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Messages - dustysniper

#1
Help / Re: PA Personal Mod
June 17, 2015, 07:37:19 PM
Quote from: mipen on June 17, 2015, 10:13:04 AM
The defname you use for the table in the workgiver is different from the table's defname. Try changing
<singleBillGiverDef>WW1BuildingProduction</singleBillGiverDef>

to

<singleBillGiverDef>WW1CraftingTable</singleBillGiverDef>

Gave it a try to the same effect. They just wander around near the table.

<?xml version="1.0" encoding="utf-8" ?>
<WorkGivers>

  <WorkGiverDef>
    <defName>FinishUnfinishedWeapons</defName>
    <giverClass>WorkGiver_FinishUnfinishedThings</giverClass>
    <workType>Crafting</workType>
    <priorityInType>116</priorityInType>
    <singleBillGiverDef>WW1CraftingTable</singleBillGiverDef>
    <verb>crafting</verb>
    <gerund>crafting at</gerund>
    <requiredCapacities>
      <li>Manipulation</li>
    </requiredCapacities>
  </WorkGiverDef>

  <WorkGiverDef>
    <defName>DoBillsMakeWeapons</defName>
    <giverClass>WorkGiver_DoBill</giverClass>
    <workType>Crafting</workType>
    <priorityInType>115</priorityInType>
    <singleBillGiverDef>WW1CraftingTable</singleBillGiverDef>
    <verb>crafting</verb>
    <gerund>crafting at</gerund>
    <requiredCapacities>
      <li>Manipulation</li>
    </requiredCapacities>
  </WorkGiverDef>
 
 
</WorkGivers>
#2
Help / Re: PA Personal Mod
June 15, 2015, 04:03:06 PM
This is what I understood from it and they still do the same thing. If it helps I cant right click on my production table to prioritize the bill.

<?xml version="1.0" encoding="utf-8" ?>
<WorkGivers>

  <WorkGiverDef>
    <defName>FinishUnfinishedWeapons</defName>
    <giverClass>WorkGiver_FinishUnfinishedThings</giverClass>
    <workType>Crafting</workType>
    <priorityInType>116</priorityInType>
    <singleBillGiverDef>WW1BuildingProduction</singleBillGiverDef>
    <verb>crafting</verb>
    <gerund>crafting at</gerund>
    <requiredCapacities>
      <li>Manipulation</li>
    </requiredCapacities>
  </WorkGiverDef>

  <WorkGiverDef>
    <defName>DoBillsMakeWeapons</defName>
    <giverClass>WorkGiver_DoBill</giverClass>
    <workType>Crafting</workType>
    <priorityInType>115</priorityInType>
    <singleBillGiverDef>WW1BuildingProduction</singleBillGiverDef>
    <verb>crafting</verb>
    <gerund>crafting at</gerund>
    <requiredCapacities>
      <li>Manipulation</li>
    </requiredCapacities>
  </WorkGiverDef>
 
 
</WorkGivers>
#3
Help / PA Personal Mod
June 15, 2015, 08:03:23 AM
Hi,

Im making a personal mod so that I can craft Project Armory weapons. I can get the crafting table to appear, I can even get the bill to queue on tab. But the colonists well not make the weapon they just stand around. I put all the items in the stockpile made sure colonists have the crafting ability toggled with right ability level, and made sure I had the right resources. Anyways Im hoping you guys can help.

credit:


Table
<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>

<ThingDef Name="BuildingBase" Abstract="True">
<category>Building</category>
<soundImpactDefault>BulletImpactMetal</soundImpactDefault>
<selectable>true</selectable>
<drawerType>MapMeshAndRealTime</drawerType>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<repairEffect>Repair</repairEffect>
<leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
<filthLeaving>BuildingRubble</filthLeaving>
</ThingDef>

