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RimWorld => Releases => Mods => Outdated => Topic started by: JadedApprentince on June 23, 2017, 07:18:15 PM

Poll
Question: v2.0 : Opinion Poll
Option 1: Yea votes: 21
Option 2: Neutral votes: 2
Option 3: Nay votes: 0
Title: A17b - Combat Extended Artillery (v1.3)
Post by: JadedApprentince on June 23, 2017, 07:18:15 PM
Mod Description:
A simple mod designed to add onto Combat Extended with the addition of new emplaced cannons. This adds a 50mm, 75mm, and 105mm cannon to the security tab that are similar to the stock 90mm cannons with their own uses. 50mm cannons have access to APHE, HE, and APCR shells, just like the 75mm cannon, while the 105mm cannon has access to a powerful HE shell. Each cannon is different and even in late game they can still be useful to some degree.

Important Note(s):
Version 2.0 is being worked on, here's the full list of changes and planning if you haven't seen it already:
(7/18/17) - Ammunition has been completed, next will be weaponry, then any other defs, and finally any remaining art/graphical/audio stuff.

(7/19/17) - Coding work has been finished, all that's left to do is all the graphical and audio items, which should take some time, but it should be ready within a week or less.

(7/20/17) - New audio for each cannon has been recorded, put together, and finished. I recorded them from the same caliber guns, so they should sound relatively realistic. All that is left to do is some graphical textures and any beta work and everyone should be able to enjoy the overhauled version of CEA. As a secondary note, this may break saves due to some changes that remove certain items from the game, rename items, or otherwise change them in a way that alters the save game, so keep this in mind. I'll have an entire changelog of everything that's been done posted as the update goes live, so do be excited for v2.0.

Also in other news, I will be hosting a meeting a week or two for ANYONE after release who wishes to attend on the Rimworld Modding discord; the purpose being to discuss how the mod has been working, take suggestions, and other things that are related to this mod. Thanks especially to those few on this post that have been extremely helpful such as TA1980 and admiralKew and for your support.

(7/24/2017) Graphical items are still being worked on, and bug fixing is underway. No ETA for when this will be released, but if you want to see something in the mod, now would be a good time to suggest it.

(8/7/2017) Progress on the mod has slowed since summer is ending and school will be starting back up for many in the US. As such, development of this mod will be slowed or halted. However:

I plan to release version 2.0 with not only new content, but reworking the entire mod from scratch so that it is completely balanced, and most importantly completed. This phase of planning is random I know, and I understand that many of you might be disappointed by this, but understand that I do this in my free time. I want to see this mod come out with its first (second if you want to count version 1.3) major update strong and do it justice so that it can be much more enjoyable than before.

Download Link:
Github : https://github.com/JadedApprentince/Combat-Extended-Artillery/releases (https://github.com/JadedApprentince/Combat-Extended-Artillery/releases)

Mod Requirements:
Requires Combat Expanded to function properly : https://ludeon.com/forums/index.php?topic=33461.0 (https://ludeon.com/forums/index.php?topic=33461.0)

Credits, License, and Special Thanks:
(https://mirrors.creativecommons.org/presskit/buttons/88x31/png/by-nc-sa.eu.png)
CE Team - Reuse of sounds (v1.1 to v.1.31), modification of textures, and basis of code.
Gaijin Entertainment (War Thunder) - Reuse/Modification/Recording of sounds for cannons (v2.0)

Special thanks to:
- NoImageAvailable : Helped me with attempting to solve the ammunition errors that were appearing before v1.3 released, also guiding me along the way to solving other errors.
- TA1980 : Suggestion of content for CEA.
- admiralKew: Suggestion of content for CEA.

Update Log:

Version 1.31
- Fixed 75mm HE having huge blast radius, value was incorrectly set to 3,5 instead of 3.5.

Version 1.3
- Refined shell textures some more, fixed a slight graphical error that made the outline look white instead of black in some cases.
- LOTS of slight improvements and changes to cannon and shell stats
- 75mm cannon: Uses 75mm APHE, HE, and APCR shells.
- New 50mm ammunition: HE and APCR
- APCR ammunition will create a tiny explosion (1 damage and 0.1 radius) in order to create fragmentation.
- 105mm cannot indirectly fire anymore (broke the targeting system for some reason)
- Many other minor improvements and changes.

Version 1.24
- Fixed 50mm sight efficiency,  0.9 to 1.1.
- Adjusted warm-up time for 50mm, reduced from 3.5 to 3.
- Fixed 105mm sight efficiency, 0.9 to 1.2.
- Adjusted warm-up time for 105mm, reduced from 5 to 4.5.
- Fixed 105mm range, increased from 100 to 200.
- Updated descriptions of items with the v1.3 descriptions.
- Fixed 105mm steel cost, was 500 when it should have been 600, components are the same.
- Adjusted 105mm bulk value, changed from 575 to 700.
- Fixed sway factor for both cannons, was 0.75 when it should have been 0.25.
- Fixed 105mm not being able to indirectly fire at targets, just like the mortar.
- Refined all textures with shading, general improvements, etc. I hope you like them!
- Various other small changes and improvements.
- Download changed from Nexus Mods to Github.


