diff --git a/Gamemode Mods/Starcore_Pointslist/Data/Scripts/Additions/PointAdditions.cs b/Gamemode Mods/Starcore_Pointslist/Data/Scripts/Additions/PointAdditions.cs
index f8c6f129b..d8a98346b 100644
--- a/Gamemode Mods/Starcore_Pointslist/Data/Scripts/Additions/PointAdditions.cs
+++ b/Gamemode Mods/Starcore_Pointslist/Data/Scripts/Additions/PointAdditions.cs
@@ -705,8 +705,8 @@ internal class PointAdditions : MySessionComponentBase
["QuadBofor"] = 80,
["TorpTestBuidl"] = 350,
["16InchTriple"] = 350,
- ["15cmTbtsKC36T"] = 150,
- ["15cmTbtsKC36"] = 150,
+ ["15cm45Casemate"] = 225,
+ ["15Cm55TwinCasemate"] = 225,
["203mmTwin"] = 225,
["203mmTriple"] = 225,
["TorpBarbette"] = 500,
diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/15Cm55TwinCasemate.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/15Cm55TwinCasemate.sbc
index 10455dc6d..9e4e8a62b 100644
--- a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/15Cm55TwinCasemate.sbc
+++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/15Cm55TwinCasemate.sbc
@@ -9,7 +9,7 @@
[FAS] Graf Zeppelin
[Turret Range: 5000]
- [Reload: 3 Seconds/Barrel]
+ [Reload: 1.6 Seconds/Barrel]
[Ammo Types: HE | AP]
[Shell Range: 7km]
diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/15cm45Casemate.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/15cm45Casemate.sbc
index a7d404b53..de0cc2e58 100644
--- a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/15cm45Casemate.sbc
+++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/15cm45Casemate.sbc
@@ -9,7 +9,7 @@
[FAS] Baden
[Turret Range: 5000]
- [Reload: 3 Seconds/Barrel]
+ [Reload: 1.6 Seconds/Barrel]
[Ammo Types: HE | AP]
[Shell Range: 7km]
diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Triple.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Triple.sbc
index 04e918f3f..a07de6b1f 100644
--- a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Triple.sbc
+++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Triple.sbc
@@ -9,7 +9,7 @@
[FAS] Des Moines
[Turret Range: 5000]
- [Reload: 3 Seconds/Barrel]
+ [Reload: 1.6 Seconds/Barrel]
[Ammo Types: HE | AP]
[Shell Range: 7km]
diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Twin.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Twin.sbc
index d15636517..50380cc20 100644
--- a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Twin.sbc
+++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Twin.sbc
@@ -9,7 +9,7 @@
[FAS] Hipper
[Turret Range: 5000]
- [Reload: 3 Seconds/Barrel]
+ [Reload: 1.6 Seconds/Barrel]
[Ammo Types: HE | AP]
[Shell Range: 7km]
diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/4_5Inch45.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/4_5Inch45.sbc
index ae6764780..fe19ac671 100644
--- a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/4_5Inch45.sbc
+++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/4_5Inch45.sbc
@@ -9,7 +9,7 @@
[FAS] Dido
[Turret Range: 4000]
- [Reload: 1.5 Seconds/Barrel]
+ [Reload: 1 Seconds/Barrel]
[Ammo Types: HE | SAP]
[Shell Range: 5km]
diff --git a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/5InchQF.sbc b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/5InchQF.sbc
index ba49f1bdb..4b7085fb0 100644
--- a/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/5InchQF.sbc
+++ b/Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/5InchQF.sbc
@@ -9,7 +9,7 @@
[FAS] Montana
[Turret Range: 4000]
- [Reload: 1.5 Seconds/Barrel]
+ [Reload: 1 Seconds/Barrel]
[Ammo Types: HE | SAP]
[Shell Range: 5km]
diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Cubeblocks.sbc b/Weapon Mods/TaitMod_Fletcher/Data/Cubeblocks.sbc
index a58a04132..2c30d1220 100644
--- a/Weapon Mods/TaitMod_Fletcher/Data/Cubeblocks.sbc
+++ b/Weapon Mods/TaitMod_Fletcher/Data/Cubeblocks.sbc
@@ -726,7 +726,7 @@
[FAS] Atlanta
[Turret Range: 4000]
- [Reload: 1.5 Seconds/Barrel]
+ [Reload: 1 Seconds/Barrel]
[Ammo Types: HE | SAP]
[Shell Range: 5km]
@@ -802,7 +802,7 @@
[FAS] Benson
[Turret Range: 4000]
- [Reload: 1.5 Seconds/Barrel]
+ [Reload: 1 Seconds/Barrel]
[Ammo Types: HE | SAP]
[Shell Range: 5km]
@@ -877,7 +877,7 @@
[FAS] Fletcher
[Turret Range: 4000]
- [Reload: 1.5 Seconds/Barrel]
+ [Reload: 1 Seconds/Barrel]
[Ammo Types: HE | SAP]
[Shell Range: 5km]
@@ -960,7 +960,7 @@
[FAS] Helena
[Turret Range: 4000]
- [Reload: 1.5 Seconds/Barrel]
+ [Reload: 1 Seconds/Barrel]
[Ammo Types: HE | SAP]
[Shell Range: 5km]
diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/508AP.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/508AP.cs
index 8099547c0..162632e08 100644
--- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/508AP.cs
+++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Large Calibre/508AP.cs
@@ -53,7 +53,7 @@ partial class Parts
},
ObjectsHit = new ObjectsHitDef
{
- MaxObjectsHit = 6, // Limits the number of entities (grids, players, projectiles) the projectile can penetrate; 0 = unlimited.
