Started by NoImageAvailable, June 09, 2017, 04:13:13 PM
Quote from: BladeOfSharpness on July 17, 2019, 02:25:59 AMGreat! Now I wonder if it was possible for me to knew that just by inspecting the Centipede. There is no rating against explosion or I missed it?Totally unrelated, but I have at last my first load of devilstrands available. And then... the disappointment. I'm playing a western themed game, and I thought that I would create dusters with devilstrand and that they would provide a decent protection. But no, they are just a bit above rhinoceros leather.Bottom line, anything I can do with devilstrand, if I'm industrial level tech? I play with mods
Quote from: BladeOfSharpness on July 17, 2019, 09:58:48 AMAnd now for a totally unrelated remark. It seems that for a given ammos, whatever the weapon it is used in, the damages are the same. This seems totally absurd to me. Unless there is some penetration factor that differs, but it is not indicated in the weapon description.Because definitively, a rifle firing a bullet provides much more kinetic energy to it, compared to a handgun.
Quote from: Morbo513 on July 17, 2019, 07:33:03 AM<snip>
Quote from: BladeOfSharpness on July 17, 2019, 09:56:51 AM<snip>
Quote from: Crossbowman on July 17, 2019, 08:29:38 PMWith regards to ammunition damage, it's true; there is a certain strangeness to how all cartridge types behave the same way when used in different weapons.
Quote from: NoImageAvailable on July 17, 2019, 10:11:43 PMQuote from: Crossbowman on July 17, 2019, 08:29:38 PMWith regards to ammunition damage, it's true; there is a certain strangeness to how all cartridge types behave the same way when used in different weapons.CE supports ammo types providing weapon-specific projectile stats. It's not used in the base mod as vanilla/CE Guns don't have any weapons where the difference would be significant. If some third-party mod does and isn't using this functionality then that's on whoever patched it.
Quote from: JT on July 21, 2019, 03:11:22 PMIs there some other way to do this than defining an entirely new AmmoSet (and series of BulletCEs), though? It's simple and easy to define a series of new AmmoSets for an entirely new ammo type added by the mod (I've done that myself for my WIP CE compatibility patch for Metro Armory), but duplicating a core AmmoSet feels particularly wrong.