diff --git a/Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/selfrepair/selfrepair.cs b/Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/selfrepair/selfrepair.cs index 4de6b91a5..00dbdc145 100644 --- a/Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/selfrepair/selfrepair.cs +++ b/Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/selfrepair/selfrepair.cs @@ -68,7 +68,7 @@ private void DoRepair() // If the grid has an owner, proceed with repair and ownership change. - float repairAmount = 14; //about 1% per triggertick, tested in game. + float repairAmount = 8; //about 3.5% per triggertick at 14, 2% per trigger at 8, tested in game. slimBlock.IncreaseMountLevel(repairAmount, 0L, null, 0f, false, MyOwnershipShareModeEnum.Faction); // Try casting to MyCubeBlock and change the owner. diff --git a/Weapon Mods/Heavy-Assault-Systems/Data/Scripts/CoreParts/Vulcan.cs b/Weapon Mods/Heavy-Assault-Systems/Data/Scripts/CoreParts/Vulcan.cs index ff49f5072..47319bc74 100644 --- a/Weapon Mods/Heavy-Assault-Systems/Data/Scripts/CoreParts/Vulcan.cs +++ b/Weapon Mods/Heavy-Assault-Systems/Data/Scripts/CoreParts/Vulcan.cs @@ -56,9 +56,9 @@ partial class Parts { HardPoint = new HardPointDef { PartName = "R.A.C.-5 Avenger", // Name of the weapon in terminal, should be unique for each weapon definition that shares a SubtypeId (i.e. multiweapons). - DeviateShotAngle = 0.57f, // Projectile inaccuracy in degrees. + DeviateShotAngle = 0.52f, //0.57f //Projectile inaccuracy in degrees. AimingTolerance = 1f, // How many degrees off target a turret can fire at. 0 - 180 firing angle. - AimLeadingPrediction = Basic, // Level of turret aim prediction; Off, Basic, Accurate, Advanced + AimLeadingPrediction = Accurate, // Level of turret aim prediction; Off, Basic, Accurate, Advanced DelayCeaseFire = 0, // Measured in game ticks (6 = 100ms, 60 = 1 second, etc..). Length of time the weapon continues firing after trigger is released. AddToleranceToTracking = false, // Allows turret to track to the edge of the AimingTolerance cone instead of dead centre. CanShootSubmerged = false, // Whether the weapon can be fired underwater when using WaterMod. diff --git a/Weapon Mods/Heavy-Assault-Systems/Data/Scripts/CoreParts/Vulcan_Ammo.cs b/Weapon Mods/Heavy-Assault-Systems/Data/Scripts/CoreParts/Vulcan_Ammo.cs index 489d7b5e9..c43ae332f 100644 --- a/Weapon Mods/Heavy-Assault-Systems/Data/Scripts/CoreParts/Vulcan_Ammo.cs +++ b/Weapon Mods/Heavy-Assault-Systems/Data/Scripts/CoreParts/Vulcan_Ammo.cs @@ -95,8 +95,8 @@ partial class Parts // For the following modifier values: -1 = disabled (higher performance), 0 = no damage, 0.01f = 1% damage, 2 = 200% damage. FallOff = new FallOffDef { - Distance = 4000f, // Distance at which damage begins falling off. - MinMultipler = 0.5f, // Value from 0.0001f to 1f where 0.1f would be a min damage of 10% of base damage. + Distance = 0f, //4000f// Distance at which damage begins falling off. + MinMultipler = 1f, //0.5f // Value from 0.0001f to 1f where 0.1f would be a min damage of 10% of base damage. }, Grids = new GridSizeDef {