RimWorld

RimWorld

Pulsefire Turret (Continued)
45 Comments
Mlie  [author] 18 Dec, 2024 @ 10:36pm 
@DocHolliday I have no gfx skill but you should be able to change the colors locally if you want
DocHolliday 18 Dec, 2024 @ 8:10pm 
Any chance we could get a black or grey version?
pedroekh 24 Jan, 2023 @ 4:53am 
Ok. Thanks
Mlie  [author] 18 Jan, 2023 @ 6:30am 
@pedroekh You should probably report issues with RimmSqol to the author of that mod
pedroekh 18 Jan, 2023 @ 6:22am 
It is weird that I change the cooldown of turrets with RIMMSqol but I get no changes in game (it has no effect on how long the tower behaves. Any idea why?
孤海彡影 30 Jul, 2022 @ 10:36am 
@Mlie Thank you.
Mlie  [author] 29 Jul, 2022 @ 12:45pm 
@Youxi I think you can change properties of almost anything with the Rimmsqol mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1084452457
孤海彡影 29 Jul, 2022 @ 11:36am 
This mod is great
Can you add a custom feature?
I want to balance it out by increasing the power consumption
Mlie  [author] 22 Jul, 2022 @ 9:23am 
@Atmey See ”Reporting issues” above.
Atmey 22 Jul, 2022 @ 9:07am 
Getting an error about tech level.
水游鱼 8 Jul, 2022 @ 8:25am 
we need chinese
Sir_Wun 17 Jun, 2022 @ 3:01pm 
Just tested it and it's much better, but still no match for the twin turret. Does it go higher than 0.99? Maybe it needs more damage. I'll try some things out later.
Sir_Wun 17 Jun, 2022 @ 2:41pm 
@Mlie He mentions that he tested the twin barrel turret and that they have a good hit chance, which seems right according to my experience. But he doesn't talk about testing the sniper turret.

I see that in the XML the sniper has a lower accuracy.
Sniper accuracy: 0.94
Twin accuracy: 0.97

I think the Sniper accuracy should be higher than the twin turret since it is single fire and not that much more damage. I have not tested it yet.
Mlie  [author] 16 Jun, 2022 @ 11:25am 
@Zion Can you read through Omegas comment further back and see if something in that seems off?
Sir_Wun 16 Jun, 2022 @ 10:12am 
@Mlie A simple fix could be to increase the sniper damage.

Twin barrel hits often and does 20 dmg!

Sniper hits rarely and does 30 dmg?

Sniper damage could easily be doubled
Sir_Wun 16 Jun, 2022 @ 10:09am 
@Mlie Well i'm not sure how it works... i would need to do some testing with different values to make a decision, but i don't know how to do that. No worries if you don't have time for this. One of the turrets is great.
Mlie  [author] 15 Jun, 2022 @ 12:15pm 
@Zion The values is set to what was recomended in a previous comment. Perhaps you can suggest what values they should have?
Sir_Wun 15 Jun, 2022 @ 11:07am 
Also unable to upgrade the turrets with turret extensions, even though the description says it can be upgraded.

Thanks in advance.
Sir_Wun 15 Jun, 2022 @ 10:27am 
There is something wrong with the sniper turret. It's accuracy is awful, it almost never hits!
On the other hand the other turret (twin barrel) is extremely powerful.

They both have the same price so the sniper is totally useless.

The sniper needs fixing!
Mlie  [author] 21 Dec, 2021 @ 12:28pm 
@Omega Should be implemented now, Sorry for the long wait! (high workload)
bearhiderug 22 Nov, 2021 @ 3:23pm 
@ draoneer

yeah sadly these are muuuch better in small numbers fireing at large packs, they do in fact miss very often
Dragoneer 3 Aug, 2021 @ 5:17pm 
i had a glance at the turrets and noticed why they never ever seem to hit anything, and it turns out that their accuracy is absolute hot trash, to the point where they're REALLY not worth anything
could this be increased? please?
EvilEgg 28 Jun, 2021 @ 7:49am 
@Omega