Version 1.23
- New change-log system for this post.
- New textures for turrets and ammunition; A new texture was also added for shells fired, before it was CE's HEAT shell projectile by default.
- Balancing of ammunition: Silver value, mass, bulk, etc. will roughly match the values given by the materials they were made from:
> 50mm APHE is FAR lighter than before, allowing you to carry 5 shells in place of 1 when compared to the old values.
> Ammunition costs for both calibers got cheaper and much more balanced.
> 105mm HE got lighter, but also more powerful and lethal.
> 105mm shells are now made in pairs instead of single shells.
- Balancing of turrets: Just like ammunition, turrets were also balanced considerably and the 50mm got far lighter than before, having 300 mass and 200 bulk, allowing it to be semi-portable.
- Various bug fixes and improvements.

Version 1.22:
- Fixed mod errors with the new ammunition in version 1.2, had to remove 50mm APCR and 105mm HEAT rounds due to the errors they caused.

Version 1.2:
- Reworked textures of shells and turrets.
- Balancing of weaponry
- Added two new ammunition types for 50mm and 105mm.
- Announced 75mm cannon and future rocket systems.

Version 1.1:
- Initial upload of mod.

Title: Re: A17b - Combat Extended Artillery
Post by: rambo on June 23, 2017, 08:38:40 PM
I feel like there should be stuff like cars jeeps and tanks ext because 90mm bullets are huge (ive seen them on the internet)  they look like they are meant to destroy vehiclies and air crafts not on infantry a bullet will shred them
Title: Re: A17b - Combat Extended Artillery
Post by: JadedApprentince on June 23, 2017, 10:46:10 PM
These cannons are also useful for taking down ancient dangers, particularly HEAT shells through walls. Also able to be used against enemy bases with the right equipment unlike mortars which aren't very viable.

This will be improved with new textures, balancing, and content as time goes on, so I'll account for any problems that come up later on as time passes and this mod matures. Even the 105mm HE shell can blow down most walls in a single shot at the point of impact, so it serves the role of anti-infantry very well with a large explosion and large amounts of fragmentation for such an expensive shell.

Keep me posted on anything that needs to be fixed/balanced or you want to see added and I'll look into making it reality.
Title: Re: A17b - Combat Extended Artillery
Post by: Rexaurius on June 23, 2017, 10:53:21 PM
Quote from: rambo on June 23, 2017, 08:38:40 PM
I feel like there should be stuff like cars jeeps and tanks ext because 90mm bullets are huge (ive seen them on the internet)  they look like they are meant to destroy vehiclies and air crafts not on infantry a bullet will shred them

someone is, or at least, was making a mod that add vehicles to the game
Title: Re: A17b - Combat Extended Artillery
Post by: JadedApprentince on June 24, 2017, 04:46:22 PM
Got some new textures for both the 50mm and the 105mm cannons, they look great and are now complete, next I'll be doing the shells and possibly adding a couple new round types to the 50mm cannon.

[attachment deleted by admin due to age]
Title: Re: A17b - Combat Extended Artillery
Post by: TA1980 on June 26, 2017, 04:44:43 AM
Dear JadedApprentice,

thank you for this nice addition!

Regards
Title: Re: A17b - Combat Extended Artillery
Post by: JadedApprentince on June 26, 2017, 11:24:56 AM
Version 1.2 released on Nexus Mods.
Steam workshop is being annoying and won't update correctly, so in the mean time download the file directly while the workshop page is hidden. Sorry about that!

Here's what's new:
- Texture redesigns, not exactly final, but will probably be better than what I have before.
- Slight balancing done.
- 50mm Cannons got a new APCR (sabot) round!
- 105mm Cannons got a new HEAT round!

- Plans are going ahead for a 75mm cannon in the near future, keep yourselves posted to see when it comes out!
Title: Re: A17b - Combat Extended Artillery
Post by: Exoray on June 26, 2017, 12:29:16 PM
Update has completely broke the mod, was fine before.

says it recovered from incompatable or corrupted mod errors whenever I turn it on
Title: Re: A17b - Combat Extended Artillery
Post by: JadedApprentince on June 26, 2017, 01:45:40 PM
Quote from: Exoray on June 26, 2017, 12:29:16 PM
Update has completely broke the mod, was fine before.

says it recovered from incompatable or corrupted mod errors whenever I turn it on
Will look into it now, I'll try and fix anything else I find.

EDIT: Unlocked the Steam workshop page that contains v1.1. Until this is fixed, this is the only one that isn't broken.
EDIT 2: I believe this is a compatibility error between CE and CEA, which shouldn't be happening. I'll look into reworking/fixing the code so that I can pinpoint what, if anything, in CEA is causing the problem. From the error log it seems to be related to texture mapping.

EDIT 3: Errors have been fixed, I believe it had to do with the new APCR and HEAT rounds for each cannon respectively, so they've been removed until I can get them to work properly. Otherwise the mod is back in working order.
Title: Re: A17b - Combat Extended Artillery
Post by: Exoray on June 26, 2017, 03:34:57 PM
Quote from: JadedApprentince on June 26, 2017, 01:45:40 PM
Quote from: Exoray on June 26, 2017, 12:29:16 PM
Update has completely broke the mod, was fine before.

says it recovered from incompatable or corrupted mod errors whenever I turn it on
Will look into it now, I'll try and fix anything else I find.

