diff --git a/Gamemode Mods/Starcore_Pointslist/Data/Scripts/Additions/PointAdditions.cs b/Gamemode Mods/Starcore_Pointslist/Data/Scripts/Additions/PointAdditions.cs index 7d02cb49f..b1aa1e00d 100644 --- a/Gamemode Mods/Starcore_Pointslist/Data/Scripts/Additions/PointAdditions.cs +++ b/Gamemode Mods/Starcore_Pointslist/Data/Scripts/Additions/PointAdditions.cs @@ -188,19 +188,19 @@ internal class PointAdditions : MySessionComponentBase ["LargeBlockSmallHydrogenThrustIndustrial"] = 10, ["HugeHydrogenThruster"] = 200, - ["LargeBlockLargeThrust"] = 20, - ["AQD_LG_IonThrusterL_ArmoredSlope"] = 20, - ["AQD_LG_IonThrusterL_Armored"] = 20, - ["LargeBlockLargeThrustSciFi"] = 20, - ["LargeBlockLargeModularThruster"] = 20, - ["LargeBlockSmallThrust"] = 4, - ["AQD_LG_IonThrusterS_Armored"] = 4, - ["AQD_LG_IonThrusterS_ArmoredSlope"] = 4, - ["LargeBlockSmallThrustSciFi"] = 4, - ["SmallThrustSciFi"] = 4, - ["LargeBlockSmallModularThruster"] = 4, - ["AWGFocusDrive"] = 100, - ["IonHeavyCovered"] = 100, + ["LargeBlockLargeThrust"] = 10, + ["AQD_LG_IonThrusterL_ArmoredSlope"] = 10, + ["AQD_LG_IonThrusterL_Armored"] = 10, + ["LargeBlockLargeThrustSciFi"] = 10, + ["LargeBlockLargeModularThruster"] = 10, + ["LargeBlockSmallThrust"] = 2, + ["AQD_LG_IonThrusterS_Armored"] = 2, + ["AQD_LG_IonThrusterS_ArmoredSlope"] = 2, + ["LargeBlockSmallThrustSciFi"] = 2, + ["SmallThrustSciFi"] = 2, + ["LargeBlockSmallModularThruster"] = 2, + ["AWGFocusDrive"] = 50, + ["IonHeavyCovered"] = 50, ["AWGGG"] = 150, ["AQD_LG_AtmoThrusterS_ArmoredSlopeRev"] = 3, diff --git a/Weapon Mods/Heavy-Assault-Systems/Data/Scripts/CoreParts/Nyx.cs b/Weapon Mods/Heavy-Assault-Systems/Data/Scripts/CoreParts/Nyx.cs index a287ad63d..3c204bb5e 100644 --- a/Weapon Mods/Heavy-Assault-Systems/Data/Scripts/CoreParts/Nyx.cs +++ b/Weapon Mods/Heavy-Assault-Systems/Data/Scripts/CoreParts/Nyx.cs @@ -185,7 +185,7 @@ partial class Parts { }, }, Ammos = new[] { - HAS_Nyx_Ammo, HAS_Nyx_Ammo_Fake, // Must list all primary, shrapnel, and pattern ammos. + HAS_Nyx_Ammo, // Must list all primary, shrapnel, and pattern ammos. }, //Animations = SA_HMI_ERGaussRF_Animation, //Upgrades = UpgradeModules, diff --git a/Weapon Mods/OnyxArmamentCo/Data/Scripts/CoreParts/DeimosPhobos_Ammo.cs b/Weapon Mods/OnyxArmamentCo/Data/Scripts/CoreParts/DeimosPhobos_Ammo.cs index 33d3f2f8c..d754c094d 100644 --- a/Weapon Mods/OnyxArmamentCo/Data/Scripts/CoreParts/DeimosPhobos_Ammo.cs +++ b/Weapon Mods/OnyxArmamentCo/Data/Scripts/CoreParts/DeimosPhobos_Ammo.cs @@ -261,7 +261,7 @@ partial class Parts MaxLifeTime = 0, // 0 is disabled, Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). Please have a value for this, It stops Bad things. AccelPerSec = 0f, // Meters Per Second. This is the spawning Speed of the Projectile, and used by turning. DesiredSpeed = 8000, // voxel phasing if you go above 5100 - MaxTrajectory = 15000f, // Max Distance the projectile or beam can Travel. + MaxTrajectory = 7000f, // Max Distance the projectile or beam can Travel. //FieldTime = 0, // 0 is disabled, a value causes the projectile to come to rest, spawn a field and remain for a time (Measured in game ticks, 60 = 1 second) GravityMultiplier = 0f, // Gravity multiplier, influences the trajectory of the projectile, value greater than 0 to enable. Natural Gravity Only. SpeedVariance = Random(start: 0, end: 0), // subtracts value from DesiredSpeed. Be warned, you can make your projectile go backwards. diff --git a/Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/Plasma Weapons/X-4PlasAmmo.cs b/Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/Plasma Weapons/X-4PlasAmmo.cs index 1ee6a1ef0..d42e3b61a 100644 --- a/Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/Plasma Weapons/X-4PlasAmmo.cs +++ b/Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/Plasma Weapons/X-4PlasAmmo.cs @@ -42,7 +42,7 @@ partial class Parts AmmoMagazine = "PlasAmmo", // SubtypeId of physical ammo magazine. Use "Energy" for weapons without physical ammo. AmmoRound = "Plasma-X", // Name of ammo in terminal, should be different for each ammo type used by the same weapon. HybridRound = true, // Use both a physical ammo magazine and energy per shot. - EnergyCost = 0.4f, //120MW@0.823 //58MW@0.4 // Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR. + EnergyCost = 0.823f, //120MW@0.823 //58MW@0.4 // Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR. BaseDamage = 5000f, // Direct damage; one steel plate is worth 100. Mass = 100f, // In kilograms; how much force the impact will apply to the target. 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.