<ThingDef ParentName="BuildingBase">
<DefName>WW1CraftingTable</DefName>
<label>WW1 Crafting Table</label>
<ThingClass>Building_WorkTable</ThingClass>
<Description>A workbench to produce weapons from the early 1900's.</Description>
<graphicPath>Things/Building/Building_Structure_WW1</graphicPath>
<graphicClass>Graphic_Single</graphicClass>
<constructEffect>ConstructWood</constructEffect>
<CostList>
<WoodLog>50</WoodLog>
<Steel>40</Steel>
</CostList>
<AltitudeLayer>Waist</AltitudeLayer>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<statBases>
<WorkToMake>1000</WorkToMake>
<MaxHitPoints>180</MaxHitPoints>
<Flammability>1.0</Flammability>
</statBases>
<Size>(3,1)</Size>
<graphicOverdraw>False</graphicOverdraw>
<DesignationCategory>Production</DesignationCategory>
<Passability>PassThroughOnly</Passability>
<pathCost>70</pathCost>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<itemSurface>True</itemSurface>
<recipes>
<li>CraftLMGHuot</li>
</recipes>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<building>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
</ThingDef>
</ThingDefs>


<?xml version="1.0" encoding="utf-8"?>
<RecipeDefs>

<RecipeDef>
<defName>CraftLMGHuot</defName>
<label>Craft LMG Huot</label>
<description>The Huot Automatic Rifle is an experimental gas piston operated light machine gun dating back to the first world war.</description>
<jobString>Building LMG Huot.</jobString>
<workAmount>3000</workAmount>
<workSpeedStat>SmeltingSpeed</workSpeedStat>
<effectWorking>Smelt</effectWorking>
<soundWorking>Recipe_Smelt</soundWorking>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>2</minLevel>
</li>
</skillRequirements>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>40</count>
</li>
<li>
<filter>
<thingDefs>
<li>WoodLog</li>
</thingDefs>
</filter>
<count>50</count>
</li>
</ingredients>
<products>
<Gun_Huot_PA>1</Gun_Huot_PA>
</products>
<fixedIngredientFilter>
<thingDefs>
<li>Steel</li>
<li>WoodLog</li>
</thingDefs>
</fixedIngredientFilter>
<workSkill>Crafting</workSkill>
</RecipeDef>

</RecipeDefs>
#4
Outdated / Re: Combat Realism
May 02, 2015, 12:34:42 PM
Quote from: skyarkhangel on April 28, 2015, 09:56:32 PM
Quote from: Epyk on January 29, 2015, 12:34:50 PM

Combat realism? it's a damn crazy combat mod. It seems you've never used a weapon in real life.
You made a serious mistake without taking into consideration parameters such as:
1) the caliber of the bullets, respectively recoil after the shot. In your mod minigun bullets 5,56x45 caliber shooting at the same distance as a sniper rifle with a caliber 7,62x51.
2) Lethal force of a bullet 7,62x51 caliber about 3 times stronger than 5,56x45. Currently weapon damage is the same..
3) The weight of the weapon. In your mod no difference colonist took up a two-pound gun  or 15-30 pound minigun. There is no decrease in the speed of movement. Usability of firearms plays a very important role, which affects everything.

First off have you ever shot a real gun in a real combat situation? Ive missed people at less than 100m in real combat and Ive never missed a paper target during my service time. Lethal force of a 7.62 is 3 times stronger? Where are these facts coming from? Its not about the type of bullet its about where the target is hit and what the round does inside the body. Talk to any combat surgeon 7.62 is an easy bullet to treat 5.56 is terrible since its bounces around in the body and shreds everything. And aweomse mod.
#5
Quote from: NoImageAvailable on April 18, 2015, 02:54:51 AM
Quote from: dustysniper on April 17, 2015, 08:17:08 PM
does this work on alpha 10?

Not yet, I'll probably have an update tomorrow.

Thanks. I actually wont play rimworld without this and the EDB mods lol.
#6
does this work on alpha 10?
#7
QuoteCharge 4 is no issue.

