercial use" and you do not have permission to use my work if you plan on collecting donations.

Compatibility:

Mods that modify vanilla weapons, walls, bodies or body parts (human and mechanoid, animals are fine), rock walls or rock chunks are inherently incompatible, meaning whichever mod is last in your load order will overwrite the changes of the other. Mods that add new guns, body parts, etc. are not incompatible but will likely be unbalanced in the context of this mod.

Known issues:
  • Sometimes enemies don't properly attack pawns behind embrasures.
  • When hunting, pawns will close to point-blank range for an execution but will be unable to hit particularly large animals like rhinos.

Contributors:

  • NoImageAvailable - mod author
  • Killface - coding, updating
  • Alistaire - coding, misc art
  • fluffy - coding, misc art
  • Latta - coding, Korean translation
  • Spoonshortage - translation
  • A friend - art
  • stinkycat752 - art
  • Shinzy - art
  • DaemonDeathAngel - consultant on the topic of pain caused by bullet wounds and knife attacks.

Credits:

Tips:
  • Combat is very lethal as most weapons have the potential to oneshot a pawn. Wear body armor to eliminate this risk as only a few weapons are capable of destroying organs through an armor vest.
  • Weapons are generally best at their individual range brackets. Shotguns, SMG's and sub-carbines rule close range combat, assault rifles dominate the fields and sniper rifles can take out enemies from far away. MGs also have a lot of range and firepower, however they are highly inaccurate and are therefore best used against clusters of enemies.
  • Make sure to build up your defenses in time. You don't need killboxes but a well placed heavy machine gun can make a group of tribals turn tail before they even reach the colony.
  • Stick to cover and watch your flanks. Pawns in the open are very vulnerable. Make sure you bring appropriate weaponry for the battlefield, charging through rifle fire to get into shotgun range is a good way to get killed.
  • Use rapid fire on automatic weapons to suppress high value targets. Suppression prevents the use of aimed shot and can make pawns hunker down. Putting a lot of MG fire on a pawn with a rocket launcher might make the difference between him whiffing or blowing up your pillbox.
  • Make intelligent use of aim modes. Use aimed shot to hit far-away targets and snapshot to get the first strike in close quarters. Use single and burst fire to take out single targets and auto fire to suppress or break up clustered enemies.
  • Choose the right ammo for the enemy you are facing. Hollow-points shred unarmored opponents but are easily deflected while armor-piercing rounds excel against body armor and Mechanoids.
  • Mortar shells are lethal but their fragments can be stopped by sandbags and other obstructions. Take cover to increase your chance of survival.
  • If you're having trouble with Centipedes, try crafting EMP weapons. Wait until they are in range of your defenders, then hit them with the EMP, it will stun them and do a fair bit of electrical damage. To take them down you will need weapons with high armor penetration or explosives so plan your loadouts accordingly.

Current release available from GitHub here

Installation:

  • No CCL required
  • Download and install the CR Core using standard installation procedure
  • Disable Achtung mod if exist (already included)
  • Place Combat Realism Core below Core in your load order
#113
I suppose, made additional release, when start update to a15. For now, i'am with Killface works on Combat Realism for A15 which already works in test, moreover fixed some bugs in a14 and supplemented by new features. Combat Realism really transforms into important, useful core-based mod like CCL.
#114
Quote from: The13thRonin on November 06, 2016, 05:39:17 AM
Is an Alpha 15 version in the works or is this a dead pack?

PS - Eventually I might get back to making new tribal wear.

i suppose, vanilla a15 more dead then hcsk project xD We quiet offen make updates, so today were update with fully reworked  2 vanilla events to fantastic crashlanded variant.


Quote from: Shtuka on November 05, 2016, 01:21:00 PM
Dear Skyarkhangel, is it possible to use your mod pack for the A15?

Don't worry. I am planning to update for a15 and a16 too.
#115
Outdated / Re: [A14] Community Core Library v0.14.3.1
November 05, 2016, 04:38:43 AM
Quote from: skullywag on November 04, 2016, 07:10:57 PM
thank sky for CR, i did nothing.