EDIT: Unlocked the Steam workshop page that contains v1.1. Until this is fixed, this is the only one that isn't broken.
EDIT 2: I believe this is a compatibility error between CE and CEA, which shouldn't be happening. I'll look into reworking/fixing the code so that I can pinpoint what, if anything, in CEA is causing the problem. From the error log it seems to be related to texture mapping.

EDIT 3: Errors have been fixed, I believe it had to do with the new APCR and HEAT rounds for each cannon respectively, so they've been removed until I can get them to work properly. Otherwise the mod is back in working order.

Very much appreciated, Thank you
Title: Re: A17b - Combat Extended Artillery (v1.2)
Post by: GargoyleZoo on June 28, 2017, 11:35:26 PM
Is this going to be reuploaded to steam at some point? Without it, my save is broken

Title: Re: A17b - Combat Extended Artillery (v1.2)
Post by: admiralKew on June 29, 2017, 06:11:11 AM
More heavy artillery is always a plus! I'm downloading this now.

Have you considered making 'pack' versions of the guns to make sieging enemy bases easier/make sieging your base easier for raiders? What about autocannons of the 20 and 37mm flavor?
Title: Re: A17b - Combat Extended Artillery (v1.2)
Post by: JadedApprentince on June 29, 2017, 11:39:04 AM
Quote from: GargoyleZoo on June 28, 2017, 11:35:26 PM
Is this going to be reuploaded to steam at some point? Without it, my save is broken
Yes, I will reupload this to the Steam Workshop at some point once I understand the updating system, but you shouldn't have a problem. Just download the file version, unzip it, and put the mod folder into your Rimworld/Mods folder. Then when you boot up Rimworld, place the mod under CE and/or CEG. Both the steam workshop and direct file are exactly the same.

Quote from: admiralKew on June 29, 2017, 06:11:11 AM
More heavy artillery is always a plus! I'm downloading this now.

Have you considered making 'pack' versions of the guns to make sieging enemy bases easier/make sieging your base easier for raiders? What about autocannons of the 20 and 37mm flavor?

I had originally planned to release a 30mm autocannon in version 1.1, but in the end I couldn't finish it in time and just wanted to get the mod out here to start. Of course you'll see some autocannons added into the mix later on, most likely after/during version 1.3 with the new rocket systems.

Balancing will also probably be done, so with the right equipment you could possibly haul a 50mm cannon and some shells in a caravan. I'll have to test that though, so until then it might be a little too bulky/heavy.
Title: Re: A17b - Combat Extended Artillery (v1.2)
Post by: JadedApprentince on July 02, 2017, 04:25:30 PM
Quote from: admiralKew on June 29, 2017, 06:11:11 AM
More heavy artillery is always a plus! I'm downloading this now.

Have you considered making 'pack' versions of the guns to make sieging enemy bases easier/make sieging your base easier for raiders? What about autocannons of the 20 and 37mm flavor?

I'll point this out now since I've been trying to finish update 1.3.
50mm cannons are now MUCH lighter, and the shells have the same base mass and similar bulk compared to the materials used to make the shells. So you could effectively take a couple of muffalos and carry a 50mm cannon and ammunition to different places.

Not only that, but they'll also be getting some new ammunition types for 50mm most notably.
Title: Re: A17b - Combat Extended Artillery (v1.2)
Post by: admiralKew on July 03, 2017, 01:29:19 AM
Oh, that's absolutely lovely then! I eagerly await the release.

Regarding the issues with the ammunition patch, have you checked with the people on the CE Discord server? They may be able to offer some help.
Title: Re: A17b - Combat Extended Artillery (v1.2)
Post by: JadedApprentince on July 03, 2017, 09:38:20 PM
Quote from: admiralKew on July 03, 2017, 01:29:19 AM
Oh, that's absolutely lovely then! I eagerly await the release.

Regarding the issues with the ammunition patch, have you checked with the people on the CE Discord server? They may be able to offer some help.

I actually realized my mistake today.
It revolves around the idea that the XML format was correct, but the ammunition code was incorrect, since I was using the RocketHEAT code for 90mm HEAT shells as the base, when I should have been using the ammunition code for specific ammunition types.

Basically: I messed up by attempting to reuse the same code for different ammo types, and used one base instead of the several given by other ammo such as .50 BMG. This also means that APCR (sabot) rounds will return for the 50mm. I'll try and finish in the next few days for version 1.3
Title: Re: A17b - Combat Extended Artillery (v1.23)
Post by: JadedApprentince on July 04, 2017, 06:33:34 PM
Version 1.23 released! Here's the rundown about what has changed, please see the important notes section regarding a new update on version 1.3's current progress!

