From 54cfaa3faff48a31de470b49c6abc8867ff4ffc5 Mon Sep 17 00:00:00 2001 From: FP-Anomaly Date: Tue, 25 Mar 2025 17:40:23 -0700 Subject: [PATCH] Hydra and Herc tapping --- .../Data/Scripts/CoreParts/Heavy_MAC.cs | 2 +- .../Data/Scripts/CoreParts/Heavy_MAC_Ammo.cs | 8 ++++---- .../Data/Scripts/CoreParts/Hydra.cs | 2 +- .../Data/Scripts/CoreParts/Hydra_12GA_Ammo.cs | 2 +- 4 files changed, 7 insertions(+), 7 deletions(-) diff --git a/Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/CoreParts/Heavy_MAC.cs b/Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/CoreParts/Heavy_MAC.cs index dbd843bd9..5da4b6bdf 100644 --- a/Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/CoreParts/Heavy_MAC.cs +++ b/Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/CoreParts/Heavy_MAC.cs @@ -90,7 +90,7 @@ partial class Parts { HomeAzimuth = 0, // Default resting rotation angle HomeElevation = 15, // Default resting elevation InventorySize = 1f, // Inventory capacity in kL. - IdlePower = 0.25f, // Constant base power draw in MW. + IdlePower = 17.5f, // Constant base power draw in MW. FixedOffset = false, // Deprecated. Offset = Vector(x: 0, y: 0, z: 0), // Offsets the aiming/firing line of the weapon, in metres. Type = BlockWeapon, // What type of weapon this is; BlockWeapon, HandWeapon, Phantom diff --git a/Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/CoreParts/Heavy_MAC_Ammo.cs b/Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/CoreParts/Heavy_MAC_Ammo.cs index a4f23aa6f..a81918266 100644 --- a/Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/CoreParts/Heavy_MAC_Ammo.cs +++ b/Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/CoreParts/Heavy_MAC_Ammo.cs @@ -40,7 +40,7 @@ partial class Parts AmmoRound = "Heavy MAC 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 = 0.055f, // Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR. - BaseDamage = 75000f, // Direct damage; one steel plate is worth 100. + BaseDamage = 55000f, // Direct damage; one steel plate is worth 100. Mass = 1000f, // 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 = 500000f, // Recoil. This is applied to the Parent Grid. @@ -182,7 +182,7 @@ partial class Parts { Enable = true, Radius = 1.5f, // Radius of AOE effect, in meters. - Damage = 6500f, + Damage = 4500f, Depth = 1.5f, // Max depth of AOE effect, in meters. 0=disabled, and AOE effect will reach to a depth of the radius value MaxAbsorb = 0f, // 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 @@ -429,9 +429,9 @@ partial class Parts AmmoRound = "SolHyp_HeavyMAC_Shrap", // Name of ammo in terminal, should be different for each ammo type used by the same weapon. Is used by Shrapnel. HybridRound = false, // Use both a physical ammo magazine and energy per shot. EnergyCost = 0.01f, // Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR. - BaseDamage = 15625f, // Direct damage; one steel plate is worth 100. + BaseDamage = 9500f, // Direct damage; one steel plate is worth 100. Mass = 50f, // In kilograms; how much force the impact will apply to the target. - Health = 40, // 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. + 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. DecayPerShot = 0f, // Damage to the firing weapon itself. //float.MaxValue will drop the weapon to the first build state and destroy all components used for construction diff --git a/Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Hydra.cs b/Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Hydra.cs index c9a57f368..76f4f8af0 100644 --- a/Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Hydra.cs +++ b/Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Hydra.cs @@ -129,7 +129,7 @@ partial class Parts { { RateOfFire = 600, // Set this to 3600 for beam weapons. This is how fast your Gun fires. BarrelsPerShot = 1, // How many muzzles will fire a projectile per fire event. - TrajectilesPerBarrel = 12, // Number of projectiles per muzzle per fire event. + TrajectilesPerBarrel = 8, // Number of projectiles per muzzle per fire event. SkipBarrels = 0, // Number of muzzles to skip after each fire event. ReloadTime = 30, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). MagsToLoad = 1, // Number of physical magazines to consume on reload. diff --git a/Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Hydra_12GA_Ammo.cs b/Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Hydra_12GA_Ammo.cs index e3f4eff23..ff4ba704b 100644 --- a/Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Hydra_12GA_Ammo.cs +++ b/Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Hydra_12GA_Ammo.cs @@ -36,7 +36,7 @@ partial class Parts AmmoMagazine = "K_Hydra", // SubtypeId of physical ammo magazine. Use "Energy" for weapons without physical ammo. AmmoRound = "BFG", // 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 = 0.012f, // Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR. + EnergyCost = 0.008f, // Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR. BaseDamage = 16500f, // Direct damage; one steel plate is worth 100. Mass = 100f, // 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.