Sprocket

Sprocket

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Wheels,autocannons and blueprint editing
Av Mouse :3
A short guide to creating a sort of illusion of autocannons and wheeled vehicles for version 0.2.47 through blueprint file editing.
   
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Wheels
The easiest way to make wheels in the current version of Sprocket is to remove every part of the track except the roadwheels,unfortunately, the game itself doesnt allow changes like that, so you need to modify the vehicle’s save file instead.
To do this, go to the directory with the game's saved data (You can find it by opening the game and going to: Decals->Custom->the button with the “+” symbol. This will open the “Decals” folder in your file manager and that folder will be in the required directory.)


After that, open /Sprocket/Factions/Default/Blueprints/Vehicles/, find the file with the name of the vehicle you want to modify,copy it and save as a backup somewhere and open the original with a text editor
Now by using ctrl+f find "segmentID" and change it value to "null",after that save it


When you load your tank, it will change from something like this:


To this:


but it will still be able to operate normally, even without visible tracks.
After that, in game,choose your idler/tensioner wheel (the one on the opposite side from the transmission) and change scale to some number that will be easy to find.


Than in blueprint file find "trackWheel" with corresponding scale(in my case 0.37) and change "wheelID" to null.Save.
You will get something like that(i changed color to white for better visibility,it does nothing to wheels):


Now you have two options:
1) In game,scale the mount to the minimum and then place it somewhere inside the tank, or hide it using the fenders. This is easier, but there will still be a small empty mount, which in some projects, like cars, can be annoying.Most of the times - good enough

2) Place it slightly higher than the road wheels (10–30 cm), and in the blueprint, change the scale of the 'trackWheelMount' (the one above the 'trackWheel' that was deleted) to 0 (not 'null', just the number 0).


You will still have the shaft,but it will be hidden behind the wheels.Just install it high enough so it will not collide with the road and other mounts.

Now you can remove the rollers and change the type of the road wheels to french ones. Adjust their size and position however you like. Set the dumper to the minimum (up to 0%) for a bouncy effect.Set brake power higher than normal for better handling.


In the end, you’ll get something that looks and handles like a wheeled vehicle, and it will even be slightly faster than before. (You can fix the transmission geometry lateri just forgor)
Autocannons(sort of :/)
Autocannons,at this point,work by overdosing your loader on amphetamine and giving him 10x-15x out his original efficiency.
First, if you have a large crew, it’s best to keep only the loader so you don’t overpower everyone else, in modern versions its pretty easy - just uncheck "occupation" for everyone except loader and then find ""occupied": true" and change "baseEfficiency" to something between 10 and 20,depending on desired rate of fire.


After that recheck occupation.
It’s worth noting that the audioengine is not optimized for very high rates of fire, and it may stop playing firing sounds. However, for things like a 40 mm Bofors firing 150 rounds/min, it works fine and bug based on rate of fire per gun,than for entire tank so you can link few guns and they will work alright,but delay works weird for those "auto"cannons so 10 - 15% would work like 50% most of the times.
For double-barreled systems, it’s better to have separate loaders for each gun,otherwise the rate of fire can become weird and inconsistent. Ideally, you should also have two separate gunners.Fortunately, überloaders can effectively handle both of these roles.


Also, in the blueprint you can change the gun’s caliber to something smaller than 20 mm, and since you can shoot through decorative props, it’s possible to make functional machine guns in this game
Find "caliber" in blueprint and change it + 'breechLength' to dimensions of mg round rounded to integer.

Now set the barrel thickness to 1 mm so it won’t clip through the M2 prop, and then attach the prop to the barrel and align them so it moves together with the actual gun.