RimWorld

RimWorld

Highfleet Turrets
111 Comments
Mr.Wireman 12 Jul @ 7:41pm 
So cool for my Gravships, but yeah.. Not very balanced when 1 turret can take out max Mech raids :steamhappy:
Soft Head 9 Jul @ 10:02am 
any plans for 1.6 once things settle a bit?
Aizuki 1 Jul @ 11:35pm 
that sad, i really want this without CE ... dont care bout ammo type but this can pair with reel's ammo loader
avali gaming 7 Jun @ 2:21pm 
is there any chance of making this thing compatible in some way with SOS2 so i can rip my enemy's ships to shreds with a 6 barrelled 180mm cannon instead of the base options?
Legio Athanatos 6 Jun @ 2:17am 
Hi! I have observed that the 2A37, AK-725 and Twin 2A37 (Direct Fire ver.) can't seem to fire from from an Embrasure (1 cell distance).

On the other hand, the 100mm, 130mm, 180mm cannons and 220mm Rocket (Direct Fire Ver.) can do so without issues.
lego116 28 May @ 8:48am 
@amaoto Ah ok I understand, maybe one day ill have to give CE a proper go and try it.
amaoto  [author] 28 May @ 1:09am 
A lot of the core mechanics used are based on combat extended's ammunition system.
If I were to change/remove that requirement I'd have to cull a lot of the ammo types.
ie Airburst shells, Autoloaders, Flare Launchers, and the new CIWS system would be the main removals.
Could just make do with HE and Incendiary shells, but support would be severely limited as I really dont play without Combat Extended. Its like how other modders dont make CE patches because they dont use it.
lego116 27 May @ 9:41am 
Im assuming its already been asked, but do you think we could get a non CE version? This mod looks really cool and id love to be able to use it without CE.
Quantum Fox 13 May @ 4:23am 
That's only if the speed is high enough.
amaoto  [author] 13 May @ 4:18am 
Its doable... but the way CIWS is now, its bound to miss A LOT. If the CE devs ever make an area of effect or allow higher % to hit, then yes
Quantum Fox 13 May @ 4:12am 
ClWS 100mm 180mmWill there be?
amaoto  [author] 13 May @ 3:20am 
Even if I did implement AP rounds, the steel costs are still the same...
I always use Combat Extended's balance spreadsheets on ever mod I have that adds custom ammunition. But if you just want a solid AP bullet, it is doable
Quantum Fox 12 May @ 10:54pm 
I think we need AP rounds.
amaoto  [author] 12 May @ 6:22am 
@Quantum Fox
CIWS capability added to 2A37 and AK725 (Only direct fire turrets). Check changelog for list of changes
Index Cheshire 11 May @ 10:06pm 
okay hear me out

Highfleet vehicle map with this mod would be amazing
Quantum Fox 11 May @ 5:27am 
CIWS 出了
amaoto  [author] 27 Mar @ 1:47am 
as long as the tile the turret occupies is within 1 tile range (diagonally included) of the autoloader, it will feed ammo into the turret. Do note that the turret needs to be not being manually loaded by pawns in order for the autoloader to work and also requires the turret and the autoloader to have matching ammo inside of it.
Samury242 26 Mar @ 4:07pm 
When the autoloaders say they feed ammo into nearby turrets, how close exactly is "nearby"?
DEADSHOOT 23 Mar @ 10:58pm 
@amaoto Dude, I do not know if anyone has told you this, but your work is amazing. It is she who encourages you to play RIM, even if she gets bored)

Keep up the good work. I respect you.
amaoto  [author] 23 Mar @ 5:36am 
@Deadshoot, nothing, it should home in on its own once the turret acquires a target

@Aristarchus, Sadly its due to the high amount of fragments spawned. I turned off the limit in the spreadsheet calculations thats why it happened. Youre better off using the Incendiary/Thermobaric ammo type instead.

@Aizuki, Shit, I might need to redo the calculations for the ammo as I wasnt aware that the spreadsheet for ammo calculations was updated. Indirect fire is for those who want their artillery to shoot upwards and go over obstacles.

