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Messages - AY

#1
Quote from: MelanisticAlbino on December 16, 2014, 03:53:03 PM
Will this be updated for project armory for Alpha 8? I love this mod!
Quote from: Viperlol on December 15, 2014, 11:38:27 PM
Well seeing as AY has not been active since the 20th of last month, I take he may be gone? If you do come back for what ever reason AY, I implore you to update this mod.

Ridiculous amount of school work in december  :o, I'll get around to updating this mod as soon as Christmas break starts.
#2
Posting to see how many people are willing to research on the weapons. If you are interested, you can simply post your name, followed by the categories of weapons you are most interested in (Will try to accommodate but no guarantees)

All Categories of the Weapons:
- Civil War/Flintlock
- Medieval/Neolithic/Tribal
- Modern
- WW1
- WW2
- PreWar
- SciFi
- Melee
- Grenades
#3
Quote from: VStraken on November 08, 2014, 08:43:29 PM

Interesting, can you elaborate? This might be useful to know since with my whole idea of ballparking the various values I suspect it could have the consequences of making a lot of guns kinda "samey", so anything that can lead to realistic and practical variation between the guns seems like it would be a good thing.

The one value that is completely "samey" is the accuracy for all the weapons. Since I can't find values on the accuracy of most weapons, they are all standardized depending on the "class" of weapons they are. It would be nice if anyone have experience/knowledge on such matters.
#4
Quote from: VStraken on November 07, 2014, 07:53:39 PM
Also, I was doing a bit of thinking - maybe it would be less of a burden if you "ballpark" your values by making certain similar guns have more or less similar stats in the absence of accurate specific info? Take for example the SCAR-L and M4A1; while they are are quite different from one another in terms of aesthetics and some mechanics, they are basically assault rifles with the same caliber, similar barrel length (~14 inches) and thus perform more or less similarly - both have 500m effective range (point range, if you've read the article); more substantial variation might depend on things like rate of fire between the guns. From there, it might be reasonable to assume for practical purposes that guns with similar caliber and barrel length would have similar range, and you just plug in the value from those guns for that new gun in the absence of accurate info for the new gun.

EDIT: Another bit of balance/accuracy issue for you. I've managed to get an MG42 and that gun is beastly, perhaps overly so. Each burst has 120 rounds fired from it, and its listed RPM ingame is 3600, which is not quite true to life since as I can see the MG42 had a RPM of 1100-1600, 1200 on wikipedia. In its current state, tribal/pirate groups could all be wiped out with a single burst, given some clever use of chokepoints. Not sure if you intend this or not. Rangewise, it might be alright as is, but what I've seen from available sources is that it can either reach out to 2000m (which I think might be the current value you have it set for), while others say that it has a max effective range of 1000m; the latter would bring it more in line with what info I have encountered regarding more modern MGs like the PK and the M60.


EDIT 2: Going back to the MG42, the 120 round burst might not be a realistic option for the gun given that, at least from what I've seen on wikipedia, gunners were instructed not to fire more than 350 rounds in a minute so as to avoid overheating and barrel damage.

In the current version, all sci-fi weapons are "ballparked" because I was too lazy to look up wikias on every single one of the franchises

MG42: The 120 round burst is definitely wrong, as well as the 2 sec (120 tick) warmup for it. Must have made some mistakes while doing the Alpha 7 update. The range for all the weapons is quite inaccurate right now, due to Wikipedia overstating the effective ranges for all of them (well at least they're all overstated in relation to each other). So that too will have to be completely reworked.
#5
Quote from: VStraken on November 06, 2014, 09:56:27 PM
EDIT: This site seems to indicate that the G36C has a range of 200m, while it's full sized big brother, the G36, has a range of 400m: http://weaponsystems.net/weapon.php?weapon=AA04%20-%20G36

Additionally I found the US Army Manual for the M16/M16A1, which indicates that those rifles have a max effective range of 460m: https://archive.org/stream/OperatorsManualForM16M16a1#page/n27/mode/2up

Incidentally, I also found this comparison article on wikipedia between the AK-47 and the M16; judging by the sources I've seen used on it, it may be a more accurate source of info on those guns. http://en.wikipedia.org/wiki/Comparison_of_the_AK-47_and_M16
Quote from: NoImageAvailable on November 07, 2014, 01:52:55 AM
^ I have to second that, assault rifles usually have their effective range put at ~400m, getting 800m with iron sights is extremely optimistic. And with a barrel length of 228mm for the G36C there is no way it could have that kind of range since it directly influences how much kinetic energy gets imparted on the bullet.
All of the values are currently based off of Wikipedia, as I have yet to find another site that covers such a wide range of weapons, especially for older weapons. The Weapon Systems.net offers quite in-depth information about some of the more famous modern weapons and its variants, although it is missing info on quite a number of weapons.