81s can be 1manned, but not accurately.  How are you gonna hold the adjustable leg down and safely drop the round?  You can sandbag the fixed leg, but the adjustable leg needs your palm, using your foot would either jostle it or let it move too much for accuracy.

60s on charge 1, handheld, max out at either 400m or 500m IIRC, and fire a LOT faster than these.  It is still possible for a 1st year enlistee to get steel on steel hits on a tank hulk.  It was either a Patton or an Abrams before it became a target.  (I know, because I've both done it and seen it done by others.) 

60mm mortars have a minimum range of 70-100meters depending on datasource, my memory claims that was 75meters was the short impact range we had aiming data for.

81mm mortars has a minimum range of 83m per http://www.militaryfactory.com/smallarms/detail.asp?smallarms_id=146

If the mod author prefers 81s, it is 6490m, with a lethal burst radius of 8tiles and a casualty fragmentation radius of 16, with CEP of 0-7 tiles, and aiming error of 0-2tiles at medium range.  (All tile numbers based on 5m tiles.

I dont know where these facts are coming from. As long as rounds are prepped a gunner can 1 man a 81mm you dont need to hold the adjustable leg, the collar locking mechanism is designed to do that. And after the first round it should be seated into the ground with the base plate. I have one manned 81mm mortars before  hung rounds and gunned during a fire for effect and still had all rounds complete before first impact. Charge 1 60mm mortars hit out to 1340 m, charge zero is 722m, Im looking at a wiz wheel right now. 60s are incredibly accurate in handheld if you know how to probably use elevation bubble. Ive seen MGs hit at 1200m and hit targets at 1000m. 75m is the min range of a 60 for FPF. The max effective range of a 81 is 5608m and a FPF of 83m. You can hit closer than a FPF but your likely to hit friendlies and yourself. This is coming from the mortar bible fm 3-22.90. The issue from charge 4 comes from tube wear you fire to many to fast your tube well glow even under a sustain ROF.  Could you realistically be your own FDC prep rounds and gun I doubt it. It would take way to long.
#8
Quote from: NihilRex on April 10, 2015, 11:17:16 PM
Quote from: NoImageAvailable on April 10, 2015, 03:50:12 PM
Quote from: NihilRex on April 10, 2015, 02:29:45 PM
Is it at all possible to make Mortars more realistically accurate?

At no point should Circular Error Probability exceed burst radius, and with the sheer amount of aiming time spent, the aiming error should be rather small as well.

Max accuracy should be at 50% of maximum range, with worst accuracy trending towards the minimum range limit.  The accuracy degradation from midrange to max range should occur at about half the rate as the degredation that occurs between midrange and minimum range.

As a former 0341 Infantry Mortarman, the mortars in this game make me very sad.

Changing the way aiming works is pretty trivial, it mostly comes down to creating a mathematical algorithm to calculate the accuracy at any given range (and not kill your CPU in the process). Current calculations are based on a CEP of 50m and a scale of 1 game cell = 5m. Using the game's ForcedMissRadius (works by generating a random angle and a number between 0 and ForcedMissRadius and applying the resulting vector to the original target you get the cell the mortar will actually shoot at) I set it to 20 so half the rounds should land within 10 cells.

So going with your model and assuming the Rimworld mortar is 120mm with a max range of 6-7km (?) that would put maximum range at 1400 and maximum accuracy at 700 game cells. Now I never operated a mortar so I don't really know what kind of accuracy you can expect at that range and at minimum range (40 cells) but provided some accurate data on the start and end points it should be simple to make the accuracy scale linearly with target distance. Also, what exactly do you mean by burst radius?

On that note, depending on how accurate the game's ForcedMissRadius models CEP that can be adjusted too. I'd love to have some input from an actual expert on military matters when it comes to implementing these things ingame, rather than having to rely on stuff I read on the Internet.

