RimWorld

RimWorld

Combat Extended Launchers
60 Comments
Kubqb 27 Jul @ 3:03pm 
Whats the update @flynn
flynn 22 Jul @ 1:07am 
I'm going to test it out on 1.6 and will report any issues I encounter, godspeed
pandarreehh 11 Jul @ 5:20pm 
hai, update for 1.6 please <3
Tonas  [author] 23 Nov, 2024 @ 12:06pm 
Just added the 1.5 version tag :steamthumbsup:
irrelevantredundancy 11 Oct, 2024 @ 4:51pm 
@Just, @freXamp, @ McLets: Thanks for the responses, guys.
McLets 9 Oct, 2024 @ 5:25pm 
still creates an error upon loading a mod without 1.5 in its file, but adding it manually makes it go away, I think.
freXampl 2 Sep, 2024 @ 4:04pm 
I also confirm that the mod still works.
Just 1 Sep, 2024 @ 3:37am 
I also *very* briefly checked what is new in 1.5 for modding ( https://rimworldwiki.com/wiki/Modding_Tutorials/RimWorld_1.5_Mod_Updates ) and didn't find anything, which will affect this mod.
And this mod is XML mod, so no assemblies too
Just 1 Sep, 2024 @ 3:34am 
I have checked all of the launchers. They seem to be completely OK with 1.5.
irrelevantredundancy 24 Aug, 2024 @ 10:53am 
Just checking in, does anyone have input on if this works well with 1.5? I'd like to change the version info in the 'about' file if it does.
Star1337_online 12 Aug, 2024 @ 3:41pm 
we will wait
Tonas  [author] 29 Jul, 2024 @ 5:10am 
Sorry y'all, I've been taking a break from Rimworld and forgot to update the version file for 1.5! It should still work, but I'll push an update whenever possible
Frapapou 28 Jul, 2024 @ 10:28am 
Super !
McClain 8 Jul, 2024 @ 7:49am 
Still works in 1.5 it would appear. Probably just needs the version info updated.
<BLANK> UA 7 Jul, 2024 @ 8:58am 
1.5?
Capisci 6 Jul, 2024 @ 4:52am 
1.5 please
Amateur 1 Jul, 2024 @ 8:54am 
Update to 1.5, please
5150 15 Feb, 2024 @ 2:40pm 
It's a terrifyingly cool mod. The projectile sound effect and the flame effect are awesome.
Rooskey 13 Jan, 2024 @ 4:29pm 
Phenomenal update. No more editing .xmls!
Tonas  [author] 1 Jan, 2024 @ 5:27am 
Updated! Let me know if the new bulk values make sense.
Tonas  [author] 30 Dec, 2023 @ 4:09pm 
To add on to the previous comment (damn ye, character limits) this will generally make all launchers and their ammo easier to carry around, with less drastic - but still meaningful - bulk differences across the board.
Tonas  [author] 30 Dec, 2023 @ 4:05pm 
So after reading your comment I decided to dig deeper into how to balance the bulk of AT weaponry and I think I reached an acceptable solution.

In CE, weapons had their bulk calculated according to the formula (length in meters * 10), whereas ammo - including canisters for reusable launchers - uses a more complicated volumetric estimate. This is *fine* when the ammo is small, but results in rockets having wildly inflated bulk values compared to their launchers. After two days of playing around with formulas, I came up with a more sensible way of calculating the bulk of rocket launchers and respective ammo, using the M72 LAW bulk of 6.3 as a reference.

The new formula should hopefully yield more forgiving and, above all, coherent values. I also took the liberty of recalculating and patching in new bulk values for the RPG-7 from CE Guns and the Carl Gustaf from Gun Nut. The XML error fix and the new bulk values will be uploaded tomorrow!
Stinky Driver 28 Dec, 2023 @ 6:09pm 
Well I guess I can just use an exoframe and have a large backpack and it will work out. But somehow real world soldiers manage to carry an RPG-7 or SMAW or similar, 3 extra rockets, plus a rifle on top of that and they don't need an exoframe to do it. rimworld pawns just need more boot camp I guess, idk.
Tonas  [author] 27 Dec, 2023 @ 1:23pm 
The reusable launchers (SMAW and RPG-32) this mod implements use ammo that was added by CE, so any changes to their mass/bulk should be directly addressed to CE's mod team; I don't think it would be wise for me to override item values that were undoubtedly well researched and balanced.