@D3K43, shit will fix in the next update
@saint brutal, No... not *yet*. Am waiting for CE's CIWS implementation to be finished
DEADSHOOT 5 Mar @ 8:18am 
And with what do you need to "direct" the projectiles? (Laser guided)
Cumposter 11 Feb @ 9:25am 
Thank you, comrade!
Gbedraws_8 23 Jan @ 2:03pm 
Can't find the guns
Aristarchus 17 Jan @ 2:20am 
the turrets kept crashing my game, I shot a crowd with 220mm rockets and the 180 shells, then after few second rimworld crashed.
Aizuki 26 Dec, 2024 @ 7:57pm 
dunno why but the 37mm ate a lot of my component , it only made 25 bullets each and i need to fill up 1000 for turret and little i only know, i can only made 200 bullets without any component left
Aizuki 22 Dec, 2024 @ 5:28am 
whats Indirect Turret for?
D3K43 12 Nov, 2024 @ 1:56pm 
For some reason the autoloaders are available to build even starting as tribals. Was this intentional?
saintbrutal 12 Nov, 2024 @ 12:50pm 
are any of these able to shoot down drop pods and mortars?
D3K43 15 Oct, 2024 @ 6:14am 
Okay, then just list the recipe for the most basic type of each ammunition. The default, if you will. Please and thank you.
amaoto  [author] 14 Oct, 2024 @ 11:45pm 
They're too many to list... each ammo set has different types.
D3K43 14 Oct, 2024 @ 11:07pm 
Yeah I mean like on the Steam page. Can you list the crafting recipes for the ammunition?
amaoto  [author] 14 Oct, 2024 @ 10:35pm 
@Realtimeslayer I haven't played with SOS2 yet . I'll try asking others who have played it with CE on how to make it compatible.

@TexHas Ok will add it then. The main reason why they don't have those was because I was basing the available ammo on Highfleet

@D3K43 Uhh no, theyre meant for their respective ammo and its pretty much exclusive to this mod. What do you mean by including crafting recipes for ammunition? as in putting them in the preview?
D3K43 14 Oct, 2024 @ 10:01am 
Do the autoloaders work with vanilla or VE turrets? Also, can you include the crafting recipes for ammunition?
Undertaker 24 Sep, 2024 @ 6:05am 
Excuse me, are there no AP ammunition for 37mm and 57mm guns? Just like the AP ammunition that comes with ce. Only ammunition made of steel can greatly alleviate the demand for resources, thank you.
Realtimeslayer 10 Sep, 2024 @ 5:37pm 
would be really awesome if this was made compatible with SOS2
Haram Bae 2 Sep, 2024 @ 2:37pm 
The autoloaders are such a neat touch. upgraded this to an install for me.
Also i like the flare launcher. problem with CE flares is i usually have to remember to make a pawn launch them, plus short ranged launchers. the emplacement is so nice.
Mechinode 2 Sep, 2024 @ 11:41am 
Awesome mod. Found out an interesting thing this mod can work with out combat extended.
pretty much making all the weapons not require ammo. making them more OP then with CE.
Tarnuk 15 Aug, 2024 @ 7:13am 
I did some tests (remove all my mods one by one to find the source of the problem).

And it seems that the cause is Combat effect for combat extended.
amaoto  [author] 13 Aug, 2024 @ 10:12pm 
There is a known issue atm:
Indirect artillery non-explosives (HEDP, Sabot and Guided) don't deal any bullet damage at all. But the fragments and explosion will still deal damage. I can do a workaround this but it will make the projectile infocard really wonky

@Tarnuk
Sabot/APFSDS dont generate any. If its other types of rounds, then yes, it might be other mods causing it.
Tarnuk 13 Aug, 2024 @ 3:51pm 
The mod looks interesting, but the shells don't generate explosions in my game. Am I the only one?
(If so, the problem is probably with my mod list)
tusyok 12 Aug, 2024 @ 1:26pm 
Thank you so much!
@amaoto - you are the Legend.
8 10 Aug, 2024 @ 6:22pm 
yes to artillery version!
amaoto  [author] 10 Aug, 2024 @ 3:26am 
Updated for 1.5. See Change Notes for details
[♔][ЧерепокЪ][♔] 29 Jul, 2024 @ 7:20am 
Жду обновления этого шедевра:mllrsniperround:
Highwayman 22 Jul, 2024 @ 7:26pm 
hopefully this mod gets updated soon, i crave the 180mm destruction from a MK6.
tusyok 10 Jul, 2024 @ 5:28pm 
Awesome and thank you for your both time and effort and your mod!
amaoto  [author] 10 Jul, 2024 @ 7:41am 
please wait, am currently in the process of adding indirect artillery versions and auto loaders for it
tusyok 10 Jul, 2024 @ 5:55am 
1.5 please?
Franklin 3312 6 Jul, 2024 @ 5:54pm 
1.5?
amaoto  [author] 12 Feb, 2024 @ 7:17pm 
I cant find a decent warhead/explosion that goes through walls like the nukes in Rimatomics do, so I might just mix it with RW lore and just use an antigrain.