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Trying something to make the railgun *ok* again on mod-dev (#1926)
2 parents 5fae61c + e4e540d commit ca4b6ca

3 files changed

Lines changed: 11 additions & 11 deletions

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Weapon Mods/Invalids Vanilla Lobotomizer/Data/CubeBlocks_Weapons_IVL.sbc

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -545,9 +545,9 @@
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<DisplayName>[FLAW] Railgun 2.0</DisplayName>
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<Icon>Textures\GUI\Icons\Cubes\RailGun.dds</Icon>
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<Description>
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10km range Railgun. 5000m/s velocity
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11km range Railgun. 6000m/s velocity
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24Mw Passive Draw, 300Mw Recharge
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Falloff After 6km.
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Falloff After 10km.
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Deals Kinetic Damage.
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</Description>
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<CubeSize>Large</CubeSize>

Weapon Mods/Invalids Vanilla Lobotomizer/Data/Scripts/CoreParts/AmmoTypes.cs

Lines changed: 8 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -2294,7 +2294,7 @@ partial class Parts
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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.
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HybridRound = true, // Use both a physical ammo magazine and energy per shot.
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EnergyCost = 0.2858f, // Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR.
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BaseDamage = 126000f, // Direct damage; one steel plate is worth 100.
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BaseDamage = 126000f, //holy number, not to be changed //Direct damage; one steel plate is worth 100.
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Mass = 277f, // In kilograms; how much force the impact will apply to the target.
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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.
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BackKickForce = 0f, // Recoil. This is applied to the Parent Grid. 21777000f
@@ -2358,7 +2358,7 @@ partial class Parts
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// For the following modifier values: -1 = disabled (higher performance), 0 = no damage, 0.01f = 1% damage, 2 = 200% damage.
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FallOff = new FallOffDef
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{
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Distance = 6000f, // Distance at which damage begins falling off.
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Distance = 10000f, // Distance at which damage begins falling off.
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MinMultipler = 0.75f, // Value from 0.0001f to 1f where 0.1f would be a min damage of 10% of base damage.
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},
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Grids = new GridSizeDef
@@ -2409,10 +2409,10 @@ partial class Parts
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ByBlockHit = new ByBlockHitDef
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{
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Enable = true,
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Radius = 3f, // Meters
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Damage = 10000f, // Damages 4 blocks
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Depth = 1f, // Max depth of AOE effect, in meters. 0=disabled, and AOE effect will reach to a depth of the radius value
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MaxAbsorb = 2500f, // Soft cutoff for damage, except for pooled falloff. If pooled falloff, limits max damage per block.
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Radius = 4f, // Meters
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Damage = 20000f, // Damages 4 blocks
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Depth = 2f, // Max depth of AOE effect, in meters. 0=disabled, and AOE effect will reach to a depth of the radius value
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MaxAbsorb = 5000f, // Soft cutoff for damage, except for pooled falloff. If pooled falloff, limits max damage per block.
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Falloff = Pooled, //.NoFalloff applies the same damage to all blocks in radius
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//.Linear drops evenly by distance from center out to max radius
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//.Curve drops off damage sharply as it approaches the max radius
@@ -2514,8 +2514,8 @@ partial class Parts
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TargetLossTime = 0, // 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
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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.
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AccelPerSec = 0f, // Meters Per Second. This is the spawning Speed of the Projectile, and used by turning.
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DesiredSpeed = 5000, // voxel phasing if you go above 5100
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MaxTrajectory = 10000f, //**MUST** be double of speed for sound to work good.// Max Distance the projectile or beam can Travel.
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DesiredSpeed = 6000, // voxel phasing if you go above 5100
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MaxTrajectory = 12500f, //**MUST** be double of speed for sound to work good.// Max Distance the projectile or beam can Travel.
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DeaccelTime = 0, // 0 is disabled, a value causes the projectile to come to rest overtime, (Measured in game ticks, 60 = 1 second)
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GravityMultiplier = 0f, // Gravity multiplier, influences the trajectory of the projectile, value greater than 0 to enable. Natural Gravity Only.
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SpeedVariance = Random(start: 0, end: 0), // subtracts value from DesiredSpeed. Be warned, you can make your projectile go backwards.

Weapon Mods/Invalids Vanilla Lobotomizer/Data/Scripts/CoreParts/Railguns.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -49,7 +49,7 @@ partial class Parts {
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LockedSmartOnly = false, // Only fire at smart projectiles that are locked on to parent grid.
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MinimumDiameter = 0, // Minimum radius of threat to engage.
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MaximumDiameter = 0, // Maximum radius of threat to engage; 0 = unlimited.
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MaxTargetDistance = 8000, // Maximum distance at which targets will be automatically shot at; 0 = unlimited.
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MaxTargetDistance = 11000, // Maximum distance at which targets will be automatically shot at; 0 = unlimited.
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MinTargetDistance = 0, // Minimum distance at which targets will be automatically shot at.
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TopTargets = 2, // Maximum number of targets to randomize between; 0 = unlimited.
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TopBlocks = 4, // Maximum number of blocks to randomize between; 0 = unlimited.

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