边缘世界 RimWorld

边缘世界 RimWorld

Highfleet Turrets
143 条留言
XBLack Mamba 11 月 28 日 上午 1:39 
@amaoto I found a problem with the non-working autoloader of AK-725 turret, the AmmoSet_57x348mmSR is incorrectly specified, instead of the correct AmmoSet_AK725_57x348mmSR
ClothingLotus 11 月 19 日 下午 12:52 
haha yeah i was comnfused as well because you usually unlocks the cannons before unlocking the ammo
PersonPerson 11 月 11 日 下午 9:53 
Figured it out! I'll elabourate
1. you need to research advanced ammo for highfleet ammo, didn't know that
2. when using the turrets in "direct", high explosive ammo doesn't explode on impact with walls n people, just fizzles into damage. Only in indirect mode do they produce explosions.
Quantum Fox 11 月 11 日 下午 8:35 
@amaoto I recommend adding a short burst-fire mode to all turrets.
Quantum Fox 11 月 11 日 下午 6:50 
@amaoto 放置炮塔时和强制攻击时
Quantum Fox 11 月 11 日 上午 9:57 
@CIothingLotus 那个是弹药集写错了
军迷球 11 月 10 日 上午 6:26 
非常好模组,使我用D 80 130mm舰炮把打击群打成废铁
ClothingLotus 11 月 10 日 上午 4:46 
Hi, it seems the 57x348 autoloader cannot accept HEDP
Jamil_AAAAAAAAAAA 11 月 9 日 下午 1:30 
Really cool mod, but very laggy due to the insane amount of fragmentation, specially with the full auto turrets. Can there be a version with a capped frag amount?
amaoto  [作者] 11 月 8 日 下午 9:51 
@Quantum Fox,
Im pretty sure I allowed firing modes to be switched from single and full-auto. Some, like the MK-6-180 was left with very short firing cycles to simulate automatic fire because of shot groupings landing close to each other instead of being an inaccurate barrage without spotting mechanics, which was my vision for it.

radius for what? when placing the turret? or the turret's range itself? if its the former, its a limitation on the game itself because it refuses to draw huge radius.

Would need to look into 57x348mmSR, need more details. From the looks of it there might be a mod conflict. I made sure the 57x348mmSR in this mod is a proprietary/exclusive ammo for this mod's turrets
amaoto  [作者] 11 月 8 日 下午 9:50 
My bad, I can't do updates to this mod for a few more weeks as I'm busy.

@PersonPerson, What do you mean by High explosive doesnt explode? please be more elaborate on reports. Even better if you can provide a log of the error as I dont want to do guesswork. Most of the ammo is found on the machining table as theyre shells, the autocannon should be present in the loading bench.
Quantum Fox 11 月 8 日 上午 9:05 
hi CE 57x348mmSR and Your 57x348mmSR There was a conflict
Quantum Fox 11 月 8 日 上午 8:21 
Not enough squares to get to radius 128. Max is 119

A220
PersonPerson 11 月 7 日 下午 11:00 
We can't craft the ammo
PersonPerson 11 月 4 日 下午 9:17 
Can't find the crafting recipes for the ammo :(
Quantum Fox 11 月 3 日 上午 8:08 
Can we make it so that they can switch firing modes? Full automatic is too laggy.
PersonPerson 10 月 23 日 上午 6:19 
high explosive only works on indirect turrets, doesn't seem to detonate even when it hits walls in direct mode
PersonPerson 10 月 23 日 上午 2:39 
High explosive doesn't seem to explode, huh
The Shitter 10 月 21 日 下午 4:00 
I LOVE THIS MOD
Omnissiya 9 月 25 日 上午 5:27 
Hi! First of all, thanks a lot for the awesome mod and all the work you've put into it!
I’ve encountered a small issue: when using the Simplified Ammunition system in Combat Extended, there are no compatible shells for the 57mm and 37mm calibers.
As a result, weapons like the 2A37 and AK-725 can't be loaded or used.