- New change-log system for this post.
- New textures for turrets and ammunition; A new texture was also added for shells fired, before it was CE's HEAT shell projectile by default.
- Balancing of ammunition: Silver value, mass, bulk, etc. will roughly match the values given by the materials they were made from:
> 50mm APHE is FAR lighter than before, allowing you to carry 5 shells in place of 1 when compared to the old values.
> Ammunition costs for both calibers got cheaper and much more balanced.
> 105mm HE got lighter, but also more powerful and lethal.
> 105mm shells are now made in pairs instead of single shells.
- Balancing of turrets: Just like ammunition, turrets were also balanced considerably and the 50mm got far lighter than before, having 300 mass and 200 bulk, allowing it to be semi-portable.
- Various bug fixes and improvements.
Title: Re: A17b - Combat Extended Artillery (v1.23)
Post by: admiralKew on July 04, 2017, 06:52:01 PM
Wonderful! Downloading now!

Would it be impudent of me to suggest a portable 'toolkit' workbench that allows you to further break up the the larger guns into smaller pieces (Barrel/Gun shield/aiming systems/etc.) for transport in a later release? It'd allow the big guns to be portable via pack animal, but would probably be balanced out by having to have to reassemble the gun twice for a siege.

I eagerly await 1.3, and more by the way!

Title: Re: A17b - Combat Extended Artillery (v1.23)
Post by: JadedApprentince on July 04, 2017, 07:25:57 PM
Quote from: admiralKew on July 04, 2017, 06:52:01 PM
Wonderful! Downloading now!

Would it be impudent of me to suggest a portable 'toolkit' workbench that allows you to further break up the the larger guns into smaller pieces (Barrel/Gun shield/aiming systems/etc.) for transport in a later release? It'd allow the big guns to be portable via pack animal, but would probably be balanced out by having to have to reassemble the gun twice for a siege.

I eagerly await 1.3, and more by the way!

I'll see what I can do, but I think that the idea of disassembling an existing turret into those parts might not be possible, but I can probably set something up that allows you to craft the basic parts for the cannon and therefore assemble it similarly to just building a mortar in the vanilla game. Also expect later on that turrets will have much more realistic and balanced mass and bulk, so like the ammunition, their value will be roughly their base products value with some extra since its a manufactured item.

Other than that, I'm probably going to release a sort of patch that will overwrite the default 90mm cannon so it doesn't seem as useless compared to the other cannons CEA adds in.
Title: Re: A17b - Combat Extended Artillery (v1.23)
Post by: admiralKew on July 04, 2017, 07:30:39 PM
I'm not an expert in modding, so feel free to take my words with a tablespoon of salt. Though, wouldn't a recipe that accepts, say, a 105mm cannon as an input then outputs its subcomponents suffice?
Title: Re: A17b - Combat Extended Artillery (v1.23)
Post by: JadedApprentince on July 04, 2017, 09:10:15 PM
Quote from: admiralKew on July 04, 2017, 07:30:39 PM
I'm not an expert in modding, so feel free to take my words with a tablespoon of salt. Though, wouldn't a recipe that accepts, say, a 105mm cannon as an input then outputs its subcomponents suffice?

I'm no expert either, but it may be possible if you can modify the value and/or items that are dropped from deconstructing something. I'll have to look into it.
Title: Re: A17b - Combat Extended Artillery (v1.23)
Post by: admiralKew on July 04, 2017, 09:59:46 PM
Wouldn't minifying a structure allow it to be used as an ingredient in a recipe? I figure that if the 90mm Flak can be produced as a minified turret in the machining bench, so too can the minified version be used.

I'll see if I can knock together an experiment later.
Title: Re: A17b - Combat Extended Artillery (v1.23)
Post by: JadedApprentince on July 04, 2017, 10:03:59 PM
Quote from: admiralKew on July 04, 2017, 09:59:46 PM
Wouldn't minifying a structure allow it to be used as an ingredient in a recipe? I figure that if the 90mm Flak can be produced as a minified turret in the machining bench, so too can the minified version be used.

I'll see if I can knock together an experiment later.

If you use it like that then technically yes, you could "disassemble" cannons using a crafting spot, then turning it into "---mm cannon parts." These parts then could be "reassembled" at the same crafting spot into the minified item.
Title: Re: A17b - Combat Extended Artillery (v1.23)
Post by: TA1980 on July 05, 2017, 10:45:51 AM
Dear JadedApprentice,

thank you for fleshing out this mod.

Some ideas:
-105 mm capable of indirect fire (akin to mortars; possibly switch between both modes depending on range?)
-ammunition in general should be based on historical ammunition, e.g:

http://www.lonesentry.com/articles/50mm/
http://www.pmulcahy.com/ammunition/howitzer_rounds.html
https://en.wikipedia.org/wiki/High-explosive_incendiary

Regards
Title: Re: A17b - Combat Extended Artillery (v1.23)
Post by: JadedApprentince on July 05, 2017, 11:15:43 AM
Quote from: TA1980 on July 05, 2017, 10:45:51 AM
Dear JadedApprentice,

thank you for fleshing out this mod.

Some ideas:
-105 mm capable of indirect fire (akin to mortars; possibly switch between both modes depending on range?)
-ammunition in general should be based on historical ammunition, e.g:

http://www.lonesentry.com/articles/50mm/
http://www.pmulcahy.com/ammunition/howitzer_rounds.html
https://en.wikipedia.org/wiki/High-explosive_incendiary

Regards

Ammunition is partly based on historical information, but its limited since we don't know exactly how powerful FSX as an explosive agent is, and what compares to it.

