RimWorld

RimWorld

The Dead Man's Switch - Medium Caliber Multi-Purpose AutoCannon Program
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Update: 18 Apr @ 7:56am

Adjusted the position of the Chelydridae's main turret texture.

Update: 18 Apr @ 5:56am

Fixed an issue where the vehicle-mounted M230LF's rounds were incorrectly firing from the rear of the turret. Adjusted the turret's elevation limit in CE environments to prevent excessively large close-range blind zones.

Update: 18 Apr @ 5:17am

Fixed the verbClass error when D-Library is not present.

Update: 18 Apr @ 2:51am

Fixed the issue where the M230LF's rounds on the vehicle were firing from the rear. The turret's close-range blind zone has been increased to a 4-celll radius.

Update: 18 Apr @ 1:34am

The new damage value (Vanilla Environment) for the M230 was calculated as 21.52 (only the bullet damage part, with the explosive damage part remaining unchanged) by dividing the damage of the CE environment 30x113mm BAP by the damage of the 30x165mm AP, then multiplying the resulting ratio by 27 points of damage (the damage of the 2A38M).

Update: 17 Apr @ 7:56pm

Adjusted the pellet dispersion angle of the XM889 shrapnel round to -5°~2°.

Update: 17 Apr @ 6:40am

Fixed incorrect Chinese localization text.

Heads up, this is a fan-made extension, not an official DMS expansion.

Update: 17 Apr @ 6:29am

Heads up, this is a fan-made extension, not an official DMS expansion.

Updated the safety range for proximity fuze. If you want to use the proximity fuze functionality, the D-Functional Ammunition Library is a required pre-mod.

The proximity fuze's(using on XM884(HE) and XM889(Shrapnel)) safety distance is approximately 4 tiles.

If you want the shrapnel rounds to explode in the middle of a crowd, aim a few tiles farther back. The proximity fuze's safety distance is approximately 4 tiles.

Update: 17 Apr @ 6:13am

Fixed the missing sound effect issue for the common XM274. Heads up, this is a fan-made extension, not an official DMS expansion.

For the sake of game balance, I set the weight of the 75mm telescoped ammunition slightly lower than its real-world value (this is to limit the increased load capacity of vehicles. After referencing RimThunder's data, I concluded that main battle tanks in the game should generally not exceed 1500kg in load capacity—this is to prevent combat vehicles from becoming all-purpose units and to restrict ammunition capacity). However, the penetration and volume are accurately represented.

If you carry the D-Functional Ammunition Library in the CE environment, your 75mm shrapnel and high-explosive rounds will gain proximity fuzes. The proximity fuze for the high-explosive rounds is set to detonate at a distance of 0.5 tiles from the target, which means the high-explosive rounds will not fly over the target's head and then off the map. The shrapnel rounds, on the other hand, will detonate approximately 4 tiles in front of the enemy to allow the shrapnel pellets to achieve a better angle of attack.

Additionally, if you have the D-Functional Ammunition Library installed, fragments produced by Shrapnel, PELE, Canister, and APFSDS will no longer have unlimited travel distance. Instead, they will self-destruct after flying a maximum of several dozen tiles. This adjustment makes their behavior more realistic while also moderately limiting the effectiveness of directional fragments.

Update: 15 Apr @ 10:37pm

(This update, as well as earlier ones, do not require your attention.)