Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Usually this thing is caused by some other mods, so...
1) Is there a Combat Extended in your mod list? (this mod is CE incompatible)
2) Are you using storage mods, such as LWM's Deep Storage? If yes, make sure that the storage is accessible (not in a locked room, for example) and is not reserved by other pawn. Also, try to make some small stockpile for the missiles only and try to load the launcher again.
I made a missile and tried to load it, but
'xxx found no nearby unreserved shell for steel Cursing Missile Launcher (stationary)' and the missile cannot be loaded into the launcher.
How can I load the missile?
For this you will have to install the Vanilla Furniture Expanded: Security. As i wrote in a my mod description, if you will install VFE:S, then the missile launchers will be able to send the missiles to other locations.
To be exact, select the missile launcher (the building), and then look at square buttons (where is a commands like "Hold fire", "Target here", "Deconstruct", "Uninstall" and so on) - one of these will be the long range fire button.
@ spam.this
I rarely play this SOS, so i am not sure, but probably yes, it is possible. I will try to do this.
@Witch ~
This error is a result of an intentional edit of configs, and will not negatively affect the gameplay. I tried to make the stationary launcher to be, well, stationary (non-minifiable). I tried to make it work somehow else, without this error, but the only working options was that one which causes this message to appear in the log.
Config error in CM_Launcher_Stationary: is not minifiable yet has thing categories (could be confusing in thing filters because it can't be moved/stored anyway)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
I think that yes. My apologies. Recently i reinstalled the Rimworld, and forgot to copy the original folder of the mod to other place. To do an update, i downloaded this mod from the workshop, made a local copy via mod manager, and then i did rename it into something like "CruiseMissiles". I did not remember how i named the original mod folder, so the new name may be different, which is (i think) may cause the described issue.
Anyway, try to redownload the mod and activate it; it should work just as before. If there is no ongoing sieges, the save should be loaded without problems.
I tried to make it so that these missiles can be shot only from cruise missile lauchers, so it cannot be shot from mortar. Probably it also makes impossible to launch cruise missiles from SRTS planes, but i have not checked it yet.
Hmm, it seems that i have to remove mortars tags from launchers, so raiders won't build these launchers anymore - there is no other ways to fix that without coding, sadly. (will be done ASAP)
It means that there is no (free) missile in your stockpile. In Rimworld, the items in stockpile can be reserved by colonist (which is going to take it), so it won't be taken by someone else.
In your case, also, click on the missile launcher and check the list of allowed missiles (it's the list of missiles, where you allow the desired missiles and forbid the missiles which you don't want to use). For example, if you want to shoot HE missiles, then allow it in the launcher's list and make sure that you have some of these missiles in your stockpiles.
Oh. I'd like to help you with this bug, but i am absolutely helpless here. Please, write about this bug to the authors of the SOS 2 and VFE:S; maybe, eventually they will fix this issue.
Anyway, thanks for the testing! I will add the warning to the mod description.
Your assumption about the incompatibility of SOS and VFE:S was confirmed, the artillery was also missing.
Actually, this update is ready for upload, but i think that it's wrong to do such an updates without warning. I will update the mod somewhere at 23.04.2022, after 09:00 UTC. (by UTC now it's 21.04.2022, about 22:30)
Hmmm, it's strange, as the missile's range is 500 tiles - it should cover an entire map without any problems. I will increase the range to 1000 tiles, maybe it will help.
@KatterMaw
Looked at logs. As for now, i suspect that it may be caused by some incompatibility between VFE-S artillery code and code of the SOS 2. If you can, please, do an experiment: install an artillery from VFE-S, send the ship to space and land it, then check if artillery disappears.
@Sven
Initially i planned to call the thermobaric missile as missile with cluster warhead or something like this, but there is no way to add the bomblets, so in the last moment i renamed it into the thermobaric.
Anyway, yes, i will give an incendiary effect to thermobaric missiles in the next version. (and add the missile that will work as current version of the thermobarics, so there still will be an option to do some big low-damage explosion)
I tried to destroy a mechanoid infestation that appears almost at the edge of the map, and the missile didn't go there, while my inaccurate 90mm cannon had range
Just one suggestion, the thermobaric missile should have an incendiary effect. They basically make a big fireball in real life iirc. It'd be cool if instead of a larger blast radius, they made a big area of fire. But you do you of course, great mod either way!
Unfortunately, it can be done only by writing new code for bombardments.
@EliotXII
Where? Local range (within colony/locaton), or global (bombardment)?
Yes, i did not think this moment through. My apologies. I'll change the description to sound more neutral.
Well, it's not a bug tho. For VFE-S, it's working as designed. You can patch in your own functionality but don't make it sound like we're breaking things just because they don't work like you want them to work :P
Great mod though, always wanted cruise missiles but never knew how to bite them. This is a great execution.
... damn, i forgot about VFE:S support in my mod when i was writing previous answer. I know, it sounds ridiculous, but yes. I'm sorry. You are right.
I probably will do the rocket artillery as a separate mod. Not sure about the long-range artillery, as it won't shoot to distant locations (for this i'll have to write a code, and i have no coding skills), but i can do a mod with just some howitzer - though, it probably means a reinventing a wheel, as there is a plenty of artillery mods already.
About MLRS: i can make it, but it will shoot only one type of missile (which is not good), as Rimworld does not allow to make turrets with both ammo clips and changeable ammo type. I have an idea for the possible solution, but have not tried it yet. I'll try it during work on rocket artillery mod.
@Alien_Halls #TôB
Yes, but for this you will have to install the Ground Targeter mod (link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2356822769 ). I use it too.
Wonder if I'll see any playthoughs with this in it. With the desription, may be something Samael Streamer may be interested in. lol
I'd like to animate it too, and initally wanted to do it, but it is impossible to animate the graphics without writing a code for this, because the Rimworld has no functionality for creating of the animations without additional code. (and this is why all the mods with animations are using the .dll-files - for cool ICBM launchers in Rimatomics, for Yayo's animations, etc.)
I'd like to make some code for making the missile work as i want to (so stationary launcher would have an opening hatch, the missile have a smoke trail and a realistic trajectory, and artillery functioncal with realistic accuracy), but i don't know C# and other things required for this.
Sadly, no. It is only the first half of the incompatibility. The problem is that Combat Extended uses absolutely different system to handle the ranged weaponry. In the vanilla Rimworld an accuracy of weapon is defined by probability, by chance to hit, like it's a tabletop game, where you throw the dice and then doing some calculations to get a result: will the bullet hit the enemy or not.
In the Combat Extended ranged combat is based on ballistics, like in action games (such as Battlefield, S.T.A.L.K.E.R. and others), and instead of percent to hit the game uses such parameters as dispersion.
So, to make this mod work in CE (even without VFE-S artillery functionality), i have to remove the vanilla stats and add the CE-style stats (such as dispersion, efficiency of sights and some other stuff which does not exist in vanilla Rimworld, but is essentialy required in CE).