As for 105mm cannons, they should be acting like mortars. I believe I made it so that they could fire indirectly, but if not then I'll look into it and patch it when I find it.
Title: Re: A17b - Combat Extended Artillery (v1.23)
Post by: JadedApprentince on July 05, 2017, 01:25:32 PM
Version 1.24 released!

Version 1.24
- Fixed 50mm sight efficiency,  0.9 to 1.1.
- Adjusted warm-up time for 50mm, reduced from 3.5 to 3.
- Fixed 105mm sight efficiency, 0.9 to 1.2.
- Adjusted warm-up time for 105mm, reduced from 5 to 4.5.
- Fixed 105mm range, increased from 100 to 200.
- Updated descriptions of items with the v1.3 descriptions.
- Fixed 105mm steel cost, was 500 when it should have been 600, components are the same.
- Adjusted 105mm bulk value, changed from 575 to 700.
- Fixed sway factor for both cannons, was 0.75 when it should have been 0.25.
- Fixed 105mm not being able to indirectly fire at targets, just like the mortar.
- Refined all textures with shading, general improvements, etc. I hope you like them!
- Various other small changes and improvements.
Title: Re: A17b - Combat Extended Artillery (v1.23)
Post by: TA1980 on July 05, 2017, 02:37:24 PM
Dear JadedApprentice,

thank you for the quick response! Regarding the vote options:

a) More calibres: a 20/30mm autocannon would be nice.

b) More ammunition types:
I think CE features illumination as factor, so maybe
-illumination rounds for night battles,
-smoke rounds for smokescreens during the day (allowing your pawns to get into position, slow down enemy),
-incendiary ammunition for the above mentioned autocannon,
-DU SABOT (depleted uranium armor piercing ammunition).

Regards
Title: Re: A17b - Combat Extended Artillery (v1.23)
Post by: JadedApprentince on July 05, 2017, 04:05:05 PM
Quote from: TA1980 on July 05, 2017, 02:37:24 PM
Dear JadedApprentice,

thank you for the quick response! Regarding the vote options:

a) More calibres: a 20/30mm autocannon would be nice.

b) More ammunition types:
I think CE features illumination as factor, so maybe
-illumination rounds for night battles,
-smoke rounds for smokescreens during the day (allowing your pawns to get into position, slow down enemy),
-incendiary ammunition for the above mentioned autocannon,
-DU SABOT (depleted uranium armor piercing ammunition).

Regards

I do plan on adding more ammunition in the future, its just that I'll have to find out ways of doing it without breaking compatibility with CE.

And like before autocannons will be coming in a future update, just like rockets.

As for illumination/smoke rounds: I'll see what I can put together, its just going take some time to try and find the right way of doing it without any errors coming up. I don't believe I can make smoke slow enemies, but like the vanilla smoke it would reduce accuracy and prevent auto turrets from targeting anything in the smoke.

Incendiary rounds will be made of promethium instead of FSX, so the costs for shells will be practically the same except for the filling material. Cannons 50mm or less in caliber will be using steel for sabot rounds, but anything larger will have some small amount of uranium inside it. This was planned for sabot rounds in general, but I'd like to keep 50mm cannons at their relative section of the "weapons tree" and make it a much more appealing option for many players due its cheap cost (relative to cannons/heavy weapons).
Title: Re: A17b - Combat Extended Artillery (v1.23)
Post by: TA1980 on July 05, 2017, 10:10:01 PM
Dear JadedApprentice,

the 105mm shells are travelling very slowly (possibly even slower than mortar shells). Did you intend this?

Regards
Title: Re: A17b - Combat Extended Artillery (v1.23)
Post by: JadedApprentince on July 05, 2017, 11:26:39 PM
Quote from: TA1980 on July 05, 2017, 10:10:01 PM
Dear JadedApprentice,

the 105mm shells are travelling very slowly (possibly even slower than mortar shells). Did you intend this?

Regards

105mm shells should have a speed set to 200, so it should be faster than mortar shells which travel at 185.
I'll do some testing and fix it in update 1.25 if its a problem.

Also for comparison, 50mm shells will travel at 225.
Title: Re: A17b - Combat Extended Artillery (v1.23)
Post by: rambo on July 06, 2017, 05:45:34 AM
Add some high tech mortar that fires a lot of shelles at once
Title: Re: A17b - Combat Extended Artillery (v1.23)
Post by: TA1980 on July 06, 2017, 09:43:01 AM
Dear JadedApprentice,

I tried some diiferent settings and finally changed the speed of the 105mm shells to "050". (Higher numbers seemingly slow down indirect fire rounds).

Regards
Title: Re: A17b - Combat Extended Artillery (v1.23)
Post by: JadedApprentince on July 06, 2017, 10:15:17 AM
Quote from: rambo on July 06, 2017, 05:45:34 AM
Add some high tech mortar that fires a lot of shelles at once

Glitterworld Tech is a mod which features this, but I don't think I will due to the fact that it would be incredibly imbalanced and doesn't fit into this mod.