Dude, I cry a single tear every time a community member detects/solves a problem. You and Mlie are heroes.
Omega 27 Apr, 2021 @ 12:26pm 
I found the Accuracy Issue. In the XML for the turrets is a Tag called ShootingAccuracyTurret, This is the baseline accuracy unrelated to the weapon. It represents the skill level for humans and you can think about it as the AI of the turret. It is set to 0.85. That value is about equal to a human with a level 2 shooting skill. Its terrible. Level 20 in shooting is 0.98, so I would suggest somewhere close to that. The single turret is better off with 0.94. But seeing as a vanilla turret has a value of 0.96, they should have 0.97 at least. You can see how bad 0.85 is in-game by hovering over the stat. It shows you a general accuracy in the single digits after just a few squares of range.
I hope @Mlie can maybe patch this for everyone. I personally changed it to 0.99 for my game, which gives them(twin turrets) a 70 to 80 % chance to hit on average across most ranges which seems reasonable to me for a turret of this tech level, but a case could be made for 0.98 or 0.97 as well.
Mercenary148 13 Jan, 2021 @ 4:50am 
@Mlie Thanks your time.
Mlie  [author] 13 Jan, 2021 @ 4:47am 
@Mercenary148 Cant really answer for that since I just updated the mod. Sorry.
Mercenary148 13 Jan, 2021 @ 4:41am 
@Mlie Yes. I expected that these turrets are very accurate when I saw their status, but I noticed their projectiles hardly hit to targets. I don't know much about how mechanics work but is this normal?
Mlie  [author] 13 Jan, 2021 @ 3:33am 
@Mercenary148 Not sure of what you mean? Are you referring to the accuracy of the turret?
Mercenary148 13 Jan, 2021 @ 3:19am 
Is it a specification that most projectiles do not hit to a target compared to the turret stats? Or is this related to using Turret Extension?
Mlie  [author] 1 Nov, 2020 @ 10:09am 
@DuckMints Should be fixed now, thanks for the suggestion!
Duck 1 Nov, 2020 @ 2:14am 
especially for how late game this thing is, the dual turret and the single turret are effectively useless in late game raids due to no penetration at all with CE
Duck 1 Nov, 2020 @ 2:14am 
My suggestion, make the single turret use Bullet_600NitroExpress_Incendiary and the dual turret use Bullet_303British_AP or the normal 303,
Duck 1 Nov, 2020 @ 2:11am 
Small bug, the ammoset this turret uses has no AP or blunt Damage for the twin pulsefire turret so its effectively useless to anything that wears even a shirt. maybe want to replace the ammoset
CookieDragon 5 Aug, 2020 @ 5:18pm 
-Cries in happiness- you the best
Mlie  [author] 8 Jul, 2020 @ 4:06am 
@Vort3x There is a patch for that mod so it should work
Mlie  [author] 30 May, 2020 @ 10:29am 
The CE-patch should work for 1.1 now
Mlie  [author] 29 May, 2020 @ 1:44am 
@nobrainer Thanks for checking, ill look into it!
nobrainer 29 May, 2020 @ 1:23am 
@Mlie, the mod appears to be getting errors with CE.

XML error: Could not find parent node named "BaseHumanGun" for node "ThingDef".
Full node:
<ThingDef ParentName="BaseHumanGun">
<defName>Gun_PulsefireTurret</defName>
<label>Pulsefire Turret</label>
<menuHidden>true</menuHidden>
<description>Drect impact rifle with Pulsefire technology attached to it. Maximum range, great accuracy and full metal jacket power.</description>
...
</ThingDef>

I took a quick peek at the CE 1.1 source code available on github [github.com] and it seems to me that this mod should use:
<ThingDef ParentName="TurretAutoBase">

instead of:
<ThingDef ParentName="BaseHumanGun">
Mlie  [author] 22 Apr, 2020 @ 11:59am 
@Voidborn The CE has not been touched as it was updated before there were any 1.1 CE.
Probably need to update the CE to make it work, never used CE myself.
TheWizz 22 Apr, 2020 @ 11:25am 
Has the CE compatibility been preserved?
Azze 6 Apr, 2020 @ 1:54am 
Nice, works fine
Mlie  [author] 5 Apr, 2020 @ 11:17pm 
@Azze No
Azze 5 Apr, 2020 @ 6:41pm 
Do i need some other mod to make this work?
Sasha Fox #SaveTF2 24 Mar, 2020 @ 7:50pm 
You are a legend a bloody savior with all these updates!
Sunlight88 23 Mar, 2020 @ 4:49am 
Thank you, Mlie!