From ad7cea9336ddd08b965270dda99e6c2ef71260d3 Mon Sep 17 00:00:00 2001 From: BadM0dder <109397107+BadM0dder@users.noreply.github.com> Date: Mon, 17 Mar 2025 01:56:34 -0400 Subject: [PATCH] testing railguns --- .../Data/CubeBlocks_Weapons_IVL.sbc | 4 ++-- .../Data/Scripts/CoreParts/AmmoTypes.cs | 16 ++++++++-------- .../Data/Scripts/CoreParts/Railguns.cs | 2 +- 3 files changed, 11 insertions(+), 11 deletions(-) diff --git a/Weapon Mods/Invalids Vanilla Lobotomizer/Data/CubeBlocks_Weapons_IVL.sbc b/Weapon Mods/Invalids Vanilla Lobotomizer/Data/CubeBlocks_Weapons_IVL.sbc index 9221c72d3..a95913d6d 100644 --- a/Weapon Mods/Invalids Vanilla Lobotomizer/Data/CubeBlocks_Weapons_IVL.sbc +++ b/Weapon Mods/Invalids Vanilla Lobotomizer/Data/CubeBlocks_Weapons_IVL.sbc @@ -545,9 +545,9 @@ [FLAW] Railgun 2.0 Textures\GUI\Icons\Cubes\RailGun.dds - 10km range Railgun. 5000m/s velocity + 11km range Railgun. 6000m/s velocity 24Mw Passive Draw, 300Mw Recharge - Falloff After 6km. + Falloff After 10km. Deals Kinetic Damage. Large diff --git a/Weapon Mods/Invalids Vanilla Lobotomizer/Data/Scripts/CoreParts/AmmoTypes.cs b/Weapon Mods/Invalids Vanilla Lobotomizer/Data/Scripts/CoreParts/AmmoTypes.cs index 82da8fb0a..63eaf3980 100644 --- a/Weapon Mods/Invalids Vanilla Lobotomizer/Data/Scripts/CoreParts/AmmoTypes.cs +++ b/Weapon Mods/Invalids Vanilla Lobotomizer/Data/Scripts/CoreParts/AmmoTypes.cs @@ -2294,7 +2294,7 @@ partial class Parts AmmoRound = "Large Railgun Slug", // Name of ammo in terminal, should be different for each ammo type used by the same weapon. Is used by Shrapnel. HybridRound = true, // Use both a physical ammo magazine and energy per shot. EnergyCost = 0.2858f, // Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR. - BaseDamage = 126000f, // Direct damage; one steel plate is worth 100. + BaseDamage = 126000f, //holy number, not to be changed //Direct damage; one steel plate is worth 100. Mass = 277f, // In kilograms; how much force the impact will apply to the target. Health = 0, // How much damage the projectile can take from other projectiles (base of 1 per hit) before dying; 0 disables this and makes the projectile untargetable. BackKickForce = 0f, // Recoil. This is applied to the Parent Grid. 21777000f @@ -2358,7 +2358,7 @@ partial class Parts // For the following modifier values: -1 = disabled (higher performance), 0 = no damage, 0.01f = 1% damage, 2 = 200% damage. FallOff = new FallOffDef { - Distance = 6000f, // Distance at which damage begins falling off. + Distance = 10000f, // Distance at which damage begins falling off. MinMultipler = 0.75f, // Value from 0.0001f to 1f where 0.1f would be a min damage of 10% of base damage. }, Grids = new GridSizeDef @@ -2409,10 +2409,10 @@ partial class Parts ByBlockHit = new ByBlockHitDef { Enable = true, - Radius = 3f, // Meters - Damage = 10000f, // Damages 4 blocks - Depth = 1f, // Max depth of AOE effect, in meters. 0=disabled, and AOE effect will reach to a depth of the radius value - MaxAbsorb = 2500f, // Soft cutoff for damage, except for pooled falloff. If pooled falloff, limits max damage per block. + Radius = 4f, // Meters + Damage = 20000f, // Damages 4 blocks + Depth = 2f, // Max depth of AOE effect, in meters. 0=disabled, and AOE effect will reach to a depth of the radius value + MaxAbsorb = 5000f, // Soft cutoff for damage, except for pooled falloff. If pooled falloff, limits max damage per block. Falloff = Pooled, //.NoFalloff applies the same damage to all blocks in radius //.Linear drops evenly by distance from center out to max radius //.Curve drops off damage sharply as it approaches the max radius @@ -2514,8 +2514,8 @@ partial class Parts TargetLossTime = 0, // 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). MaxLifeTime = 120, //120 is required for sound. 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 = 5000, // voxel phasing if you go above 5100 - MaxTrajectory = 10000f, //**MUST** be double of speed for sound to work good.// Max Distance the projectile or beam can Travel. + DesiredSpeed = 6000, // voxel phasing if you go above 5100 + MaxTrajectory = 12500f, //**MUST** be double of speed for sound to work good.// 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. diff --git a/Weapon Mods/Invalids Vanilla Lobotomizer/Data/Scripts/CoreParts/Railguns.cs b/Weapon Mods/Invalids Vanilla Lobotomizer/Data/Scripts/CoreParts/Railguns.cs index 7fb8a06cc..10341b779 100644 --- a/Weapon Mods/Invalids Vanilla Lobotomizer/Data/Scripts/CoreParts/Railguns.cs +++ b/Weapon Mods/Invalids Vanilla Lobotomizer/Data/Scripts/CoreParts/Railguns.cs @@ -49,7 +49,7 @@ 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 = 8000, // Maximum distance at which targets will be automatically shot at; 0 = unlimited. + MaxTargetDistance = 11000, // 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 = 2, // Maximum number of targets to randomize between; 0 = unlimited. TopBlocks = 4, // Maximum number of blocks to randomize between; 0 = unlimited.