Quote from: TA1980 on July 06, 2017, 09:43:01 AM
Dear JadedApprentice,

I tried some diiferent settings and finally changed the speed of the 105mm shells to "050". (Higher numbers seemingly slow down indirect fire rounds).

Regards

I see, then I'll do some balance testing to try and figure out the final speed for update 1.25.
Title: Re: A17b - Combat Extended Artillery (v1.23)
Post by: JadedApprentince on July 07, 2017, 03:28:12 PM
Version 1.3 "Anti-tank" released!

Version 1.3
- Refined shell textures some more, fixed a slight graphical error that made the outline look white instead of black in some cases.
- LOTS of slight improvements and changes to cannon and shell stats
- 75mm cannon: Uses 75mm APHE, HE, and APCR shells.
- New 50mm ammunition: HE and APCR
- APCR ammunition will create a tiny explosion (1 damage and 0.1 radius) in order to create fragmentation.
- 105mm cannot indirectly fire anymore (broke the targeting system for some reason)
- Many other minor improvements and changes.

Look forward to even more improvements and additions in future updates!
Title: Re: A17b - Combat Extended Artillery (v1.3 "Anti-tank")
Post by: TA1980 on July 07, 2017, 05:55:33 PM
Dear JadedApprentice,

thanks for the fast update.

The 75mm HE shells seems to have a wrong parameter for radius "3,5" [should be "3.5"?]. It generates a literal blast wave over several tiles.

What do you think about not making all guns use the same ammo types and diversify their usability this way?

Regards
Title: Re: A17b - Combat Extended Artillery (v1.3 "Anti-tank")
Post by: JadedApprentince on July 07, 2017, 06:42:17 PM
Quote from: TA1980 on July 07, 2017, 05:55:33 PM
Dear JadedApprentice,

thanks for the fast update.

The 75mm HE shells seems to have a wrong parameter for radius "3,5" [should be "3.5"?]. It generates a literal blast wave over several tiles.

What do you think about not making all guns use the same ammo types and diversify their usability this way?

Regards

Fixed, thanks for letting me know about that.

Like I stated on the Github, I'll eventually be creating unique ammunition for each cannon.
Title: Re: A17b - Combat Extended Artillery (v1.3 "Anti-tank")
Post by: JadedApprentince on July 10, 2017, 11:45:52 PM
For the next upcoming major update (no date as of yet, most likely v2.0) I've put together a list of items I'd like to have started, finished, and then tested before I release the update not only here, but also on the Steam workshop! After this there shouldn't be a lot of minor updates unless something like an error/bug appears or Combat Extended has a change that affects CEA. Please do read and leave me feedback on what you think about these plans; if you wish to suggest something tell me so that I may consider it.

<Combat Extended Artillery Development>

Github Items:
- Complete any user issues.
- Finalize the CEA Wiki.

Code/Content Items:
- Caliber diversication: (50, 75, 105) -> (30, 50 [2 types], 75, 105)
- Ammunition diversication via caliber (suggested by TA1980):
> Purpose of shell, anti-(...); (infantry, armor/material, mechanoid, support).
> Unique shells for different calibers (see ammunition types).
> Refine shells bases on specific roles, promote diverse use.
> Create research and/or workbench for crafting CEA cannon ammunition and weaponry.
> Allow larger/more complex turrets to be "disassembled" into "(...)mm turret components" to allow them to be easier to trade, transport, and store. (suggested by admiralKew)
- 105mm firing systems changed from direct to indirect, just like the mortar.
- 50mm automatic turret; must be reloaded manually, but uses a clip of 5-10 rounds and an autoloader.
> Fires the same 50mm shells, but is more expensive to construct/assemble.
- Incendiary rounds for specific calibers (30, 75, 105).
- Balancing, tweaking, etc.
> Sabot rounds will explode without the sound effect since they don't contain explosive filler.

Graphical/Art Items:
- Texture overhaul:
> Cannon shell ammunition; both new and existing need a new style and form.
> Turret textures need serious reworking and need a new style and form (something kind of techy, but    not too techy that it seems less industrial.
> Projectile overhaul; create textures for specific types (regardless of caliber) of projectiles that    fit in with the type of round fired; ei: incendiary would glow red instead of the regular white.
> Color adjustments; custom colors that create a style pallet for the mod.
- Rework the preview picture for the mod.
- Artisic balancing and tweaking.

Audio/Sound Items:
- New sounds for calibers.
- Sound adjustments for certain ammunition types (such as sabot).
Title: Re: A17b - Combat Extended Artillery (v1.3 "Anti-tank")
Post by: admiralKew on July 10, 2017, 11:55:59 PM
For the reworked turret textures, perhaps these would be good inspiration? Of note would be the gun shields on the ship, bulkier bases and turrets, and slightly 'techy' extensions like a targeting computer or optics.

