RimWorld

RimWorld

Highfleet Turrets
132 Comments
Quantum Fox 11 hours ago 
hi CE 57x348mmSR and Your 57x348mmSR There was a conflict
Quantum Fox 12 hours ago 
Not enough squares to get to radius 128. Max is 119

A220
PersonPerson 22 hours ago 
We can't craft the ammo
PersonPerson 4 Nov @ 9:17pm 
Can't find the crafting recipes for the ammo :(
Quantum Fox 3 Nov @ 8:08am 
Can we make it so that they can switch firing modes? Full automatic is too laggy.
PersonPerson 23 Oct @ 6:19am 
high explosive only works on indirect turrets, doesn't seem to detonate even when it hits walls in direct mode
PersonPerson 23 Oct @ 2:39am 
High explosive doesn't seem to explode, huh
The Shitter 21 Oct @ 4:00pm 
I LOVE THIS MOD
Omnissiya 25 Sep @ 5:27am 
Hi! First of all, thanks a lot for the awesome mod and all the work you've put into it!
I’ve encountered a small issue: when using the Simplified Ammunition system in Combat Extended, there are no compatible shells for the 57mm and 37mm calibers.
As a result, weapons like the 2A37 and AK-725 can't be loaded or used.

Would be great if support for these calibers could be added under the simplified ammo system. Thanks again!
Zentradi 24 Sep @ 7:36pm 
thank you so much
MikeisaGoob 13 Sep @ 7:03am 
Thats sick actually
amaoto  [author] 12 Sep @ 11:51pm 
Its pretty much mostly for nighttime combat without nightvision. I added it just because it looks cool XD
MikeisaGoob 9 Sep @ 7:50pm 
What do the 75mm flares do?
Highwayman 1 Sep @ 3:57pm 
these things will be PERFECT to bolt onto a gravship. i'm gonna show these ♥♥♥♥♥♥♥ tribals what the 180mm hellstorm from a MK - 2 feels like.
gumby 19 Aug @ 10:41am 
my favorite method of wealth control, thank you
vanillaification 19 Aug @ 7:26am 
WE ARE SO ♥♥♥♥♥♥♥ BACK
amaoto  [author] 19 Aug @ 4:11am 
updated for 1.6, made some changes to turret behaviors. Might have forgot something so please report anything thats problematic
DEADSHOOT 14 Aug @ 3:56am 
@amaoto <З <З <З
amaoto  [author] 13 Aug @ 10:27pm 
Will update soon.

@KDOSIS, iirc I already added CIWS for AK725 and 2A37
@Mr.Wireman, expecting balance when using Naval cannons on small targets seem... odd lol
KDOSIS 3 Aug @ 4:23am 
Pls update the mod bro :steamsad: + Add CIWS possibilities for AK-725 and 2A37 pls
DEADSHOOT 26 Jul @ 2:35pm 
Bro we need you. rimworld and hightfleet merged in dlc and ce opens up new possibilities. Waiting for you in 1.6.
Mr.Wireman 12 Jul @ 7:41pm 
So cool for my Gravships, but yeah.. Not very balanced when 1 turret can take out max Mech raids :steamhappy:
Zentradi 9 Jul @ 10:02am 
any plans for 1.6 once things settle a bit?
Aizuki 1 Jul @ 11:35pm 
that sad, i really want this without CE ... dont care bout ammo type but this can pair with reel's ammo loader
avali gaming 7 Jun @ 2:21pm 
is there any chance of making this thing compatible in some way with SOS2 so i can rip my enemy's ships to shreds with a 6 barrelled 180mm cannon instead of the base options?
Legio Athanatos 6 Jun @ 2:17am 
Hi! I have observed that the 2A37, AK-725 and Twin 2A37 (Direct Fire ver.) can't seem to fire from from an Embrasure (1 cell distance).

