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Messages - masterjamie9

#1
Releases / Re: [1.0] (v1.3.0) Rambo Weapons Pack
February 04, 2019, 09:29:28 AM
Quote from: Kanareika1 on February 03, 2019, 01:06:41 PM
RPO-A craft is wasting resources, but no result.
Error: https://pastebin.com/wimsnVhk
Also, it seems like thermobaric RPG-7 grenade is not working. Just hit ground without any effects. No errors in dev console.
1.3.0 CE version.


The thermobaric RPG-7 grenade not working was a CE sided bug, which was fixed in a new version of CE.
I'll look into the RPO-A not being able to craft.
#2
Releases / Re: [1.0] (v1.2.4) Rambo Weapons Pack
January 23, 2019, 08:38:29 PM


Heavy Ordnance Update

Currently only for CE. The vanilla version isn't finished yet.

--New guns
-Handguns
Sharps Pepperbox 1C
My Friend Model 1
Defense Distributed Liberator
Gyrojet Pistol Mark 1 Model B
FN Five-SeveN
HK UCP
RSh-12
Pfeifer Zeliska
Triple Action Thunder

-Shotguns
Auto & Burglar Model A
TOZ-106

-Rifles
MAS-49
Marlin Model 1895 Trapper
Double Deuce

-Assaultrifles
QBZ-85

-Machineguns
LWMMG
6P62
Kord 6P57

-Sniper Rifles
Cheytac M200 Intervention
Fat Mac

-Antimateriel Rifles
Mauser 1918 T-Gewehr
Boys AT Rifle Mk 1
Hécate II
Gepárd M1 (50BMG and 12.7x108mm)
AW50
AW50F
RT-20
NTW-20 (14.5x114mm, 20x82mm and 20x110mm)

-Grenade Launchers
Barrett XM109
HK69A1
HK269
FN EGLM
RGM-40 Kastet
RG-6
Hawk MM-1
Milkor MGL Mk 1S
Milkor MGL Mk 1S
PAW-20
Norinco LG6
QLZ-87

-Spigot Mortar
PIAT

-Single-shot rocketlaunchers
M72 LAW
RPO-A Shmel (Incendiary, smoke and thermobaric)
RPG-28 Klyukva

-Reloadable rocketlaunchers
M1 Bazooka
M1A1 Bazooka
M9 Bazooka
RPzB 43 Ofenrohr
RPzB 54 Panzerschreck
Fliegerfaust B
RPG-7
RPG-7V
Carl Gustav M3
M202 FLASH

-Commando Mortars
Type 89 Grenade Discharcher "Knee Mortar"

--Balance changes
-G11 K2
Magazine size reduced from 50 to 45.

AKS-74U, SG552, Colt Python, Medusa M-47
Can now be fired with a shield

Medusa M-47
Added ability to fire .38 ACP and 9x21mm Gyurza, two new ammunitions that were added to CE.

--Additional additions
-New pawn type: Mercenary Grunt
Mercenary Grunts are exactly like Mercenary Gunners, except they will only spawn with assault rifles and battle rifles. They have the same chance to spawn as Mercenary Gunners.
The reason for this addition was because of the severe lack of assault rifles and battle rifles I've noticed amongst raiders when playing with CE. Maybe it's because of the large amount of other options a Mercenary Gunner has a chance of spawning with. (namely, the wide variety of pistols, submachineguns, shotguns and rifles)

-Increase of weapon money for Mercenary Machinegunners
A second issue I've noticed is that every machinegunner and his dog has an RPK. Occasionally, something like a Bren, a Chauchat or BAR shows up, but none of the belt-fed LMG's like the PKM, M60 or MG42 for example. I've noticed the machinegunner's weapon money is too low to spawn with them, so I've raised the weapon money so they'll spawn with all machineguns now.

-New revolver sounds by Blinkfarm
Simple little addition that adds a cylinder spin sound effect when a revolver is picked up.

Download link in the OP or right here.

Quote from: stem on January 02, 2019, 04:29:03 AM
could you consider adding the SAR 21 or BR18
I'll add them to the list of gunsuggestions that I keep track of.
#3
Releases / Re: [1.0] (v1.2.4) Rambo Weapons Pack
December 06, 2018, 03:49:03 PM
CE version for 1.0 since I've been asked multiple times by daring people who pulled the github version of CE that half-works.

