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Original file line number Diff line number Diff line change
Expand Up @@ -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.
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Expand Up @@ -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.
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Expand Up @@ -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
{
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