In any case, I tried to translate some of the advantages of reusable launchers IRL to this mod, namely the higher range and accuracy allowed by non-discardable optical elements. I'll see what else can be done to improve balance, though.

Also many thanks to the previous commenters who found errors in the XML; I'll push a fix ASAP!
Stinky Driver 26 Dec, 2023 @ 10:00am 
What's the point in the launchers being reusable if the ammo is so heavy and bulky that you can really only carry one or two of them? I mean am I supposed to send in my rocket man with no armor and no backup weapon just to squeeze a 3rd rocket in there? especially when I could carry EIGHT of the disposable launchers from base CE instead for the same weight and bulk...
Just 17 Dec, 2023 @ 8:58am 
It seems that in M141.xml there should be removed "<explosiveRadius>1.5</explosiveRadius>" from the <projectile Class="CombatExtended.ProjectilePropertiesCE">

@tanitanino, you can do it also temporary yourself. Modify file "<...>\steamapps\workshop\content\294100\2919231977\Defs\ThingDefs\M141.xml".
Either remove or comment the line 118. Commented:
<!-- <explosiveRadius>1.5</explosiveRadius> -->
tanitanino 23 Nov, 2023 @ 2:30am 
Not sure if it is the recent CE update, but I've got an error linked to your mod.

https://gist.github.com/HugsLibRecordKeeper/f9e0702f2224126380f1b34321aa617f

Thanks!
Tonas  [author] 3 Nov, 2023 @ 3:00pm 
Same to your entire collection, @Keshash ♥️ I hope we get a Ammo Variety - Shells mod one day!
Keshash 3 Nov, 2023 @ 2:12pm 
Awesome mod
avali gaming 2 Nov, 2023 @ 1:14pm 
HELL YES. ANTI-BUILDING WEAPONS. FINALLY SOMETHING FOR MY COMBAT ENGINEERS
Tonas  [author] 2 Nov, 2023 @ 11:40am 
The new update adds the M141 Bunker Defeat Munition and rebalances some launchers to (hopefully) make them more attractive to use.

After reading some comments and doing some soul-searching, I found the SMAW was vastly preferred over the other launchers due to its exceptional range, so the RPG-32 was made cheaper to craft, less bulky and had its range slightly increased. At the same time, the MATADOR and RPG-28 also had their ranges increased a wee bit - in the latter's case due to its dangerous fragmentation cloud.
Tonas  [author] 5 Sep, 2023 @ 4:30pm 
@avali gaming and @Rooskey: sadly the ammo defs come from Combat Extended and I don't have the power to modify them on my own. But if you bring up those points on the CE Discord channel, or raise an issue on GitHub, they could try and balance ammo weight :)
avali gaming 3 Sep, 2023 @ 9:12am 
this mod's content is still one of my favorite go-tos for anti-mechanoid launchers, but i agree with Rooskey. i'd really like if the ammo weight could be reduced a little.. it'd make the launchers a lot more usable.
Rooskey 2 Aug, 2023 @ 10:03pm 
This is still one of my favorite mods, but I always find myself editing the files to change the ammo weight. Ammo weight should be 2/3rds weight to reflect the weight of RPG-7 ammo balancing in vanilla CE, even though it's not necessarily "realistic". Disposable launchers could use the same treatment., Just my 2¢!
An Alias 17 Apr, 2023 @ 10:02pm 
This mod needs a javelin missile.
Tonas  [author] 18 Feb, 2023 @ 5:56am 
Once again, thanks! The next update will probably consist of the M141 BDM (a disposable RPG with high building damage, ideal for breaching walls), the Panzerfaust 3 and the RG-6. The first two will also require new ammo defs and textures, so it could take a while 😅
Rooskey 15 Feb, 2023 @ 10:10am 
@Tonas
I think 40x53 is exclusively used by Combat Extended: Attachments' "AK-47 with GP25" and a couple of mods that add stationary launchers. Gun Nut - Ukrainian Firearms is one.
Tonas  [author] 2 Feb, 2023 @ 9:07am 
@Rooskey

Thanks for the suggestions! I was thinking about adding something like the Panzerfaust 3 (provided I find a good spot for it on my stats sheet) or reusable rocket launchers, but grenade launchers could also be a good idea 👀 are the 40x53 nades used by any CE mod that you know of?