Changelogs:
-Added rambo workbench like in the vanilla version.
-M-47 Medusa:
--Removed ability to fire 9x18mm Makarov. 9x18mm Makarov actually has a slightly larger than 9mm bullet.
--Added ability to 7.62x25mm Tokarev and 7.63x25mm Mauser. While the caliber for these dimensionally identical cartridges is smaller than 9mm, the wider base fits fine into the M-47 medusa, allowing them to be loaded and fired, although without engaging the rifling of the gun.
-Browning Auto-5 renamed to Browning Auto-5 12g in prep for 20 gauge addition in 1.3.0 update.
-M79, China Lake and XM25 CDTE grenadelaunchers now require the new CE simple launcher research, instead of precision rifling.
-You may notice some work in progress descriptions in some of the assault rifles.

You can find a download link in the OP or right here
#4
Releases / Re: [1.0] (v1.2.4) Rambo Weapons Pack
October 21, 2018, 04:28:58 PM
Quick doublepost to notify a hotfix.
There was an issue regarding v1.2.3, the workbench lacked a WorkGiverDef, so pawns couldn't interact with the workbench. This has been fixed with hotfix v1.2.4.

The steam version has been updated accordingly. If you got the manual download version, check the OP for 1.2.4 or use the link below.

http://www.mediafire.com/file/657wf41stjz3q58/Rambo+Weapons+Pack+v1.2.4.zip
#5
Releases / Re: [B19] (v1.2.2) Rambo Weapons Pack
October 19, 2018, 10:01:46 PM
Mod's updated to Rimworld 1.0, although no changes really had to be made except for the version of the mod.
No new toys or anything, however I've added a workbench and dumped all the guns in said workbench, so you no longer have to deal with a massive bills fuckfest in your machining table. Instead, all of that goes to the Rambo weapons table, which for now will just be a lazily recolored machining table. You unlock the table the moment you research machining, just like the machining table.


Quote from: raydarken on October 10, 2018, 10:42:43 AM
Dub's Mint Menus is what you need friend!

https://ludeon.com/forums/index.php?topic=29043.0

You can also search items which is amazing.
That looks pretty rad, I'll probably recommend that around.
#6
Releases / Re: [B19] (v1.2.2) Rambo Weapons Pack
August 29, 2018, 10:45:30 AM
Vanilla version updated to 1.2.2, which now works with Rimworld B19.
CE version will have to wait for Combat Extended to update for B19.

There hasn't been any real changes or additions. Stopping power attributes were added to weapons deemed appropriate. The weapons now require crafting skill dependant on the type of firearm and how complicated the firearm is. You won't need more than 7 crafting though, which is what's needed for a charge rifle.

The vanilla steamversion has also been updated to B19. If you're still using B18 Rimworld and want to revert your Rambo Weapons Pack back to B18 to keep your save working, get the mediafire download for 1.2.1 in the OP.
#7
Time to unkill the thread.

Anyways, I haven't spent much time on updating, as you can tell from the long amount of time without any update whatsoever. Recently I've started working on the Heavy Ordnance update I was planning a while back which involved more heavy weapons and explosive weapons. To keep you guys from waiting any longer, and because I need a bit of balance testing, I'm going to release what I currently got done.

The only version I have is CE, which would only be compatible for B18, as I generally work through the CE version first and then update the vanilla version accordingly. However I intend to wait for 1.0 before bothering with working on the vanilla version. That means no "B19" compatibility.

Mediafire Download CE B18
Note that only new content is included in this update. If you want both the old content (which is most of the regular guns) and the new content, have Rambo Weapons Pack first in your load order, then Rambo Weapons Pack (HO Update).

New weapons:

Carl Gustav M3 (84x246mmR)
Recoilless rifle with basic capability. Comes with HEAT and HE rounds.

Hawk MM-1 (40x46mm Grenade)
12 shot revolver grenade launcher. It's high capacity comes at a cost though. Long reload time.

M1 Bazooka (M6 Rocket)
Old rocketlauncher from the second world war.

