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Just a quick update- the problem with handheld weapon mags originates from me making mistakes in code to make mags interchangeble between weapon types (all pistol mags fit all pistols, all rifle mags ffit all rifles)
Currntly this idea is scrapped and we are workking with @Krat3n on new version of the mod!
dont know which language you used to i put it into a translator with autolanguage detection, hope it got the correct one with portugese.
i would recommend keeping with the in the comments mainly used language and the language used inside a mods moddescription.
outgoing from the translation you combined it with weaponcore.
combining this mod with weaponcore wont work at all as they are both touching the same stuff and thus it will break things.
you will need to choose: either use weaponcore and weaponcore based weaponmods or dont use weaponcore and use non weaponcore weapon mods.
Reload period is removed for belt-fed systems, such as gatling guns and autocannons.
I was thinking about making some modifications to the damage related settings, and I wanted to know if I had your permission to modify it a bit and upload it?
Obviously, I'll give you all the credits for the mod, and I'll also include the link to your mod in the description.
If you really want you can slightly increase turret detection and engagement range by using the combat AI block type which boosts it from 800m to about 2.5km
It'd also be cool if tracers matched round's actual position since I ran into an issue with autocannon tracers not lining up with what I'm hitting at extreme range
Also are seeking / guided missiles planned? That's the only thing I'm really missing from other combat mods in this one since this one is really awesome! Thanks for making and continuing to develop this mod!
I've been working on projectile mass lately and reworked projectile speed
But I am struggling with magazines and turett AI ranges
If someone would want to help me- that would be awesome
Please comment, if you're up
Any help would be greatly appreciated
Also it goes without saying that I will add anyone who is helpeng in the authors list
Might also kind of help if we maybe got some sort of long range camera and if turrets had a larger ai aiming radius, including the custom turret controller
also maybe some sort of long range "radar" block that lets lock onto targets far away to provide a lead indicator for extreme long range engagements?
not sure where you get your info from but the M4A1 has a maximum range listed as 3.6km
https://www.globalsecurity.org/military/systems/ground/m4-specs.htm
the game numbers are for simulation purposes and got nought to do with "effective range" and suchlike
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3347172590