#6
Quote from: NoImageAvailable on November 07, 2014, 01:52:55 AM

PS Going with the above poster's suggestion I'd be willing to do some fact checking myself. I don't have a military background but I do read a lot about firearms and lurk on a lot of military boards so I picked up a thing or two.
Quote from: VStraken on November 06, 2014, 09:56:27 PM

I'm wondering if perhaps it may be helpful if you had volunteers to dig around for this kind of information and verify its accuracy? I for one would be willing to do that, if you would like.

That would be great, having more people verify the accuracy of the values would definitely speed up the process and allow more time to be spent on each of the 153 weapons.
#7
v2.1 Change Log: (Should be out by this weekend) (Delayed due to more changes)

Game play:
-Adds workspeed and walkspeed slow downs
-    - Walkspeed: Default walkspeed = 4.6 tiles/sec. Changes will be - 0.1 Tile/sec for every 1 kg a weapon weighs ( e.g - 0.4 tiles/sec for M16: 4kg, - 3.8 tiles/sec for M2 Browning: 38kg )
-    - Workspeed: - 2% for every kg a weapon weighs ( e.g - 8% for M16, - 76% for M2 Browning )
-    - Sci-fi weapons: Will be determined based on wikia values, if possible. Otherwise will be given an approximate value.

- More accurate portrayals of the different sci-fi weapons ( For most weapons based on sci-fi series )

Balance:
- All Mechanoid weapons will be buffed
- AKS - 74U rerolled as SMG
- R4 charge rifle range increase by 25
- R4 charge rifle round bursts increase from 3 to 4
- G36C range decrease by 20 to 100*
- M16 range increase by 20 to 100*

Notes:
* Both the M16 and G36C have a max effective range of 800m, while the M25 has a 900m max effective range


#8
Quote from: VStraken on November 06, 2014, 02:11:11 AM
Quote from: AY on November 05, 2014, 10:14:53 PM
I will admit I have not done enough research in this matter  :P . Although I must say, weapon balance with over 100 different ones from different eras is a pain in the a$$ to keep track of. The one's you have pointed out will be fixed next update.

If it can help you I've also noticed some similar things with other guns as pointed out by the previous poster. I've noticed that the G36C, also an SMG-sized assault rifle, has a range of 120 which almost competes with some sniper rifles, while other full-size assault rifles and even battle rifles of the same caliber have 2/3 or 1/2 of this range. For comparison, the M16 (which also uses the same caliber) has a range of 80, while the M25 sniper rifle has a range of 135.

I do have others on the same vein and can post them if it would help you. I otherwise find this mod a great change from the original combat in the game and hope you keep going with it!

Will be fixed the next update. Please point out any balancing issues you see, it would help a lot.  :)
#9
Quote from: NoImageAvailable on November 05, 2014, 05:43:20 AM
Quote from: NoImageAvailable on October 31, 2014, 04:23:16 AM
Fair enough. I'll try the kit switcher and see how it changes things.

So I did some more testing and here is what I found:

  • Using the kit switcher to disable any pre-WWII weapons helps even the playing field for pirates.
  • Map choice matters a lot. 400x400 Flat or Small Hills tends to create large open fields that are dominated by long range weapons, especially since foliage doesn't affect gunfire. Large Hills and Mountains is less lopsided because you'll have terrain blocking line of sight. Smaller maps reduce the effect of this since enemies spawn closer to your colony. 350x350 Small Hills is okay and anything smaller should be fine as well.
  • Removing rocks from enemy approaches kinda breaks the AI of larger raids in that they'll charge straight at you instead of taking cover behind trees.

I also found some oddities in the stats of some of the fictional weapons. The R-4 has 20 damage with 3 round bursts, 75 range and a market value of 500. An AK-47 has 20 damage with 6 round bursts, 60 range and a market value of 325. Now this is all just personal opinion since obviously there is no real R-4 charge rifle but you'd think the significantly more advanced design would perform better than the obsolete one. As it stands it is actually worse, because 15 range isn't worth halved burst size. The 40k Bolters are even weirder, they do 16 damage despite firing .75cal ammo. Mechanoid weapons I already mentioned.

Another thing I noticed is that the mod seems to treat the AKS-74U as an assault rifle when it is really an SMG version of the AKS-74. The thing has a barrel length of 210mm (that is less than an MP5) with an effective range of ~200m and its use is mainly as self-defense weapon on vehicle crews or as a compact automatic weapon for police and spec-ops, the only commonality with assault rifles is that it uses 5.45x39 ammo.