M1A1 Bazooka (M6A1 Rocket)
Improved version of the M1 Bazooka. Slightly better penetration and damage.

M9 Bazooka (M6A3 Rocket)
Further improved bazooka. This version comes with both HEAT and Incendiary rounds.

M72 Law (Single-use HEAT Rocket)
Basic single-use anti-tank rocket launcher.

M202 FLASH (M74 Incendiary Rocket)
Deadly 4 shot incendiary rocket launcher. Can fire all 4 rockets at the same time, or 1 at a time.

Norinco LG6 (40x46mm)
5-shot drum-fed automatic grenadelauncher.

PIAT (83mm PIAT Grenade)
Old British WW2 anti-tank weapon. Very short range, has both HEAT and Incendiary rounds available.

QLZ-87 (35x32mm Grenade)
5-shot drum-fed automatic grenadelauncher. Utilizes high velocity grenades for longer ranges.

RG-6 (40mm VOG-25 Grenade)
6-shot revolver grenade launcher. Caseless ammunition allows for a slight faster reload time compared to other grenadelauncher.

RGM-40 Kastet (40mm VOG-25 Grenade)
Single-shot grenade launcher. Caseless ammunition allows for a slight faster reload time compared to other grenadelauncher.

RPG-7 and RPG-7V (PG-7 Rocket)


RPG-28 Klyukva (Single-use HEAT Rocket)
Single-use anti-tank launcher. Really ridiculous amount of penetration.

RPO-A Schmel (RPO-A: Thermobaric, RPO-D: Smoke, RPO-Z, Incendiary) (Single-use rocket)
The RPO-A and RPO-Z are very powerful single-use anti-infantry rocket launchers. The RPO-D brings a very wide smokescreen.

Type 89 Grenade Discharger (50mm Type 89 Mortar Shell)
Mobile commando mortar. You can use it on the move, but raiders will do the same.

RT-20 (20x110mm Hispano)
Single-shot anti-tank rifle that uses 20mm autocannon ammunition.

6P62 (12.7x108mm)
Man-portable heavy machinegun. It has only 14 rounds in it's magazine, but perhaps you'll find some use for it when attacking other settlements.

Barrett XM109 (25x59mm Grenade)
Anti-tank grenadelauncher firing very high velocity grenades. Has options for HE, EMP and HEDP. An HEDP grenade (High-Explosive Dual-Purpose) is merely a HE grenade with fragmentation wrapped around the shaped charge, serving as an inbetween to HE and HEAT grenades.

Anyways, I'd love feedback on the balance of these weapons. Both from the player's side and from the raider's side (They will be having these new toys as well). Some things to look out for are:
-How well the QLZ-87 and Norinco LG6 operate, considering their automatic nature can bring quite a barrage of grenades upon whatever you want them to fire at, without being limited to a mounted turret. Along with how dangerous they may pose to you when in the hands of raiders.
-The danger of the M202 FLASH to your colonists. I reckon it may be a pain in the ass to see your colonists incinerated from a volley of M74's.
-The effectiveness of the RPO-A and RPO-D. They can bring quite a large explosion, even if they're single-use. If they're too easy to spam into raids I might nerf their explosion radius or increase the FSX needed to make them.
-The RPG-28 Klyukva. This is a seriously ridiculous rocketlauncher designed by the Russians with 1000mm RHA penetration. Basically, it currently has the most penetration of all man-portable rocketlaunchers in the world. I've made it so it can 1-shot mechanoids. If it's too easy to spam them I may increase the amount of FSX needed to craft them.
-The Type 89 Grenade Discharger. It might be a pain to have raiders pop up with these unannounced during regular raids.
-The 6P62. No longer will you be the only one using heavy machineguns. Raiders will spawn with these opposed to the KPV turrets you would have available.
-The Barrett XM109. Considering it's basically a sniper rifle with explosive ammunition, it might be overpowered as a 1-shot kill tool.

