[A16] Combat Realism [closed]

Started by skyarkhangel, November 11, 2016, 03:20:29 PM

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Fafn1r

Quote from: eeke1 on December 14, 2016, 06:40:54 AM
As for reloading turrets I'm using reload on the turret while the colonist manning it is carrying the appropriate ammo type.

Turret ammo has to be lying on the ground, a pawn must be manning a turret, then press reload on the turret. Just drop the ammo before doing what you have been doing.

sirgzu

 :P
Quote from: Fafn1r on December 14, 2016, 06:56:51 AM
Quote from: eeke1 on December 14, 2016, 06:40:54 AM
As for reloading turrets I'm using reload on the turret while the colonist manning it is carrying the appropriate ammo type.

Turret ammo has to be lying on the ground, a pawn must be manning a turret, then press reload on the turret. Just drop the ammo before doing what you have been doing.
Being on the ground isn't enough, it needs to be in an accessible stockpile. I find it good practice to leave 1x1 high priority stockpiles of ammo next to the turret for easy reloading.

sirgzu

Quote from: doofustroofus on December 02, 2016, 05:53:27 AM
Quote from: skyarkhangel on December 02, 2016, 04:52:33 AM
Quote from: doofustroofus on December 02, 2016, 04:34:16 AM
Quote from: Knedl on November 15, 2016, 03:26:05 AM
I have also encountered the bug that I think was causing lot's of problems when NoImage released CR. The pawn that is designated to tame/train animals must first equip the food so it can tame/train. But the CR mod imediately drops the pawn's food since it's not set as equipment in pawn's weapon loadout. So the pawn get stuck in an endless loop picking up and imediately dropping the food. Sometimes there is the "pawn started 10 jobs in 1 tick" error. There is a way around tho lol as I found out when the pawn was stuck in a loop and the animal that was supposed to be trained came along and ate some food. The pawn then trained it and was unstuck till next day/train event. Still it's a bug and must be resolved (I think there were similar problems with doctors that got stuck when trying to use medikit). Hope you find and easy way around it, I know NoImage had problems with it but he did it so the solution must be buried somewhere in the code. I hope CCL get released soon since it should help. Thanks for upadting this mod it's an awesome one.

So wait, is there a fix for this bug or no?

i'll play with CR for a long time and never seen such error EVER.
http://image.prntscr.com/image/c5fc30617fb648eba633da2b819c7e48.png
http://image.prntscr.com/image/3eb2a21ca04e4ea7a5c537c5590d832a.png

Tame/training works fine without ANY errors for me.

Thats...nice for you I guess?

Edit: For anyone else experiencing the issue: in the process of starting a new game with just CR and core to reproduce the bug I found a workaround that's effective so far. If you put a food that can be used in training into the pawns loadout (berries for example) they'll train and tame without issue and replenish their inventory normally.

Edit Edit: Spoke too soon. If they stick with the loadout and only take say 10 units then they're fine. If they decide to take 40 instead for some reason (large number of animals marked for taming/training maybe?) then they get stuck. Equipping a backpack seemed to mitigate it to a large degree but its still happened once or twice. Not sure if that's coincidence or if the bug is connected to the bulk system.
This has been around for a while.
Feel free to hit the issue tracker with suggestions and +1s to help get the ball moving.

Fafn1r


eeke1

Quote from: Fafn1r on December 14, 2016, 06:56:51 AM
Quote from: eeke1 on December 14, 2016, 06:40:54 AM
As for reloading turrets I'm using reload on the turret while the colonist manning it is carrying the appropriate ammo type.

Turret ammo has to be lying on the ground, a pawn must be manning a turret, then press reload on the turret. Just drop the ammo before doing what you have been doing.

Ah thanks for your patience. I feel particularly stupid here but still can't get it to work.

I believe I've met all the requirements here, and the turret simply won't load. The ammo is literally right next to it and a pawn is manning the thing, but there's never a reload bar and it's stuck on reloading.

I've even tried dis-assembling and remaking the turret, but no dice. It definitely worked at some point, I had a pawn running to reload during a fight the first time it ran out of ammo, but I cancelled as the fight was over, and i've never been able to reload since.

Will it only accept FMJ as well as the appropriate caliber?

On another note I've never seen the "suppressed" txt float above any pawn.


Fafn1r

Do you mind uploading your save and modsconfig file? I've never seen a problem with turrets before, would like to see for myself what's going on.


Devon_v


eeke1

Quote from: Fafn1r on December 14, 2016, 07:02:52 PM
Do you mind uploading your save and modsconfig file? I've never seen a problem with turrets before, would like to see for myself what's going on.

Aha, I got it. The M240b accepts only 7.62x51mm FMJ. I tried loading the same ammo but AP and it refused.

Apologies for a page full of mystery.

Fafn1r

Quote from: skyarkhangel on December 14, 2016, 08:05:50 PM
its already runs on a16
http://image.prntscr.com/image/33bbe14831564c80976c1878c5d42b6e.png

But still a lot of work.

