[1.0] (v1.3.0) Rambo Weapons Pack

Started by masterjamie9, September 01, 2017, 04:22:14 PM

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masterjamie9

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.
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AseaHeru

 So, I am guessing a CE B18 update for this will be after CE's B18 update is more-or-less stable?

masterjamie9

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.
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masterjamie9

#33
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.
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Umbreon117

What...is wrong with you. Do you like torturing yourself every time you have to update the mod!?  :o
I'll shoot your colonists...After a long nap.

masterjamie9

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.
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People's Commissariat of Loli's Protection

#36
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
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Cmoa666

Nice work.
For some heavy weapons, can I suggest the m202 Flash, the mk.153 Smaw and the  Panzerfaust 3 ?

AseaHeru

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?

masterjamie9

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.
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masterjamie9

#40
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
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teag2

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.

masterjamie9

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?
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teag2

I tried a few more times but was unable to reproduce the issue, so I guess it was a one time thing or a temporary mod conflict issue.

cocoman111

Now I'm going to be stuck with the dilemma of which weapons to craft