Space Engineers
OKI Grande Weapons Pack - Modernized
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Обновление: 1 фев. 2021 г. в 22:21

18. Fixed issue with the 122mm SG Fixed Gun that broke progression tree (this was my bad, related to the fixes to get the 122mm to pull ammo properly). Took the opportunity to adjust the progression tree in general. Should be simpler/less tedious overall with less chance of interfering with other mods.

Basic Assembler (group 0)
->14.5mm SG Fixed Gun (group 2101)
-->14.5mm Turrets

Basic Assembler (group 0)
-> Designators

Assember (group 4)
->50mm SG Fixed Gun (group 2102)
-->50mm Turrets and Stormgun (group 2103)
--->50mm Stormgun Turret

Assembler (group 4)
->122 SG Fixed Gun (group 2104)
-->122 Casemate and Turrets
-->230mm LG Fixed Gun (group 2105)
--->230mm Turret and Casemate (group 2106)
---->230mm Battery

Gravity Generator (group 26)
->Railguns

Missile Launcher (17)
->Tank Turret (group 2107)
-->Heavy Missile Turret

19. Added TieredUpdateTimes to turrets/casemates. This setting tells the game how often to update a block when players are near/far. This should provide a small performance benefit, but hopefully it may solve the issue of turrets not targeting enemies unless first 'awoken' by being controlled/fired manually.

20. Some balance tweaks. When reading accuracy, the number listed is a number of meters that it can miss by at 100m. So 0.25 = it can miss by .25 meters at 100 meters, or by 2.5 meters at 1000 meters.

230mm shell velocity from 400 m/s to 500 m/s
122mm shell velocity from 500 m/s to 400 m/s
122mm shell explosion radius increased from 1 meter to 1.5 meters.
122mm SG Fixed Gun accuracy increased from 0.25 to 0.2 (at 800m, this translates to 1.6m radius firing cone)
122mm tank turret, large grid turret, casemate accuracy increased from 0.5 to 0.25 (at 800m, this translates to 2m radius firing cone)
230mm LG Fixed Gun accuracy increased from 0.5 to 0.2 (3m radius firing cone at 1500m)
230mm broadside and cannon turret accuracy increased from 0.5 to 0.35 (5.25m radius firing cone at 1500m)
230mm cannon turret accuracy increased from 0.76 to 0.5 (7.5m radius firing cone at 1500m)
230mm triple battery accuracy increased from 1.5 to 0.75 (11.25m radius firing cone at 1500m)

Обновление: 27 янв. 2021 г. в 20:24

16. Designator changes. Their description text does not match their actual range, and their actual ranges seem a little too long. Reduced large grid designator max range from 10km to 5km, small grid designator from 3.5km to 2.5km, and changed their descriptions to match. Increased velocity of both designators from 2000 m/s to 2500 m/s.

17. PCU Changes. Vanilla PCU costs are incredibly arbitrary in the first place, but the OKI PCU settings were rather high. I've changed them to the following values. Overall this is a reduction in PCU costs, except for a couple instances where there is a small increase (like the 14.5mm fixed gun going from 70 to 75). These are likely still too high to reflect their actual impact on performance, but it at least puts them largely on par with vanilla weapons.

25
SG Designator

50
LG Designator

75
14.5mm SG Fixed Gun
50mm SG Fixed Gun

125
14.5mm SG Turret
50mm SG Turret
122mm SG Fixed Gun

250
14.5mm LG Turret
50mm LG Turret
122mm LG Casemate
14.5mm SG Tank Turret
50mm SG Tank Turret

500
122mm LG Turret
230mm LG Casemate
50mm LG Stormgun
122mm SG Tank Turret
Missile SG Tank Turret

750
Single 230mm LG Turret
50mm Stormgun LG Turret
Heavy Missile LG Turret

1000
180mm LG Railgun
75mm LG Railgun
Triple 230mm LG Turret

Обновление: 25 янв. 2021 г. в 19:56

1. Add <GeneralDamageMultiplier>0.5</GeneralDamageMultiplier> to all blocks
2. Change Deformation Ratio from 0.2 to 0.4

These changes should increase the overall durability of turrets, especially vs explosive damage.

3. Add InventoryFillFactorMin/Max to all blocks
4. Changed 122 small grid fixed from smallmissilelauncher to smallmissilelauncherreload

These changes should correct the issues with small grid fixed weapons not pulling ammo automatically.

5. Shield mod damage multipliers flattened to to 1.0 (122s and up had 3x to 8x bonus damage vs shields)

Some weapons may receive bonus damage to shields again, or a shield damage penalty, if further balancing is needed, but making them all do true damage to shields should provide a better baseline for testing.

6. 50mm tank and large grid turret to 360 RPM, 6 burst, 2 sec reload (16876 DPM to 30000 DPM)
7. 50mm small grid turret to 180 RPM, 3 burst, 1 sec reload (9000 DPM to 22500 DPM)

50mm was badly underperforming (large grid gatling turret does 67000 DPM, by comparison). Because of deformation damage peculiarities, the per-shot damage of the 50mm cannot be reasonably increased, so it received rate of fire increases instead.

8. 122mm damage from 10000 explosive to 2000 penetrator (5 meters)/2000 explosive (1m radius)/explodes on contact

9. 230mm damage from 48000 explosive to 8500 penetrator (10 meters)
10. 230mm velocity from 250 m/s to 400 m/s
11. 230mm fixed/single/casemate reload from 12 sec to 10 sec, triple battery to 3.333 sec
12. Added hit visual effect for 230mm.

13. 180mm damage from 120000 (5m radius) explosive to 8000 penetrator (7.5 meters)/15000 explosive (3.5m radius)/explodes AFTER penetrating

Explosive damage does not work in a reasonable way (explosive damage is not a pool, but a damage applied in a raycast towards every block caught in the radius - so a single 122mm shell at 10k damage and 1m radius could do up to 70,000 damage in one shot to a large grid). The purely explosive 122, 230, and 180mm have been rebalanced to have much less of their damage come from explosive damage and more of it be dealt via the railgun framework's penetration mechanic (which deals pure damage, that is not affected by deformationratio or generaldamagemultiplier). The 180mm has especially been toned down. 230mm had difficulty applying damage in large grid vs large grid fights, so its shell speed has been increased.

14. Added hit visual effect for 75mm.

Damage was mathematically good, but hits felt underwhelming, added hit effect.

15. Updated railgun framework/API.

Was necessary for adding hit effects and fixing reloading bugs.