+ MaxObjectsHit = 10, // Limits the number of entities (grids, players, projectiles) the projectile can penetrate; 0 = unlimited.
CountBlocks = true, // Counts individual blocks, not just entities hit.
},
Fragment = new FragmentDef // Formerly known as Shrapnel. Spawns specified ammo fragments on projectile death (via hit or detonation).
diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark12.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark12.cs
index cc721d7af..956267ef5 100644
--- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark12.cs
+++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark12.cs
@@ -131,7 +131,7 @@ partial class Parts {
HeatSinkRate = 9000000, // Amount of heat lost per second.
DegradeRof = false, // Progressively lower rate of fire when over 80% heat threshold (80% of max heat).
ShotsInBurst = 1, // Use this if you don't want the weapon to fire an entire physical magazine in one go. Should not be more than your magazine capacity.
- DelayAfterBurst = 75, // How long to spend "reloading" after each burst. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
+ DelayAfterBurst = 60, // How long to spend "reloading" after each burst. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
FireFull = false, // Whether the weapon should fire the full magazine (or the full burst instead if ShotsInBurst > 0), even if the target is lost or the player stops firing prematurely.
GiveUpAfter = false, // Whether the weapon should drop its current target and reacquire a new target after finishing its magazine or burst.
BarrelSpinRate = 0, // Visual only, 0 disables and uses RateOfFire.
diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark24.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark24.cs
index f474702c3..9e6ddb947 100644
--- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark24.cs
+++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark24.cs
@@ -131,7 +131,7 @@ partial class Parts {
HeatSinkRate = 9000000, // Amount of heat lost per second.
DegradeRof = false, // Progressively lower rate of fire when over 80% heat threshold (80% of max heat).
ShotsInBurst = 1, // Use this if you don't want the weapon to fire an entire physical magazine in one go. Should not be more than your magazine capacity.
- DelayAfterBurst = 75, // How long to spend "reloading" after each burst. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
+ DelayAfterBurst = 60, // How long to spend "reloading" after each burst. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
FireFull = false, // Whether the weapon should fire the full magazine (or the full burst instead if ShotsInBurst > 0), even if the target is lost or the player stops firing prematurely.
GiveUpAfter = false, // Whether the weapon should drop its current target and reacquire a new target after finishing its magazine or burst.
BarrelSpinRate = 0, // Visual only, 0 disables and uses RateOfFire.
diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark32.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark32.cs
index 6d379263a..1c54354d5 100644
--- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark32.cs
+++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark32.cs
@@ -132,7 +132,7 @@ partial class Parts {
HeatSinkRate = 9000000, // Amount of heat lost per second.
DegradeRof = false, // Progressively lower rate of fire when over 80% heat threshold (80% of max heat).
ShotsInBurst = 1, // Use this if you don't want the weapon to fire an entire physical magazine in one go. Should not be more than your magazine capacity.
- DelayAfterBurst = 75, // How long to spend "reloading" after each burst. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
+ DelayAfterBurst = 60, // How long to spend "reloading" after each burst. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
FireFull = false, // Whether the weapon should fire the full magazine (or the full burst instead if ShotsInBurst > 0), even if the target is lost or the player stops firing prematurely.