Wow, you are fast. :o And here I thought I can first do some bugfixes for A15 and get it ready for A16.

Do you have it on a github repo? Maybe at least I can do some testing. :D

Quote from: eeke1 on December 15, 2016, 12:00:24 AM
Aha, I got it. The M240b accepts only 7.62x51mm FMJ. I tried loading the same ammo but AP and it refused.

I loaded AP ammo to M240b without any issues. Makes sure you are loading 7.62 with NATO label - there are at least three types of 7.62 ammo in CR, each with FMJ, AP and HP variants, making it 9 in total.

Plymouth

Quote from: Fafn1r on December 15, 2016, 04:28:07 AM
Quote from: skyarkhangel on December 14, 2016, 08:05:50 PM
its already runs on a16
http://image.prntscr.com/image/33bbe14831564c80976c1878c5d42b6e.png

But still a lot of work.

Wow, you are fast. :o And here I thought I can first do some bugfixes for A15 and get it ready for A16.

Do you have it on a github repo? Maybe at least I can do some testing. :D

Quote from: eeke1 on December 15, 2016, 12:00:24 AM
Aha, I got it. The M240b accepts only 7.62x51mm FMJ. I tried loading the same ammo but AP and it refused.

I loaded AP ammo to M240b without any issues. Makes sure you are loading 7.62 with NATO label - there are at least three types of 7.62 ammo in CR, each with FMJ, AP and HP variants, making it 9 in total.

there is at least 7.62x39mm intermediate cartridge and 7.62x54mm rimmed, neither of which are going to fire from M240b. Only 7.62x51mm centerfire NATO cartridge will do.

Devon_v

Quote from: Plymouth on December 15, 2016, 05:01:30 AM
Quote from: Fafn1r on December 15, 2016, 04:28:07 AM
Quote from: skyarkhangel on December 14, 2016, 08:05:50 PM
its already runs on a16
http://image.prntscr.com/image/33bbe14831564c80976c1878c5d42b6e.png

But still a lot of work.

Wow, you are fast. :o And here I thought I can first do some bugfixes for A15 and get it ready for A16.

Do you have it on a github repo? Maybe at least I can do some testing. :D

Quote from: eeke1 on December 15, 2016, 12:00:24 AM
Aha, I got it. The M240b accepts only 7.62x51mm FMJ. I tried loading the same ammo but AP and it refused.

I loaded AP ammo to M240b without any issues. Makes sure you are loading 7.62 with NATO label - there are at least three types of 7.62 ammo in CR, each with FMJ, AP and HP variants, making it 9 in total.

there is at least 7.62x39mm intermediate cartridge and 7.62x54mm rimmed, neither of which are going to fire from M240b. Only 7.62x51mm centerfire NATO cartridge will do.

Vanilla CR there should just be 7.62 NATO and Russian, but yes the Russian cartridge is slightly longer and won't fit.

AseaHeru

Default (non charged or cannon) rounds in CR are:
30x29 grenade, 40x46 grenade, .50BMG 14.5x114, .40 Rimfire, .32 ACP, 7.62x25 Tokarev, 9x19PB, .45 ACP, .45 Colt, 5.56x45 NATO, 7.62x39, .303 Brit, 7.62x51 NATO(what the M240b uses), 7.62x54R, .410 Bore and 12 gauge. So, four flavors of 7.62 to avoid, of which two are actually able to be used or be manufactured.

Plymouth

Quote from: Devon_v on December 15, 2016, 03:18:32 PM
Quote from: Plymouth on December 15, 2016, 05:01:30 AM
Quote from: Fafn1r on December 15, 2016, 04:28:07 AM
Quote from: skyarkhangel on December 14, 2016, 08:05:50 PM
its already runs on a16
http://image.prntscr.com/image/33bbe14831564c80976c1878c5d42b6e.png

But still a lot of work.

Wow, you are fast. :o And here I thought I can first do some bugfixes for A15 and get it ready for A16.

Do you have it on a github repo? Maybe at least I can do some testing. :D

Quote from: eeke1 on December 15, 2016, 12:00:24 AM
Aha, I got it. The M240b accepts only 7.62x51mm FMJ. I tried loading the same ammo but AP and it refused.

I loaded AP ammo to M240b without any issues. Makes sure you are loading 7.62 with NATO label - there are at least three types of 7.62 ammo in CR, each with FMJ, AP and HP variants, making it 9 in total.

there is at least 7.62x39mm intermediate cartridge and 7.62x54mm rimmed, neither of which are going to fire from M240b. Only 7.62x51mm centerfire NATO cartridge will do.

Vanilla CR there should just be 7.62 NATO and Russian, but yes the Russian cartridge is slightly longer and won't fit.
also russian is a rimmed cartridge, meaninng even if you ever manage to push it in somehow, it won't fire.

Rovhar Andin

Sorry but I'm a little bit confused. Is the mod already playable on A15 or not ?