(http://shipcomrade.com/images/ships/clemson.jpg)
(http://www.army-armee.forces.gc.ca/assets/ARMY_Internet/images/weapons/m777-howitzer-03.jpg)
(http://www.military-today.com/artillery/m109a6_paladin.jpg)

On another note, this pops up as a yellow error when loading with devmode turned on:

Could not resolve cross-reference: No Verse.SoundDef named 50mm found to give to CombatExtended.VerbPropertiesCE VerbProperties(50mm cannon) (using undefined sound instead)

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.SoundDef named 75mm found to give to CombatExtended.VerbPropertiesCE VerbProperties(75mm cannon) (using undefined sound instead)

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.SoundDef named 105mm found to give to CombatExtended.VerbPropertiesCE VerbProperties(105mm gun) (using undefined sound instead)
Title: Re: A17b - Combat Extended Artillery (v1.3 "Anti-tank")
Post by: JadedApprentince on July 11, 2017, 09:35:17 AM
Quote from: admiralKew on July 10, 2017, 11:55:59 PM
On another note, this pops up as a yellow error when loading with devmode turned on:

Could not resolve cross-reference: No Verse.SoundDef named 50mm found to give to CombatExtended.VerbPropertiesCE VerbProperties(50mm cannon) (using undefined sound instead)

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.SoundDef named 75mm found to give to CombatExtended.VerbPropertiesCE VerbProperties(75mm cannon) (using undefined sound instead)

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.SoundDef named 105mm found to give to CombatExtended.VerbPropertiesCE VerbProperties(105mm gun) (using undefined sound instead)


I know, its a harmless error that will appear sometimes with other errors. I believe that the sound still will work even when that pops up, but when I do the update I'll make it a more abstract name for the game to recognize.
Title: Re: A17b - Combat Extended Artillery (v1.23)
Post by: JadedApprentince on July 13, 2017, 11:49:09 PM
Quote from: TA1980 on July 05, 2017, 02:37:24 PM

a) More calibres: a 20/30mm autocannon would be nice.

b) More ammunition types:
I think CE features illumination as factor, so maybe
-illumination rounds for night battles,
-smoke rounds for smokescreens during the day (allowing your pawns to get into position, slow down enemy),
-incendiary ammunition for the above mentioned autocannon,
-DU SABOT (depleted uranium armor piercing ammunition).

Ammunition Planning:

30mm Ammunition Types:
- 30mm AP (armor-piercing); contains a steel penetrator with no FSX filler. Low-medium penetration, medium-high velocity, no explosive power, and low fragmentation. The round is full-caliber with a slightly rounded, but pointy tip.
- 30mm HE (high-explosive); contains a large amount of FSX filler without any penetrating components. Very low penetration, medium-high velocity, medium explosive power, and medium-high fragmentation. The round is full caliber with a rounded, dome-like tip.
- 30mm CAI (contact-action-incendiary); specialized construction that spreads and ignites incendiary agent on the target in order to destroy, disable, or slow the target. Very low penetration, medium-high velocity, very low explosive power, low fragmentation, and incendiary potential. The round is full caliber with a rounded shape that form the discarding shell of the round.

50mm Ammunition Types:
- 50mm APHE (armor-piercing high-explosive); contains a steel penetrator with an FSX filler that explodes after penetrating armor. Medium penetration, high velocity, low explosive power, and high fragmentation. The round is full-caliber with a slightly rounded, but pointy tip.
- 50mm HE (high-explosive); contains a large amount of FSX filler without any penetrating components. Very low penetration, high velocity, high explosive power, and very high fragmentation. The round is full caliber with a rounded, dome-like tip.
- 50mm APDS (armor-piercing discarding sabot); contains a dense uranium penetrator with no FSX filler, it has a full caliber cap over the true round to improve aerodynamics. Very high penetration, very high velocity, no explosive power, and low-medium fragmentation. The round is sub-caliber with a sharp, pointy tip.
- 50mm AMEMP (anti-mechanoid electromagnetic-pulse); specialized construction that fires a sub-caliber steel round into the target, damaging the outer protective layers and then emitting an EMP in order to destroy or disable electronic equipment. Medium-high penetration, high velocity, no explosive power, low fragmentation, and EMP potential. The round is sub-caliber with a rounded shape, with a slightly sharpened rod at the topmost point.

75mm Ammunition Types:
- 75mm APHE (armor-piercing high-explosive); contains a steel penetrator with an FSX filler that explodes after penetrating armor. Medium penetration, high velocity, low explosive power, and high fragmentation. The round is full-caliber with a slightly rounded, but pointy tip.
- 75mm HE (high-explosive); contains a large amount of FSX filler without any penetrating components. Very low penetration, medium velocity, high explosive power, and very high fragmentation. The round is full caliber with a dense uranium penetrator with no FSX filler, it has a full caliber cap over the true round to improve aerodynamics. Very high penetration, high velocity, no explosive power, and low-medium fragmentation. The round is sub-caliber with a sharp, pointy tip.
- 75mm APDS (armor-piercing discarding sabot); contains a dense uranium penetrator with no FSX filler, it has a full caliber cap over the true round to improve aerodynamics. Very high penetration, high velocity, no explosive power, and low-medium fragmentation. The round is sub-caliber with a sharp, pointy tip.
- 75mm AI (area-incendiary); specialized construction that spreads and ignites incendiary agent on and around the target in order to destroy, disable, or slow the target. Very low penetration, medium velocity, very low explosive power, low fragmentation, and incendiary potential. The round is full caliber with a rounded shape that form the discarding shell of the round.