Edit: I've been considering changing the scale of cells to meter from 1 cell = 5m down to 1 cell = 7.5m at least for the long range weapons (=everything except SMGs, pistols and shotguns) so range would be bit more balanced in relation to the game's map size (maximum is 400x400 cells). Anyone have thoughts on that?

Burst radius of the shell - the area covered by the 50% probability of causing lethal injuries.

Rimworld Mortars are probably 60mms or 81mms, not 120mms, as 120s cannot be single manned.

Infantry mortars can be aimed without an FDC, and 60mms can be operated by a single person.  The amount of time the pawns spend aiming the mortar makes me think that they are doing their own FDC math, not just aiming by eye.

Modern 60mm infantry mortars have an effective range of 3490meters with the common M888 HE round.  The lethal radius is approximately 28meters.  http://www.globalsecurity.org/military/library/policy/army/fm/7-90/figb-5.gif for reference, Vietnam\Cold War era.

EDIT: This would make the mortar bursts have a smaller radius than current, but be much more accurate.  If there is a 6tile lethal and a 12tile casualty radius, impact error should be 8-11 tiles.  Aiming error at 50% range should be no more than 2 tiles.  Obviously, this would need to be tested for playability, and the superscience used by the colonists, but the current system is nowhere near realistic.

120mm mortars can be two manned. You can single man a 81mm mortar. It is most likely a 81mm mortar not a 60 (it is way to big), 60s can be held and carried by one man thats why infantry platoons carry a mortar section with 60s on patrol. And yes mortars can be aimed without FDCs through direct line but these mortars are lobbing over mountains and structures good luck hitting anything without line of sight or a FO. And they could possibly be using a plotting board since it takes them so long. As far as I have ever known the 60mm mortar has a kill radius of 25m 81mm 35m and 120 70-75m.

Also remember at 3490m a 60 is shooting charge 4.
#9
Mortars are alot more accurate. But what he is failing to say is they also have a fdc to calculate deflection and elevation and save firing point data and a FO to walk your rounds in and a 3 to 4 man team preppin rounds and shifting. if you know a Mortar lands in a spot on a certain deflecton and elevation you can save it for later use.  The 120mm mortar has a 7200m firing range (depending on round type and charge) with a 70m kill radius or blast radius or burst radius. If that's what is being used in the game. My biggest pet peeve is that mortar rounds are termed artillety shells in game they are vastly different. Artillery is designed for force on force front line wars and are direct fire. Mortars are smooth bored 360 indirect fire weapons, round designs are different. a veteran mortar team can have rounds in the air in 45 seconds on a 360 swivel while atillery can take upward of 5 plus minutes to swivel Because of weight. Fm 3-22.90 covers mortars.
#10
QuoteI was under the impression shotguns use 00 buckshot for a combat load. Though I'm not too knowledgeable on the topic of shotguns.

From my personal experience when we were fighting in urban environments we used slugs, it can take out a door handle and a person without hitting civilians with the spread. But every unit in the military has a different SOP.

QuoteNot sure what your question is. The fragmentation system I implemented because as you said, fragments can scatter much further than the actual explosion. So I created a system that could model this effect more accurately than the vanilla explosions.

Wasnt really a questions just a statement I guess. Most people don't understand what HE explosives are or the fact that the explosions and fragments are the least dangerous parts. Most explosives blow up in a V shape from impact. But I like your system. Thanks for the fast response this is a awesome mod and I am a fanboy. I do understand why a M-24 does more damage. I suppose the logic is if he is taking the time to aim through a scope the shooter is more likely to hit vital organs?
#11
I have some questions about the choices you made in your mod. Just curiousity. I love this mod.

QuoteAll weapons do damage in accordance with their calibers

Not all weapons inflict same damage based on calibers their is a lot of mitigating factors such as bullet design, location of hit and the amount of grains in a round. Higher caliber weapons usually create a through and through which just cuts straight through and is easier for field surgeons to patch up , while lower caliber tend to bounce off bones and tear up internal organs.