Now to answer some of the posts made that I've so far neglected.
Quote from: AseaHeru on April 05, 2018, 11:25:37 PM
With the MAS-36 lurking about, is there any chance of us getting the other french weapons utilizing 7.5x54mm French, such as the MAS-49, any one of the pile of random machineguns chambered for it, or the FR F1?
For that matter, with only one 5.7x28mm weapon added, any chance of other weapons using the same cartage, such as the AR-57 and the Five-Seven? In general, I would love to see more weapons to fill out calibers touched upon already within the mod.


Addition of the KS-23K to round out that series of wonder would also be grand to see.
I'll look into it. The Five-Seven and AR-57 are definitely in my plans. The Five-Seven'll probably come with the full HO update when that's done, but I'm focusing on the main part of the update first, the explosives.
As for the KS-23K, I can't quite remember if I've said this before, but the only reason I hadn't bothered with it yet is because there's no reliable information on it. Some sources state it's a pump action, some state that it's a semi-automatic. I've so far come to the conclusing it's a semi.

Quote from: DiamondBorne on April 13, 2018, 02:10:10 PM
Pardon my OCD but do you planning on add fluff description for weapons?
I've started doing this since recently but it'll be a long time before everything's done, so most weapons will stick with an empty description for now. I'm going to focus on the less known weapons first as they're the least known about and usually have the most interesting stories.

Quote from: tombery8 on June 19, 2018, 02:17:49 AM
I think some new crafting tables for this mod will help.
Table for simple gun
Table for more complex gun
Table for big gun
etc...

=> Will help player 's eyes from current longggg craft list  :P
I'm planning to add a single table for all the RWP guns, so that people don't have to see a huge list in their machining table when all they want to craft is some armor.
I'm not going to make multiple tables though, as eventually that just means that your base is going to be cluttered with tables.
#8
Quote from: MisterMasada on January 15, 2018, 12:41:45 PM
Could I suggest the Mk. 18 Mod 0 grenade launcher? It was a crank powered belt fed grenade launcher used by the US in Vietnam, this video here https://www.youtube.com/watch?v=09RKpXYuxyQ talks about it in good detail. I think it would be a good "entry level" AGL for a colony.

Also, I *think* I saw Kords mentioned before, so I have to ask (and I really hope this is a yes), are you planning on creating emplaced weapons that you *have* to install somewhere to use? I like man portable GPMGs and whatnot, but my pawns can't usually carry enough ammo for them to be useful, perhaps have two versions of some of these weapons, a fixed version and a man portable one.
I've seen the Mk.18 Mod 0 and will definitely consider it if I ever consider mounted weaponry, but currently I'm keeping a focus on portable weapons.
Yeah, the kord's mentioned but it will be the infantry bipod variant, not the tripod mounted variant. Like I mentioned earlier I plan to focus on portable weapons. I know Kord machine guns are commonly used in a mounted configuration but they have an infantry configuration as well. I figured that there likely isn't a mod that adds any "mobile" high caliber machineguns.
Oh yeah also, if you find your machinegunners to run out of GPMG ammunition in CE (I'd reckon this most commonly occurs to you when you're caravaning), it's a good idea to either equip your machinegunners with squad automatic weapons (SAW) instead. These are machineguns that use intermediate cartridges. Their advantage is that their users can share ammunition with regular riflemen who hold assault rifles. Examples of these are the M249 (5.56x45mm), RPD and RPK (7.62x39mm) and RPK-74 (5.45x39mm).
Another option is to equip your standard rifleman colonists with battlerifles in the same ammunition as the GPMG instead.
Also base CE adds in the KPV machinegun and the M240B as options for mounted machineguns, if you find yourself missing mounted machineguns.
#9
https://www.youtube.com/watch?v=8uKYET9gxZQ
Here's a preview of the M202 FLASH in CE.

Quote from: teag2 on January 01, 2018, 02:48:35 PM
I started a new game (with CE), then added the CE version of mod just after the game started. It worked fine for the most part, but all the compacted machinery on the map turned in to Winchester M1982 Riots.
I'm gonna do some more testing with this to see whats up.
I've got no clue what could be the cause of this. Does this happen to you when adding it to any save? Does this happen on a new game that starts with Rambo CE initially instead of adding it afterwards? Also, what's your modlist?
#10
Quick 1.2.1 update to fix some issues:

Vanilla:
- Welrod Mk2 defnames were set to Mk1, causing it to be overwritten by the Mk1 and basically not exist. It should now appear properly.