CR waits CCL a15 user release, then iam update CR too. Its nearly ready.
P.S. E please, update as soon as possible  :)
#116
Quote from: Dudok22 on November 04, 2016, 12:16:25 PM
I have this problem with latest github version:

DeLange threw exception in WorkGiver RefuelBurner: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[Verse.Thing].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.ThingContainer.get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at SK.CompFueled.get_RequireMoreFuel () [0x00000] in <filename unknown>:0
  at SK.WorkGiver_RefuelBurner.CanRefuel (Verse.Pawn pawn, Verse.Thing t, Boolean mustBeAutoRefuelable) [0x00000] in <filename unknown>:0
  at SK.WorkGiver_RefuelBurner.HasJobOnThing (Verse.Pawn pawn, Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.JobGiver_Work+<TryGiveJob>c__AnonStorey22A.<>m__121 (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.GenClosest+<ClosestThingReachable>c__AnonStorey440.<>m__7F8 (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.GenClosest.ClosestThing_Global (IntVec3 center, IEnumerable searchSet, Single maxDistance, System.Predicate`1 validator) [0x00000] in <filename unknown>:0
  at Verse.GenClosest.ClosestThingReachable (IntVec3 root, ThingRequest thingReq, PathEndMode peMode, TraverseParms traverseParams, Single maxDistance, System.Predicate`1 validator, IEnumerable`1 customGlobalSearchSet, Int32 searchRegionsMax, Boolean forceGlobalSearch) [0x00000] in <filename unknown>:0
  at RimWorld.JobGiver_Work.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0


how to reproduce? Describe the situation.

Quote from: malgrumm on November 04, 2016, 01:39:54 PM
question, what mod adds that darkness event? the one that has the "creatures" that give frostbite effect it is i think? just asking because it kinda stuffed me over in two ways, the first being some of my colonists dropped dead even though they WERE in a lit room and second i had a trade caravan drop dead because of it and subsequently got blamed for the deaths :-\

you need to have lit room. its defend you from darkness.
#117
Quote from: sidfu on November 02, 2016, 02:01:39 AM
@skry well refuel loops normaly happens when the orginal fuel say kindling u have none so it tries to fill with another type but the new code u added today kicks it out so nothing gets added to burn.u normaly only see it on campfire as they burn fuel fast and have advance jobs on and refeul higher than other haul jobs.

basicaly went like this
campfire 50% refuel with kindling---> gets to 50% no kindling around----> tries to fill with charcoal. charcoal kicked out as wrong fuel------> still no kindling----> refill with charcoal again---> rinse and repeat till kindling burns out and charcoal works.

as u see its a loop but not infinite like before u updated the system today.
its fine like it is for me as i micro manage a lot but for others they would rather have if they cant find the fuel type that is already burning then it ignore the refuel job till they can find the right fuel or its empty.
ok.
I'll think what to do.
#118
Quote from: sidfu on November 01, 2016, 02:56:41 PM
Quote from: skyarkhangel on November 01, 2016, 02:02:57 PM
important Refuel system update on github.
- For now, runner response for time when need to refuel (max capacity / runner value)
- If current fuel disallowed in filter, its automatically drops from burner.
- Fix some bugs which led to red errors.

ill give it a try now just exited game as was haveing to manualy refuel as they wouldnt sstop refueling all time lol.

update
much better now. they can still get stuck i refuel loop when they put inn differnt fuel thou. so still need to watch what fuel types u check.

how to reproduce this? i don't understand bug report there and on github too.
#119
important Refuel system update on github.
- For now, runner response for time when need to refuel (max capacity / runner value)
- If current fuel disallowed in filter, its automatically drops from burner.
- Fix some bugs which led to red errors.
#120
Quote from: caesius on October 27, 2016, 03:39:47 PM
im having a serious bug.
when my pawn uses full charged grill or other tools (fueled with coal, wood plank whatever)

fuel rapidly disappear and pawn cant do job correctly (cant make food, armor etc...) it is quite serious... cant playable

update to latest version. You are playing on strong outdated version, which use dumb vanilla refueling. When there is rain, grill etc. without roof just eats all resources inside in some seconds.