QuoteBurst sizes are based on magazine size. Guns designed for sustained automatic fire (SMGs & sub-carbines, machine guns, automatic shotguns) have bursts equivalent to 1/5 their magazine size.

These weapons don't really have a sustained rate not if you actually want to hit targets. All experienced machine gunners don't hold the trigger down. By sustained rate I am assuming you mean the rate of fire the weapon can sustain with no damage to barrel or internals with min. barrel swaps?

QuoteAll weapons have ranges equivalent to 1/5 their real life effective range

What are you using as their real life effective range?

QuoteShotguns fire 8 low damage pellets instead of a single projectile with damage depending on how many hit.

Every shotgun Ive personally seen in combat uses slugs, they take out doors and personal. Just curious why you selected using buck over slugs?

QuoteMany explosives now use a new fragmentation effect, scattering lethal shell fragments over large distances

The deadliest part of an HE explosion is the concussion blast not the fragmentation or explosion itself. People well literally die a far way away from explosives from the supersonic blast wave. But fragments from grenades do scatter far. I once pulled a fragment out of a tree over 100 m from where I threw a frag.

QuoteGenerally, 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.

Limbs have pretty serious arteries in them and are deadly especially the groin and hamstring area. If you sever an artery there your chances are pretty low, but a gut shot you have several hours and can get to medical treatment in time. A .50cal doesnt even have to make contact with a limb to tear it off. Why multiple rounds to destroy limbs?

Also shouldnt high caliber weapons destroy walls and mechs? A .50cal shreds through concrete and up armored vehicles. I don't know what you mean by the internal organs thing rather than the torso? Can you clarify? Soldiers are taught to protect internal organs it was much more common to see gunshot wounds in arms and legs rather than the torso. Thats why your taught to face plates down range all your protection is there the issue comes from if your shooting back your arms and weapon are blocking your torso and your typically nuts to dirt. The biggest thing I would love to see in this game is a prone and crouching stance that increases accuracy makes you harder to hit and reduces movement speed dramatically. Standing would also decrease accuracy pretty dramatically good look hitting a target at 100+ meters standing while its moving. Squad formations would be awesome and bounding techniques but I'm not an experienced programmer (i just dabble) and that would probably be incredibly hard.
#12
HE refers to the type of explosive used. HE explosives shockwave travel faster than the explosion and typically kill more with the concussion rather than the explosion or fragmentation. LE the explosion travels faster than the shockwave. LE explosions look cooler but are far less lethal and are used in movies for the wow. Fragmentation refers to the type of grenade For eample stun, sting, concussion. Fragmentation is the actual pieces of casing that holds the explosive that cause damage while shrapnel is intentionally inserted metals such as ball bearings. HE and fragmentation  are classifications for explosives and grenades respectively. They are not the same thing and sorry for the short sentences makes it sound kinda rude I did this on my phone.
#13
Mods / Re: Mod Bug Butcher Table
April 08, 2015, 03:55:31 PM
So do you think if i restart a new colony it could be a possible fix? My OCD hates my previous colony.
#14
Mods / Re: Mod Bug Butcher Table
April 08, 2015, 11:34:20 AM
Ill mess with it this weekend. Their also isn't any pop ups from the error list it says all mods loaded successfully
#15
Mods / Re: Mod Bug Butcher Table
April 07, 2015, 06:40:35 PM
Quote from: skullywag on April 07, 2015, 02:57:02 AM
If you right click the table blueprint with a builder what does it say?

It says nothing. Nothing happens when I right click it. The weird things is, later I could right click on it and it built and the same error happened to the electric smelter. Couldn't do anything with it and no one could interact with the table or build it even though I had the supplies to do it. I can left click on the table and bring up all information I just can't right click on it