CE:
- RPK-74 and RPKS-74 ammunition set to 5.45x39mm (Was previously incorrectly set to 7.62x39mm)
- AA-12 ranges set to 16 (previously set to 44, which is way too long of a range for a shotgun)
- KS-23 ranges set to 16 (previously set to 20)
- Automatic battlerifles (e.g. SCAR-H, G3, FAL) now require the Precision Rifling research.
- L1A1 SLR and C1A1 SLR (semi-automatic battlerifles) now require the Gas Operation research.

download is in OP
#11
Quote from: People's Commissariat of Loli's Protection on December 20, 2017, 05:41:04 AM
Don't forget the glorious PTRS-41, also it would be fun to see some mortars (like that one from High Caliber).

Edit:Just notice it was already in the mod, I really need to pay more attention
I may add something like a Japanese knee mortar, which would serve as a shorter range, but more mobile mortar compared to the standard rimworld mortar.

Quote from: Cmoa666 on December 20, 2017, 08:45:13 AM
Nice work.
For some heavy weapons, can I suggest the m202 Flash, the mk.153 Smaw and the  Panzerfaust 3 ?
Shit, good that you remind me of the M202 flash, definitely don't want to miss that. The greatest thing about that launcher is that you can fire all four rockets at the same time.

Quote from: AseaHeru on December 21, 2017, 03:34:24 PM
Found bug with CE B18 version: RPK-74 and RPKS-74 are chambered for 7.62x39 instead of 5.45x39.

Also, for suggestions, can we get a few more 5.7mm weapons, at the least a pistol?
Thanks for notifying me on that.
I'd reckon you're yearning for a Five-Seven.
#12
Anyways, changelog's updated with images now. Now you can see what the new gats look like and how the oldies have a new look.
Along with that, the OP previews are better quality now.

Also, I am planning the next update to involve a lot of splodey things. Like rocketlaunchers, grenadelaunchers and anti-materiel rifles. Things we've been lacking severely. If you got suggestions for big guns you want to see, best do it now as they'll get preference over other guns this update. Generally anything that's """carryable""" by a one man crew. Here's a list I compiled of what I'm already considering. Guns with question marks have possible issues finding info regarding the gun or the ammunition it fires.

--------------

--bullet deliverers--

Kord Machine Gun (12.7x108mm)
6P62 (12.7x108mm)

NTW-20 (20x82mm)
NTW-14.5 (14.5x114mm)
NTW-20x110mm (20x110mm Hispano)
RT-20 (20x110mm Hispano)

Boys AT rifle (.55 Boys)
AW-50 (.50 BMG)
PGM Hecate II (.50 BMG)
McMillan M88 (.50 BMG)
Tac-50 (.50 BMG)
LAR Grizzly Big Boar (.50 BMG)
KSVK 12.7 (12.7x108mm)
Gepard AM rifles
Mauser 1918 T-Gewehr? (13.2mm TuF)
Wz. 35 AT rifle? (8x107mm DS)
PzB-39? (7.92x94)

Cheytac Intervention (.408 Cheytac)

RSh-12 (12.7x55mm AR)

--grenade lobbers--

RG-6 (6x 40x53mm VOG-25)
RGM-40 Kastet (40x53mm VOG-25)

Hawk MM1 (12x 40x46mm)
Milkor MGL (6x 40x46mm)
CIS 40 GL (40x46mm)
GL-06 (40x46mm)
EGLM (40x46mm)
HK169 (40x46mm)
HK69A1 (40x46mm)
KAC M203 (40x46mm)
CZ 805 G1 (40x46mm)
M320 (40x46mm)

XM109 (25x59mm)

PIAT
Panzerfaust

--rocket lunchers--

RPG-7
M1 Bazooka (M6 HEAT)
Raketenpanzerbüchse (88mm rocket)
Carl Gustaf Recoilless Rifle

----------------------

Quote from: Umbreon117 on December 18, 2017, 11:06:09 PM
What...is wrong with you. Do you like torturing yourself every time you have to update the mod!?  :o
This isn't even that much. Past updates had more new content (as in more new guns) but I had to focus on the older guns which were from when I started this up.
#13
Wow new update!!!