@变成光守护天依小姐

Awesome, thanks for finding the typo! I can push a quickfix today or tomorrow 😀
总计23662.22元 31 Jan, 2023 @ 11:44pm 
text error here:
<defName>CE_Launchers_RPGThirtyTwo</defName>
<label>RPG-32</label>
<description>A heavy and reusable rocket-propelled grenade launcher. While bulky, the RPG-28 is an extremely useful weapon when dealing with mechanoids and other heavily-armored targets.</description>

It Should be RPG-32 not RPG- 28
Rooskey 31 Jan, 2023 @ 5:02pm 
@Tonas
---


Hmmm, it's hard to find any good ideas that aren't already in Harkon's future Gun Nut - Launchers & Explosives. Would love to see the RG-6 grenade launcher, the Russian version of the Milkor MGL that fires 40x53mm grenades. It would integrate well with CE: Attachments.

Other than that, maybe something like a Konkurs/TOW would be cool. It could have an extremely high Aiming Efficiency (to represent the guidance), but cost Advanced Components in its ammo. Or it could use the Guided Shot framework from the Vanilla Psycasts Expanded patch?

Again, thanks for this mod!


---
Gun Nut spreadsheet: https://docs.google.com/spreadsheets/d/1hALsL_c0q-UoS-iV4tKlJ1O--8PLKFDU6rPjiW-cC5A/edit#gid=1184816459
Mouse 24 Jan, 2023 @ 11:13am 
I didn't expect the Squad rocket sounds but fucking lets go! Time to load up the heli and drop some rockets off on some hostile tribes!
Tonas  [author] 24 Jan, 2023 @ 11:00am 
The latest update adds custom launch sounds (yes, from Squad), discarded casings and filth, and some balance changes!
Tonas  [author] 24 Jan, 2023 @ 1:14am 
Hmm, I wasn't very keen on modifying mass stats as those are based on real numbers - but IIRC, I lowered the bulk and aiming time to make it ideal for quick, short range engagements. I'll push an update today or tomorrow with rebalancing and (possibly) new sounds!
avali gaming 23 Jan, 2023 @ 9:52pm 
oh, speaking of balance! i'd recommend, balance-wise, adjusting the weight and bulk of the RPG-28; i am aware it is a rather hefty weapon IRL, but it would be nice if it were made a bit lighter. i haven't used the matador or the SMAW yet, but i can definitely say that the weight of the RPG-28 is a bit limiting.
Mouse 23 Jan, 2023 @ 11:12am 
Lookin' forward to it. Hope you can get something meaty like Squad for the firing sounds.
Tonas  [author] 23 Jan, 2023 @ 3:43am 
Agreed - I've been looking around for sound samples to better represent recoilless rifles and short-firing RPGs, so the next update will probably be balance and sound tweaks
Mouse 22 Jan, 2023 @ 6:50pm 
The only thing I wish this mod has is the sound effects from Squad, specifically the SMAW and RPG-28. Love the sound effects there. But besides that I love this mod, it's always nice to have more explosive firepower on the Rim.
Tonas  [author] 21 Jan, 2023 @ 1:40pm 
Thanks! I might get back to this mod soon and add a few more launchers (provided I can make them feel unique), so drop any ideas in the comments :D
Rooskey 21 Jan, 2023 @ 9:43am 
God bless, man, we really needed this mod. Hits different, especially with those disposables-- the little Sights Efficiency buff finally makes them competitive with reloadables.
TheMilkman[ACTUAL] 20 Jan, 2023 @ 8:23pm 
whats the range?