Would be great if support for these calibers could be added under the simplified ammo system. Thanks again!
Zentradi 9 月 24 日 下午 7:36 
thank you so much
MikeisaGoob 9 月 13 日 上午 7:03 
Thats sick actually
amaoto  [作者] 9 月 12 日 下午 11:51 
Its pretty much mostly for nighttime combat without nightvision. I added it just because it looks cool XD
MikeisaGoob 9 月 9 日 下午 7:50 
What do the 75mm flares do?
Highwayman 9 月 1 日 下午 3:57 
these things will be PERFECT to bolt onto a gravship. i'm gonna show these ♥♥♥♥♥♥♥ tribals what the 180mm hellstorm from a MK - 2 feels like.
gumby 8 月 19 日 上午 10:41 
my favorite method of wealth control, thank you
vanillaification 8 月 19 日 上午 7:26 
WE ARE SO ♥♥♥♥♥♥♥ BACK
amaoto  [作者] 8 月 19 日 上午 4:11 
updated for 1.6, made some changes to turret behaviors. Might have forgot something so please report anything thats problematic
DEADSHOOT 8 月 14 日 上午 3:56 
@amaoto <З <З <З
amaoto  [作者] 8 月 13 日 下午 10:27 
Will update soon.

@KDOSIS, iirc I already added CIWS for AK725 and 2A37
@Mr.Wireman, expecting balance when using Naval cannons on small targets seem... odd lol
KDOSIS 8 月 3 日 上午 4:23 
Pls update the mod bro :steamsad: + Add CIWS possibilities for AK-725 and 2A37 pls
DEADSHOOT 7 月 26 日 下午 2:35 
Bro we need you. rimworld and hightfleet merged in dlc and ce opens up new possibilities. Waiting for you in 1.6.
Mr.Wireman 7 月 12 日 下午 7:41 
So cool for my Gravships, but yeah.. Not very balanced when 1 turret can take out max Mech raids :steamhappy:
Zentradi 7 月 9 日 上午 10:02 
any plans for 1.6 once things settle a bit?
Aizuki 7 月 1 日 下午 11:35 
that sad, i really want this without CE ... dont care bout ammo type but this can pair with reel's ammo loader
avali gaming 6 月 7 日 下午 2:21 
is there any chance of making this thing compatible in some way with SOS2 so i can rip my enemy's ships to shreds with a 6 barrelled 180mm cannon instead of the base options?
Legio Athanatos 6 月 6 日 上午 2:17 
Hi! I have observed that the 2A37, AK-725 and Twin 2A37 (Direct Fire ver.) can't seem to fire from from an Embrasure (1 cell distance).

On the other hand, the 100mm, 130mm, 180mm cannons and 220mm Rocket (Direct Fire Ver.) can do so without issues.
lego116 5 月 28 日 上午 8:48 
@amaoto Ah ok I understand, maybe one day ill have to give CE a proper go and try it.
amaoto  [作者] 5 月 28 日 上午 1:09 
A lot of the core mechanics used are based on combat extended's ammunition system.
If I were to change/remove that requirement I'd have to cull a lot of the ammo types.
ie Airburst shells, Autoloaders, Flare Launchers, and the new CIWS system would be the main removals.
Could just make do with HE and Incendiary shells, but support would be severely limited as I really dont play without Combat Extended. Its like how other modders dont make CE patches because they dont use it.
lego116 5 月 27 日 上午 9:41 
Im assuming its already been asked, but do you think we could get a non CE version? This mod looks really cool and id love to be able to use it without CE.
Quantum Fox 5 月 13 日 上午 4:23 
That's only if the speed is high enough.
amaoto  [作者] 5 月 13 日 上午 4:18 
Its doable... but the way CIWS is now, its bound to miss A LOT. If the CE devs ever make an area of effect or allow higher % to hit, then yes
Quantum Fox 5 月 13 日 上午 4:12 
ClWS 100mm 180mmWill there be?
amaoto  [作者] 5 月 13 日 上午 3:20 
Even if I did implement AP rounds, the steel costs are still the same...
I always use Combat Extended's balance spreadsheets on ever mod I have that adds custom ammunition. But if you just want a solid AP bullet, it is doable
Quantum Fox 5 月 12 日 下午 10:54 
I think we need AP rounds.
amaoto  [作者] 5 月 12 日 上午 6:22 
@Quantum Fox
CIWS capability added to 2A37 and AK725 (Only direct fire turrets). Check changelog for list of changes
Index Cheshire 5 月 11 日 下午 10:06 
okay hear me out

Highfleet vehicle map with this mod would be amazing
Quantum Fox 5 月 11 日 上午 5:27 
CIWS 出了
amaoto  [作者] 3 月 27 日 上午 1:47 
as long as the tile the turret occupies is within 1 tile range (diagonally included) of the autoloader, it will feed ammo into the turret. Do note that the turret needs to be not being manually loaded by pawns in order for the autoloader to work and also requires the turret and the autoloader to have matching ammo inside of it.
Samury242 3 月 26 日 下午 4:07 
When the autoloaders say they feed ammo into nearby turrets, how close exactly is "nearby"?