GiveUpAfter = false, // Whether the weapon should drop its current target and reacquire a new target after finishing its magazine or burst.
BarrelSpinRate = 0, // Visual only, 0 disables and uses RateOfFire.
diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark56.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark56.cs
index 255f2287b..4a650f09f 100644
--- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark56.cs
+++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/127mmMark56.cs
@@ -127,7 +127,7 @@ partial class Parts {
HeatSinkRate = 9000000, // Amount of heat lost per second.
DegradeRof = false, // Progressively lower rate of fire when over 80% heat threshold (80% of max heat).
ShotsInBurst = 1, // Use this if you don't want the weapon to fire an entire physical magazine in one go. Should not be more than your magazine capacity.
- DelayAfterBurst = 75, // How long to spend "reloading" after each burst. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
+ DelayAfterBurst = 60, // How long to spend "reloading" after each burst. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
FireFull = false, // Whether the weapon should fire the full magazine (or the full burst instead if ShotsInBurst > 0), even if the target is lost or the player stops firing prematurely.
GiveUpAfter = false, // Whether the weapon should drop its current target and reacquire a new target after finishing its magazine or burst.
BarrelSpinRate = 0, // Visual only, 0 disables and uses RateOfFire.
diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/152mmTripleUSI127mmCON.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/152mmTripleUSI127mmCON.cs
index e86995807..e7e054c03 100644
--- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/152mmTripleUSI127mmCON.cs
+++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/152mmTripleUSI127mmCON.cs
@@ -135,7 +135,7 @@ partial class Parts {
HeatSinkRate = 9000000, // Amount of heat lost per second.
DegradeRof = false, // Progressively lower rate of fire when over 80% heat threshold (80% of max heat).
ShotsInBurst = 1, // Use this if you don't want the weapon to fire an entire physical magazine in one go. Should not be more than your magazine capacity.
- DelayAfterBurst = 75, // How long to spend "reloading" after each burst. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
+ DelayAfterBurst = 60, // How long to spend "reloading" after each burst. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
FireFull = false, // Whether the weapon should fire the full magazine (or the full burst instead if ShotsInBurst > 0), even if the target is lost or the player stops firing prematurely.
GiveUpAfter = false, // Whether the weapon should drop its current target and reacquire a new target after finishing its magazine or burst.
BarrelSpinRate = 0, // Visual only, 0 disables and uses RateOfFire.
diff --git a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/4_5 inch Mark II.cs b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/4_5 inch Mark II.cs
index 171341262..7d37dbe8f 100644
--- a/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/4_5 inch Mark II.cs
+++ b/Weapon Mods/TaitMod_Fletcher/Data/Scripts/CoreParts/Small Calibre/4_5 inch Mark II.cs
@@ -1,89 +1,89 @@
-using static Scripts.Structure;
-using static Scripts.Structure.WeaponDefinition;
-using static Scripts.Structure.WeaponDefinition.ModelAssignmentsDef;
-using static Scripts.Structure.WeaponDefinition.HardPointDef;
-using static Scripts.Structure.WeaponDefinition.HardPointDef.Prediction;
-using static Scripts.Structure.WeaponDefinition.TargetingDef.BlockTypes;
-using static Scripts.Structure.WeaponDefinition.TargetingDef.Threat;
-using static Scripts.Structure.WeaponDefinition.HardPointDef.HardwareDef;
-using static Scripts.Structure.WeaponDefinition.HardPointDef.HardwareDef.HardwareType;
-
-namespace Scripts {
- partial class Parts {
- // Don't edit above this line
- WeaponDefinition FA4InchMk2 => new WeaponDefinition
- {
- Assignments = new ModelAssignmentsDef
- {
- MountPoints = new[] {
- new MountPointDef {
- SubtypeId = "4_5Inch45", // Block Subtypeid. Your Cubeblocks contain this information
- SpinPartId = "", // For weapons with a spinning barrel such as Gatling Guns. Subpart_Boomsticks must be written as Boomsticks.
- MuzzlePartId = "MissileTurretBarrels", // The subpart where your muzzle empties are located. This is often the elevation subpart. Subpart_Boomsticks must be written as Boomsticks.
- AzimuthPartId = "MissileTurretBase1", // Your Rotating Subpart, the bit that moves sideways.
- ElevationPartId = "MissileTurretBarrels", // Your Elevating Subpart, that bit that moves up.
- DurabilityMod = 0.25f, // GeneralDamageMultiplier, 0.25f = 25% damage taken.