On the other hand, the 100mm, 130mm, 180mm cannons and 220mm Rocket (Direct Fire Ver.) can do so without issues.
lego116 28 May @ 8:48am 
@amaoto Ah ok I understand, maybe one day ill have to give CE a proper go and try it.
amaoto  [author] 28 May @ 1:09am 
A lot of the core mechanics used are based on combat extended's ammunition system.
If I were to change/remove that requirement I'd have to cull a lot of the ammo types.
ie Airburst shells, Autoloaders, Flare Launchers, and the new CIWS system would be the main removals.
Could just make do with HE and Incendiary shells, but support would be severely limited as I really dont play without Combat Extended. Its like how other modders dont make CE patches because they dont use it.
lego116 27 May @ 9:41am 
Im assuming its already been asked, but do you think we could get a non CE version? This mod looks really cool and id love to be able to use it without CE.
Quantum Fox 13 May @ 4:23am 
That's only if the speed is high enough.
amaoto  [author] 13 May @ 4:18am 
Its doable... but the way CIWS is now, its bound to miss A LOT. If the CE devs ever make an area of effect or allow higher % to hit, then yes
Quantum Fox 13 May @ 4:12am 
ClWS 100mm 180mmWill there be?
amaoto  [author] 13 May @ 3:20am 
Even if I did implement AP rounds, the steel costs are still the same...
I always use Combat Extended's balance spreadsheets on ever mod I have that adds custom ammunition. But if you just want a solid AP bullet, it is doable
Quantum Fox 12 May @ 10:54pm 
I think we need AP rounds.
amaoto  [author] 12 May @ 6:22am 
@Quantum Fox
CIWS capability added to 2A37 and AK725 (Only direct fire turrets). Check changelog for list of changes
Index Cheshire 11 May @ 10:06pm 
okay hear me out

Highfleet vehicle map with this mod would be amazing
Quantum Fox 11 May @ 5:27am 
CIWS 出了
amaoto  [author] 27 Mar @ 1:47am 
as long as the tile the turret occupies is within 1 tile range (diagonally included) of the autoloader, it will feed ammo into the turret. Do note that the turret needs to be not being manually loaded by pawns in order for the autoloader to work and also requires the turret and the autoloader to have matching ammo inside of it.
Samury242 26 Mar @ 4:07pm 
When the autoloaders say they feed ammo into nearby turrets, how close exactly is "nearby"?
DEADSHOOT 23 Mar @ 10:58pm 
@amaoto Dude, I do not know if anyone has told you this, but your work is amazing. It is she who encourages you to play RIM, even if she gets bored)

Keep up the good work. I respect you.
amaoto  [author] 23 Mar @ 5:36am 
@Deadshoot, nothing, it should home in on its own once the turret acquires a target

@Aristarchus, Sadly its due to the high amount of fragments spawned. I turned off the limit in the spreadsheet calculations thats why it happened. Youre better off using the Incendiary/Thermobaric ammo type instead.

@Aizuki, ♥♥♥♥, I might need to redo the calculations for the ammo as I wasnt aware that the spreadsheet for ammo calculations was updated. Indirect fire is for those who want their artillery to shoot upwards and go over obstacles.

@D3K43, ♥♥♥♥ will fix in the next update
@saint brutal, No... not *yet*. Am waiting for CE's CIWS implementation to be finished
DEADSHOOT 5 Mar @ 8:18am 
And with what do you need to "direct" the projectiles? (Laser guided)
Cumposter 11 Feb @ 9:25am 
Thank you, comrade!
Gbedraws_8 23 Jan @ 2:03pm 
Can't find the guns
Aristarchus 17 Jan @ 2:20am 
the turrets kept crashing my game, I shot a crowd with 220mm rockets and the 180 shells, then after few second rimworld crashed.
Aizuki 26 Dec, 2024 @ 7:57pm 
dunno why but the 37mm ate a lot of my component , it only made 25 bullets each and i need to fill up 1000 for turret and little i only know, i can only made 200 bullets without any component left
Aizuki 22 Dec, 2024 @ 5:28am 
whats Indirect Turret for?
D3K43 12 Nov, 2024 @ 1:56pm 
For some reason the autoloaders are available to build even starting as tribals. Was this intentional?
saintbrutal 12 Nov, 2024 @ 12:50pm 
are any of these able to shoot down drop pods and mortars?
D3K43 15 Oct, 2024 @ 6:14am 
Okay, then just list the recipe for the most basic type of each ammunition. The default, if you will. Please and thank you.