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Original file line number Diff line number Diff line change
Expand Up @@ -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,
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Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@
<DisplayName>[FAS] Graf Zeppelin</DisplayName>
<Description>
[Turret Range: 5000]
[Reload: 3 Seconds/Barrel]
[Reload: 1.6 Seconds/Barrel]

[Ammo Types: HE | AP]
[Shell Range: 7km]
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Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@
<DisplayName>[FAS] Baden</DisplayName>
<Description>
[Turret Range: 5000]
[Reload: 3 Seconds/Barrel]
[Reload: 1.6 Seconds/Barrel]

[Ammo Types: HE | AP]
[Shell Range: 7km]
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2 changes: 1 addition & 1 deletion Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Triple.sbc
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@
<DisplayName>[FAS] Des Moines</DisplayName>
<Description>
[Turret Range: 5000]
[Reload: 3 Seconds/Barrel]
[Reload: 1.6 Seconds/Barrel]

[Ammo Types: HE | AP]
[Shell Range: 7km]
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2 changes: 1 addition & 1 deletion Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Twin.sbc
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@
<DisplayName>[FAS] Hipper</DisplayName>
<Description>
[Turret Range: 5000]
[Reload: 3 Seconds/Barrel]
[Reload: 1.6 Seconds/Barrel]

[Ammo Types: HE | AP]
[Shell Range: 7km]
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2 changes: 1 addition & 1 deletion Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/4_5Inch45.sbc
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@
<DisplayName>[FAS] Dido</DisplayName>
<Description>
[Turret Range: 4000]
[Reload: 1.5 Seconds/Barrel]
[Reload: 1 Seconds/Barrel]

[Ammo Types: HE | SAP]
[Shell Range: 5km]
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2 changes: 1 addition & 1 deletion Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/5InchQF.sbc
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@
<DisplayName>[FAS] Montana </DisplayName>
<Description>
[Turret Range: 4000]
[Reload: 1.5 Seconds/Barrel]
[Reload: 1 Seconds/Barrel]

[Ammo Types: HE | SAP]
[Shell Range: 5km]
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8 changes: 4 additions & 4 deletions Weapon Mods/TaitMod_Fletcher/Data/Cubeblocks.sbc
Original file line number Diff line number Diff line change
Expand Up @@ -726,7 +726,7 @@
<DisplayName>[FAS] Atlanta</DisplayName>
<Description>
[Turret Range: 4000]
[Reload: 1.5 Seconds/Barrel]
[Reload: 1 Seconds/Barrel]

[Ammo Types: HE | SAP]
[Shell Range: 5km]
Expand Down Expand Up @@ -802,7 +802,7 @@
<DisplayName>[FAS] Benson</DisplayName>
<Description>
[Turret Range: 4000]
[Reload: 1.5 Seconds/Barrel]
[Reload: 1 Seconds/Barrel]

[Ammo Types: HE | SAP]
[Shell Range: 5km]
Expand Down Expand Up @@ -877,7 +877,7 @@
<DisplayName>[FAS] Fletcher</DisplayName>
<Description>
[Turret Range: 4000]
[Reload: 1.5 Seconds/Barrel]
[Reload: 1 Seconds/Barrel]

[Ammo Types: HE | SAP]
[Shell Range: 5km]
Expand Down Expand Up @@ -960,7 +960,7 @@
<DisplayName>[FAS] Helena</DisplayName>
<Description>
[Turret Range: 4000]
[Reload: 1.5 Seconds/Barrel]
[Reload: 1 Seconds/Barrel]

[Ammo Types: HE | SAP]
[Shell Range: 5km]
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Original file line number Diff line number Diff line change
Expand Up @@ -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).
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Original file line number Diff line number Diff line change
Expand Up @@ -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.
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Original file line number Diff line number Diff line change
Expand Up @@ -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.
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Original file line number Diff line number Diff line change
Expand Up @@ -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.
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Original file line number Diff line number Diff line change
Expand Up @@ -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.
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Original file line number Diff line number Diff line change
Expand Up @@ -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.
Expand Down
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