- IconName = "TestIcon.dds" // Overlay for block inventory slots, like reactors, refineries, etc.
- },
-
- },
- Muzzles = new[] {
- "muzzle_missile_1",
- "muzzle_missile_2",
-
-
- },
- Ejector = "", // Optional; empty from which to eject "shells" if specified.
- Scope = "camera", // Where line of sight checks are performed from. Must be clear of block collision.
+using static Scripts.Structure;
+using static Scripts.Structure.WeaponDefinition;
+using static Scripts.Structure.WeaponDefinition.ModelAssignmentsDef;
+using static Scripts.Structure.WeaponDefinition.HardPointDef;
+using static Scripts.Structure.WeaponDefinition.HardPointDef.Prediction;
+using static Scripts.Structure.WeaponDefinition.TargetingDef.BlockTypes;
+using static Scripts.Structure.WeaponDefinition.TargetingDef.Threat;
+using static Scripts.Structure.WeaponDefinition.HardPointDef.HardwareDef;
+using static Scripts.Structure.WeaponDefinition.HardPointDef.HardwareDef.HardwareType;
+
+namespace Scripts {
+ partial class Parts {
+ // Don't edit above this line
+ WeaponDefinition FA4InchMk2 => new WeaponDefinition
+ {
+ Assignments = new ModelAssignmentsDef
+ {
+ MountPoints = new[] {
+ new MountPointDef {
+ SubtypeId = "4_5Inch45", // Block Subtypeid. Your Cubeblocks contain this information
+ SpinPartId = "", // For weapons with a spinning barrel such as Gatling Guns. Subpart_Boomsticks must be written as Boomsticks.
+ MuzzlePartId = "MissileTurretBarrels", // The subpart where your muzzle empties are located. This is often the elevation subpart. Subpart_Boomsticks must be written as Boomsticks.
+ AzimuthPartId = "MissileTurretBase1", // Your Rotating Subpart, the bit that moves sideways.
+ ElevationPartId = "MissileTurretBarrels", // Your Elevating Subpart, that bit that moves up.
+ DurabilityMod = 0.25f, // GeneralDamageMultiplier, 0.25f = 25% damage taken.
+ IconName = "TestIcon.dds" // Overlay for block inventory slots, like reactors, refineries, etc.
+ },
+
+ },
+ Muzzles = new[] {
+ "muzzle_missile_1",
+ "muzzle_missile_2",
+
+
+ },
+ Ejector = "", // Optional; empty from which to eject "shells" if specified.
+ Scope = "camera", // Where line of sight checks are performed from. Must be clear of block collision.
},
- Targeting = new TargetingDef
- {
- Threats = new[] {
- Grids,Projectiles, // Types of threat to engage: Grids, Projectiles, Characters, Meteors, Neutrals
- },
- SubSystems = new[] {
- Thrust, Utility, Offense, Power, Production, Any, // Subsystem targeting priority: Offense, Utility, Power, Production, Thrust, Jumping, Steering, Any
- },
- ClosestFirst = true, // Tries to pick closest targets first (blocks on grids, projectiles, etc...).
- IgnoreDumbProjectiles = false, // Don't fire at non-smart projectiles.
- LockedSmartOnly = false, // Only fire at smart projectiles that are locked on to parent grid.
- MinimumDiameter = 0, // Minimum radius of threat to engage.
- MaximumDiameter = 0, // Maximum radius of threat to engage; 0 = unlimited.
- MaxTargetDistance = 4000, // Maximum distance at which targets will be automatically shot at; 0 = unlimited.
- MinTargetDistance = 0, // Minimum distance at which targets will be automatically shot at.
- TopTargets = 4, // Maximum number of targets to randomize between; 0 = unlimited.
- TopBlocks = 8, // Maximum number of blocks to randomize between; 0 = unlimited.
- StopTrackingSpeed = 0, // Do not track threats traveling faster than this speed; 0 = unlimited.
- },
- HardPoint = new HardPointDef
- {
- PartName = "4.5 Inch Mark 12 Remodel", // Name of the weapon in terminal, should be unique for each weapon definition that shares a SubtypeId (i.e. multiweapons).
+ Targeting = new TargetingDef
+ {
+ Threats = new[] {
+ Grids,Projectiles, // Types of threat to engage: Grids, Projectiles, Characters, Meteors, Neutrals
+ },
+ SubSystems = new[] {
+ Thrust, Utility, Offense, Power, Production, Any, // Subsystem targeting priority: Offense, Utility, Power, Production, Thrust, Jumping, Steering, Any
+ },
+ ClosestFirst = true, // Tries to pick closest targets first (blocks on grids, projectiles, etc...).
