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翻訳の問題を報告
It seems like the damage / pen values are the same as 8x35mm Ribeyrolles.
(Shot my colonists with each gun and had armour that had enough armour value to block Tokarev but not Ribeyrolles)
Just the naming within health/combat logs shows 7.62x25 Tokarev.
Could be my game as I got over 100 mods in there but just figured to say incase it's something incorrect with something. I am running the latest version of CE with this.
I play with CE and found that the LMG when set to Burst and Aimed fire mode fires 10 projectiles while it only consumes 5 rounds.
P.S.: Was a MAS 36 ever included with Gun Nut? I swear I used to see one in the bill list but now it's gone.
https://imgur.com/pfPbUsZ
https://imgur.com/9Sq0CTF
1. I do have CE installed.
2. Despite the awkward aiming animation, the functionality and accuracy of the weapon are not affected and it shoots as well as any other weapon.
3. So far it seems like the carbine is the only weapon to suffer this issue. I've tested out several other weapons from Gun Nut, other Rim at War weapon mods, other weapons from this mod, and other weapon mods in general in the same way.
Example of the issue (if the link showed properly). [imgur.com] As you can see from the screenshot, the Berthier sprite is almost offset by ~45 degrees when the two pawns on the right are "aiming" at the wall block. The pawn on the left, aiming with the Lebel sniper, holds the weapon properly.
Could possibly be some sort of conflict on my end, but just wanted to check before I started troubleshooting.
- (!NEW) MAS-38 SMG
- (!NEW) Hotchkiss M1909 LMG
- (!NEW) FM 24/29 LMG
- (!NEW) Berthier carbine
- Heavy balance pass for vanilla.
- Minor tweaks for CE.
- New unique sounds.
- Support for the muzzle flash mod.
- Mod page updated.
@RM978 yes, only the sniper variant was commisoned
@abrikos75 I already answered you on the other mod, feel free to use a def editor ingame or make a patch to balance it to your taste