diff --git a/Weapon Mods/Military Industrial Complex/Data/Scripts/CoreParts/MetalStorm.cs b/Weapon Mods/Military Industrial Complex/Data/Scripts/CoreParts/MetalStorm.cs index e51b7195a..913c37668 100644 --- a/Weapon Mods/Military Industrial Complex/Data/Scripts/CoreParts/MetalStorm.cs +++ b/Weapon Mods/Military Industrial Complex/Data/Scripts/CoreParts/MetalStorm.cs @@ -79,7 +79,7 @@ partial class Parts { LockedSmartOnly = false, // Only fire at smart projectiles that are locked on to parent grid. MinimumDiameter = 0, // Minimum radius of threat to engage. MaximumDiameter = 0, // Maximum radius of threat to engage; 0 = unlimited. - MaxTargetDistance = 40000, // Maximum distance at which targets will be automatically shot at; 0 = unlimited. + MaxTargetDistance = 3000, // Maximum distance at which targets will be automatically shot at; 0 = unlimited. MinTargetDistance = 0, // Minimum distance at which targets will be automatically shot at. TopTargets = 4, // Maximum number of targets to randomize between; 0 = unlimited. TopBlocks = 8, // Maximum number of blocks to randomize between; 0 = unlimited. @@ -88,8 +88,8 @@ partial class Parts { HardPoint = new HardPointDef { PartName = "Metal Storm", // Name of the weapon in terminal, should be unique for each weapon definition that shares a SubtypeId (i.e. multiweapons). - DeviateShotAngle = 0.05f, // Projectile inaccuracy in degrees. - AimingTolerance = 5f, // How many degrees off target a turret can fire at. 0 - 180 firing angle. + DeviateShotAngle = 0.15f, // Projectile inaccuracy in degrees. + AimingTolerance = 3f, // How many degrees off target a turret can fire at. 0 - 180 firing angle. AimLeadingPrediction = Accurate, // Level of turret aim prediction; Off, Basic, Accurate, Advanced DelayCeaseFire = 0, // Measured in game ticks (6 = 100ms, 60 = 1 second, etc..). Length of time the weapon continues firing after trigger is released - while a target is available. AddToleranceToTracking = false, // Allows turret to track to the edge of the AimingTolerance cone instead of dead centre. diff --git a/Weapon Mods/Military Industrial Complex/Data/Scripts/CoreParts/MetalStormAmmo.cs b/Weapon Mods/Military Industrial Complex/Data/Scripts/CoreParts/MetalStormAmmo.cs index 983589aea..0fdcd81d9 100644 --- a/Weapon Mods/Military Industrial Complex/Data/Scripts/CoreParts/MetalStormAmmo.cs +++ b/Weapon Mods/Military Industrial Complex/Data/Scripts/CoreParts/MetalStormAmmo.cs @@ -135,11 +135,11 @@ partial class Parts MaxLifeTime = 0, // 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). time begins at 0 and time must EXCEED this value to trigger "time > maxValue". Please have a value for this, It stops Bad things. AccelPerSec = 0f, // Meters Per Second. This is the spawning Speed of the Projectile, and used by turning. DesiredSpeed = 1000, // voxel phasing if you go above 5100 - MaxTrajectory = 4000, // Max Distance the projectile or beam can Travel. + MaxTrajectory = 3150, // Max Distance the projectile or beam can Travel. DeaccelTime = 0, // 0 is disabled, a value causes the projectile to come to rest overtime, (Measured in game ticks, 60 = 1 second) GravityMultiplier = 0f, // Gravity multiplier, influences the trajectory of the projectile, value greater than 0 to enable. Natural Gravity Only. SpeedVariance = Random(start: 0, end: 0), // subtracts value from DesiredSpeed. Be warned, you can make your projectile go backwards. - RangeVariance = Random(start: 0, end: 0), // subtracts value from MaxTrajectory + RangeVariance = Random(start: 0, end: 75), // subtracts value from MaxTrajectory MaxTrajectoryTime = 0, // How long the weapon must fire before it reaches MaxTrajectory. }, AmmoGraphics = new GraphicDef