+ IgnoreDumbProjectiles = false, // Don't fire at non-smart projectiles.
+ LockedSmartOnly = false, // Only fire at smart projectiles that are locked on to parent grid.
+ MinimumDiameter = 0, // Minimum radius of threat to engage.
+ MaximumDiameter = 0, // Maximum radius of threat to engage; 0 = unlimited.
+ MaxTargetDistance = 4000, // Maximum distance at which targets will be automatically shot at; 0 = unlimited.
+ MinTargetDistance = 0, // Minimum distance at which targets will be automatically shot at.
+ TopTargets = 4, // Maximum number of targets to randomize between; 0 = unlimited.
+ TopBlocks = 8, // Maximum number of blocks to randomize between; 0 = unlimited.
+ StopTrackingSpeed = 0, // Do not track threats traveling faster than this speed; 0 = unlimited.
+ },
+ HardPoint = new HardPointDef
+ {
+ PartName = "4.5 Inch Mark 12 Remodel", // Name of the weapon in terminal, should be unique for each weapon definition that shares a SubtypeId (i.e. multiweapons).
DeviateShotAngle = 0.25f, // Projectile inaccuracy in degrees.
AimingTolerance = 1f, // How many degrees off target a turret can fire at. 0 - 180 firing angle.
AimLeadingPrediction = Advanced, // 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 - while a target is available.
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.
-
- Ui = new UiDef
- {
- RateOfFire = false, // Enables terminal slider for changing rate of fire.
- DamageModifier = false, // Enables terminal slider for changing damage per shot.
- ToggleGuidance = false, // Enables terminal option to disable smart projectile guidance.
- EnableOverload = false, // Enables terminal option to turn on Overload; this allows energy weapons to double damage per shot, at the cost of quadrupled power draw and heat gain, and 2% self damage on overheat.
- },
- Ai = new AiDef
- {
- TrackTargets = true, // Whether this weapon tracks its own targets, or (for multiweapons) relies on the weapon with PrimaryTracking enabled for target designation. Turrets Need this set to True.
- TurretAttached = true, // Whether this weapon is a turret and should have the UI and API options for such. Turrets Need this set to True.
- TurretController = true, // Whether this weapon can physically control the turret's movement. Turrets Need this set to True.
- PrimaryTracking = true, // For multiweapons: whether this weapon should designate targets for other weapons on the platform without their own tracking.
- LockOnFocus = false, // If enabled, weapon will only fire at targets that have been HUD selected AND locked onto by pressing Numpad 0.
- SuppressFire = false, // If enabled, weapon can only be fired manually.
- OverrideLeads = false, // Disable target leading on fixed weapons, or allow it for turrets.
- },
- HardWare = new HardwareDef
- {
+ CanShootSubmerged = false, // Whether the weapon can be fired underwater when using WaterMod.
+
+ Ui = new UiDef
+ {
+ RateOfFire = false, // Enables terminal slider for changing rate of fire.
+ DamageModifier = false, // Enables terminal slider for changing damage per shot.
+ ToggleGuidance = false, // Enables terminal option to disable smart projectile guidance.
+ EnableOverload = false, // Enables terminal option to turn on Overload; this allows energy weapons to double damage per shot, at the cost of quadrupled power draw and heat gain, and 2% self damage on overheat.
+ },
+ Ai = new AiDef
+ {
+ TrackTargets = true, // Whether this weapon tracks its own targets, or (for multiweapons) relies on the weapon with PrimaryTracking enabled for target designation. Turrets Need this set to True.
+ TurretAttached = true, // Whether this weapon is a turret and should have the UI and API options for such. Turrets Need this set to True.
+ TurretController = true, // Whether this weapon can physically control the turret's movement. Turrets Need this set to True.
+ PrimaryTracking = true, // For multiweapons: whether this weapon should designate targets for other weapons on the platform without their own tracking.
+ LockOnFocus = false, // If enabled, weapon will only fire at targets that have been HUD selected AND locked onto by pressing Numpad 0.
+ SuppressFire = false, // If enabled, weapon can only be fired manually.
+ OverrideLeads = false, // Disable target leading on fixed weapons, or allow it for turrets.
+ },
+ HardWare = new HardwareDef
+ {
RotateRate = 0.01f, // Max traversal speed of azimuth subpart in radians per tick (0.1 is approximately 360 degrees per second).