I will admit I have not done enough research in this matter  :P . Although I must say, weapon balance with over 100 different ones from different eras is a pain in the a$$ to keep track of. The one's you have pointed out will be fixed next update.
#10
Quote from: VStraken on November 04, 2014, 10:44:58 PM
Found it, it's Mining & Co. Deepdriller, specifically. Deactivating it got back the button. And interestingly enough, I think I found that there's a way to get them to work together and have the button stay! I thought my saves would be lost, and good enough when I turned off either Fortification or Deepdriller, then the save would cause the world (not the interface - you can still open/close the console and the esc menu in order to go back to main menu) to turn all white. Turning them both back on made the white screen go away, but the console would still come up with errors (it seems they were related to non-player factions being present on the map). Turning them back on and then restarting the game produced no problems at all - the button is there, the screen is clear, and there are no errors! Might it be a load order conflict or something?

EDIT: To clarify, I had both Fortifications and Deepdriller active, then deactivated Deepdriller and it broke the saves; I then reactivated it and restarted the game and the saves worked.
Most likely load order overwriting some stuff that shouldn't be. Glad to see you get it working again.
#11
Quote from: VStraken on November 04, 2014, 09:28:37 PM
I tried a bunch of things involving the interface and the fortifications, and the only options so far that has brought back that button have been to remove both mods or just fortifications. unfortunately. Maybe another mod?
Try disabling the following individually:
ED Core - And other ED stuff
Refrigeration - I have a few bugs running that as well
Target Practice
Mining & Co.

These are the only mods you have that also have the chance of over-writing the Buildings_Structure file.
#12
Quote from: VStraken on November 04, 2014, 08:18:02 PM
Pretty much all the latest versions of these mods, except for refrigeration. I was using the ED Embrasures previously but turned it off. The problem seems to persist even when I make a new world and colony.

I know for sure it's not the fortifications mod, because the lock button does show up on mine. It's most likely the EdB interface mod conflicting, try disabling it and generating a test world, and check if the problem still persists.
#13
Quote from: VStraken on November 04, 2014, 05:31:55 AM
Does the fortifications mod make any changes to doors/autodoors? I have noticed that after installing that mod, any new doors I installed lack the second "lock" option button, the one that allows you to cycle between normal/key access/lockdown/always open - there is only the button that allows for lockdown/normal operation. Doors that I had installed prior to the addition of this mod still have that second button.
Technically it does, but it only adds a damage modifier that makes them more durable. What other mods are you using?
#14
Quote from: the_hawkk on November 03, 2014, 02:59:28 PM
This may be a dumb question, but is there anyway to make a downloadable .zip file for this mod? i love it to death but im on a mac and .rar files make my computer sad..
:-\
Quote from: Iwillbenicetou on November 03, 2014, 03:20:03 PM
Use the unarchiver! I have mac too, and it can challenge .rar files too. It's on the app store.

If it doesn't work, I can upload an uncompressed version.  :)
#15
Quote from: Aristocat on November 01, 2014, 07:31:31 AM
1.

      <equippedStatOffsets>
      <MoveSpeed>-1.5</MoveSpeed>
         <WorkSpeedGlobal>-0.8</WorkSpeedGlobal>
      </equippedStatOffsets>

It's already implemented a month ago or so(alpha 6 or 7).

2.
https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub

"The game takes place at a time about 3,500 years in our future. This is the year 5500 in our calendar."

"Charged-shot weapons (aka Tokamak weapons) - Charged shot weapons fire projectiles coated in a matrix of magnetically-contained charged particles. On impact, the energy in the particles is released in a very efficient explosion. These require high amounts of power to fire and are powered by hex-cells (at small scales) or fusion reactors in the case of large cannons."

"Heavy combat mechanoids that glide on dozens of tiny legs. Their heavy armor and firepower makes them very effective against bunched-up static defenders. They are somewhat vulnerable to mobile hit-and-run tactics."

"Transcendent worlds - Worlds inhabited by people who have become something beyond human and unknowable. No �people� live here; these planets aren�t planets any more in the traditional sense; they�re more like giant computers."

1. Thanks for bringing that into my attention, will be added to the mod shortly.
2. All it says are that blaster weapons uses advanced magnetic technology to contain the particles, and that it requires a lot of energy to fire. It does not imply that energy weapons are as you say "supposed to be most deadliest weapon in the rim world and seems man-kind can't even reproduce anything similar".