Excuse the low quality attempt at changelogs and the drop in quality in preview images. It's late and Imgur decided that JPEG's are the true format now.

Here's a raw changelog. I'll update it with proper previews of before and afters on updated guns and previews of the new guns tomorrow.
I'm beginning to notice a pattern where I keep saying I'll do it tomorrow.

Changelog
--New guns:
-Handguns
Welrod Mark I
Welrod Mark II
Medusa M-47

-Submachineguns
MAC-11
vz.82

-Rifles
De Lisle Commando Carbine

-Assault rifles
AN-94

-Machineguns
HK21
RPK
RPKS
RPK-74
RPKS-74
Zastava M72

--Updated textures:
    Old    -    New
M16
M16A1
M16A2
M16A4
M4
HK416 D145RS
HK416 D10RS
LR-300-ML
MAC-10
vz.61
P90
SKS-45
KRISS Vector Gen1

--Balance Changes:
-Desert Eagle .357 .44 .50AE
Now requires Gas Operation research (Previously required Blowback Operation)

-KS-23(M)
Now requires Precision Rifling research (Previously required only Gunsmithing research)

-Saiga-12K
Now requires Gas Operation research (Previously required Blowback Operation)

---Vanilla

--Balance Changes:
-Submachine gun ranges buffed, pistol ranges nerfed.
Most SMG's will outrange pistols now.

-VSSK Vykhlop:
Damage 32 > 42
Acc-T 48 > 35
Acc-C 85 > 65
Acc-M 60 > 55
Acc-L 36
Lowered steel cost from 280 to 185

-KS-23(M)
generateCommonality 0.05 > 0.10


---CE

--Added guns that were previously missing:
SP89
Jericho 941R
LR-300-ML
Winchester M1897 shotguns
Winchester M1912 shotguns
KRISS Vector Gen1
Mat-49 9x19mm and 7.62x25mm

--Balance Changes:
-7.62x39mm shotspread increased:
AK(S)47 0.09 > 0.12
AKM(S) 0.09 > 0.12
AK-103 0.09 > 0.11
AK-104 0.11 > 0.13
vz. 58 P/V 0.09 > 0.11
Zastava M70 (A) 0.09 > 0.11
TKB-022PM 0.09 > 0.10
OTs-14-1A-01 Groza-1 0.13 > 0.14
RPD 0.06 > 0.08
RPK(S) 0.05 > 0.07

-KRISS Vector Gen1
Recoil 1.83 > 1.46
Component cost 5 > 6
Work required 29900 > 34815

ASh-12.7
Shotspread 0.09 > 0.11
Recoil 2.00 > 2.68
----------------------

As a last note, the new revolver, the Medusa M-47, has an interesting role. It's a revolver that is able to load multiple types of 9mm ammunition, no matter if it's rimmed or not. From .357 Magnum, to 9x19mm, to 380 ACP, etc. Look it up if you're interested in how it works. In Rambo CE, it's able to fire .357 Magnum, .38 Special, 9x19mm Parabellum, 9x18mm Makarov and 380 ACP. More 9mm ammo than that isn't available in CE at the moment. While the M-47 can fire .357 Magnum, I should note it cannot fire .357 SIG. Rambo Vanilla has no ammunition mechanics, so it's just a lousy .357 Magnum in vanilla.
#14
Quote from: AseaHeru on December 15, 2017, 12:27:32 AM
So, I am guessing a CE B18 update for this will be after CE's B18 update is more-or-less stable?

The plan was to update yesterday night, but CE decided it didn't want any of that and somehow, things like properties, ammouser and firemodes get ignored by CE. This causes the guns just to be broken.
I presume something in the way CE wants it's guns defined changed and we'll probably have to wait for CE guns to update to see what's changed.
#15
Quote from: Multistream on December 06, 2017, 11:22:23 AM
Thats a great mod, but I still don't see any point in removing vanilla weapons

They're not really removed but they're replaced. However in the next update the vanilla version will have they weapon defs set up in a similar way as the CE version so that people can easilly edit or remove the vanilla edits to retain the default weapons.