ElevateRate = 0.01f, // Max traversal speed of elevation subpart in radians per tick.
MinAzimuth = -180,
@@ -97,26 +97,26 @@ partial class Parts {
FixedOffset = false, // Deprecated.
Offset = Vector(x: 0, y: 0, z: 0), // Offsets the aiming/firing line of the weapon, in metres.
Type = BlockWeapon, // What type of weapon this is; BlockWeapon, HandWeapon, Phantom
- CriticalReaction = new CriticalDef
- {
- Enable = false, // Enables Warhead behaviour.
- DefaultArmedTimer = 120, // Sets default countdown duration.
- PreArmed = false, // Whether the warhead is armed by default when placed. Best left as false.
- TerminalControls = true, // Whether the warhead should have terminal controls for arming and detonation.
- AmmoRound = "", // Optional. If specified, the warhead will always use this ammo on detonation rather than the currently selected ammo.
- },
- },
- Other = new OtherDef
- {
- ConstructPartCap = 0, // Maximum number of blocks with this weapon on a grid; 0 = unlimited.
- RotateBarrelAxis = 0, // For spinning barrels, which axis to spin the barrel around; 0 = none.
- EnergyPriority = 0, // Deprecated.
- MuzzleCheck = false, // Whether the weapon should check LOS from each individual muzzle in addition to the scope.
- Debug = false, // Force enables debug mode.
- RestrictionRadius = 0, // Prevents other blocks of this type from being placed within this distance of the centre of the block.
- CheckInflatedBox = false, // If true, the above distance check is performed from the edge of the block instead of the centre.
- CheckForAnyWeapon = false, // If true, the check will fail if ANY weapon is present, not just weapons of the same subtype.
- },
+ CriticalReaction = new CriticalDef
+ {
+ Enable = false, // Enables Warhead behaviour.
+ DefaultArmedTimer = 120, // Sets default countdown duration.
+ PreArmed = false, // Whether the warhead is armed by default when placed. Best left as false.
+ TerminalControls = true, // Whether the warhead should have terminal controls for arming and detonation.
+ AmmoRound = "", // Optional. If specified, the warhead will always use this ammo on detonation rather than the currently selected ammo.
+ },
+ },
+ Other = new OtherDef
+ {
+ ConstructPartCap = 0, // Maximum number of blocks with this weapon on a grid; 0 = unlimited.
+ RotateBarrelAxis = 0, // For spinning barrels, which axis to spin the barrel around; 0 = none.
+ EnergyPriority = 0, // Deprecated.
+ MuzzleCheck = false, // Whether the weapon should check LOS from each individual muzzle in addition to the scope.
+ Debug = false, // Force enables debug mode.
+ RestrictionRadius = 0, // Prevents other blocks of this type from being placed within this distance of the centre of the block.
+ CheckInflatedBox = false, // If true, the above distance check is performed from the edge of the block instead of the centre.
+ CheckForAnyWeapon = false, // If true, the check will fail if ANY weapon is present, not just weapons of the same subtype.
+ },
Loading = new LoadingDef
{
RateOfFire = 600, // Set this to 3600 for beam weapons. This is how fast your Gun fires.
@@ -132,7 +132,7 @@ partial class Parts {
HeatSinkRate = 9000000, // Amount of heat lost per second.
DegradeRof = false, // Progressively lower rate of fire when over 80% heat threshold (80% of max heat).
ShotsInBurst = 1, // Use this if you don't want the weapon to fire an entire physical magazine in one go. Should not be more than your magazine capacity.
- DelayAfterBurst = 75, // How long to spend "reloading" after each burst. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
+ DelayAfterBurst = 60, // How long to spend "reloading" after each burst. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
FireFull = false, // Whether the weapon should fire the full magazine (or the full burst instead if ShotsInBurst > 0), even if the target is lost or the player stops firing prematurely.
GiveUpAfter = false, // Whether the weapon should drop its current target and reacquire a new target after finishing its magazine or burst.
BarrelSpinRate = 0, // Visual only, 0 disables and uses RateOfFire.
@@ -191,9 +191,9 @@ partial class Parts {
},
Ammos = new[] {
FA5InchShell,FA5SAPShell // Must list all primary, shrapnel, and pattern ammos.
- },
- //Upgrades = UpgradeModules,
- };
- // Don't edit below this line.
- }
-}
+ },
+ //Upgrades = UpgradeModules,
+ };
+ // Don't edit below this line.
+ }
+}