105mm Ammunition Types:
- 105mm HEDP (high-explosive dual-purpose); contains a large amount of FSX filler without any direct penetrating components. Low-Medium penetration, medium velocity, high explosive power, and very high fragmentation. The round is full caliber with a rounded shape, with the flat tip having an inverted dome shape similar to a HEAT shell.
- 105mm APDS (armor-piercing discarding sabot); contains a dense uranium penetrator with no FSX filler, it has a full caliber cap over the true round to improve aerodynamics. Very high penetration, medium-high velocity, no explosive power, and medium fragmentation. The round is sub-caliber with a sharp, pointy tip.
- 105mm AI (area-incendiary); specialized construction that spreads and ignites incendiary agent on and around the target in order to destroy, disable, or slow the target. Very low penetration, medium velocity, low explosive power, low fragmentation, and incendiary potential. The round is full caliber with a rounded shape that form the discarding shell of the round.

I know they all don't have one unique kind of round, but I don't see any reason for them not to have similar types considering that they are supposed to me somewhat similar. I hope that these new rounds you'll see might seem interesting enough that they'll be worth it.
Title: Re: A17b - Combat Extended Artillery (v1.3 "Anti-tank")
Post by: TA1980 on July 14, 2017, 04:27:25 AM
Dear JadedApprentice,

that is some great and impressive work you put into this. I am truly amazed!

Some notes (personal preferences and some layman research):

30mm:
- AP is perfect
- HE and CAI could be replaced by HEI (high-explosive incendiary); low-medium penetration, medium explosive power/fragments/fire effect (should be the "default" choice; even better if the rounds went off automatically at max range)
https://en.wikipedia.org/wiki/High-explosive_incendiary

50mm:
-all good!

75mm:
-no incendiary; should be a true anti-tank gun (with high muzzle velocity on the dedicated AP shells)
https://de.wikipedia.org/wiki/7,5-cm-PaK_40#Munition
https://de.wikipedia.org/wiki/Panzergranate_39
https://de.wikipedia.org/wiki/Panzergranate_40
https://de.wikipedia.org/wiki/Granate_38HL
(just for the tables)

105mm:
- HE with indirect fire set to true
- HEAT or HEDP with indirect fire set to false (emulating that artillery fires directly at "tank" targets)
- SMOKE (replicating the smoke grenade effect on a larger scale?)

Regards
Title: Re: A17b - Combat Extended Artillery (v1.3 "Anti-tank")
Post by: JadedApprentince on July 14, 2017, 12:12:35 PM
Quote from: TA1980 on July 14, 2017, 04:27:25 AM
Dear JadedApprentice,

30mm:
- HE and CAI could be replaced by HEI (high-explosive incendiary); low-medium penetration, medium explosive power/fragments/fire effect (should be the "default" choice; even better if the rounds went off automatically at max range)

75mm:
-no incendiary; should be a true anti-tank gun (with high muzzle velocity on the dedicated AP shells)

105mm:
- HE with indirect fire set to true
- HEAT or HEDP with indirect fire set to false (emulating that artillery fires directly at "tank" targets)
- SMOKE (replicating the smoke grenade effect on a larger scale?)


To start:
30mm:
Currently CE doesn't have any HEI ammo types to draw from, so that would mean that it would become secondary damage that isn't ideal for such a large shell and probably wouldn't do anything. So unless something changes where this is possible, I can't really put this into the way that would combine both shells into one. That was a major part of me choosing to separate them into two types, and I guess that "CE-lore-wise" the two aren't supposed to work together since the FSX would probably just destroy any Promethium that was contained with it instead of allowing it to spread and catch fire, so it wouldn't really work out well.

75mm:
I'll remove incendiary, but I'll keep it in mind since it's supposed to have many different types as the caliber that is best suited to multi-role use. Also AP shells are not designed to have very high velocity, if you want that then you would use APDS which is actually able to withstand higher velocities. Sorry, but steel isn't as strong as tungsten carbide and uranium when it comes to high velocity projectiles.

105mm
I cannot directly set whether a certain shell can be fired a certain way (indirect/direct) so I can't help you there. I should clarify that the purpose of HEDP is that its a mix between a regular HE shell and a HESH shell, as such it has some qualities of both and are almost practically the same.
As for smoke, I can try and put it in. Higgs on the CE Discord server helped me with this and has said that it might be possible, but I might have to hack the def to try and force it to work with this, so not really ideal.
Title: Re: A17b - Combat Extended Artillery (v1.3)
Post by: JadedApprentince on July 20, 2017, 04:07:36 PM
Anyone who has not been regularly checking the "Important Information" section of the OP should check now, as the information there is quite important for users of this mod and those who wish to review the progress of CEA version 2.0 and/or the mod as a whole.

Thanks to all your support in the development of this mod, its come a long way from the original mod it was and the ideas that were shared with me were more than helpful in developing the mod further than I though it would go. Once again, thank you for all your support!