RimWorld

RimWorld

Highfleet Turrets
111 kommentarer
Mr.Wireman 12. juli kl. 19:41 
So cool for my Gravships, but yeah.. Not very balanced when 1 turret can take out max Mech raids :steamhappy:
Soft Head 9. juli kl. 10:02 
any plans for 1.6 once things settle a bit?
Aizuki 1. juli kl. 23:35 
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. juni kl. 14:21 
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. juni kl. 2:17 
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. maj kl. 8:48 
@amaoto Ah ok I understand, maybe one day ill have to give CE a proper go and try it.
amaoto  [ophavsmand] 28. maj kl. 1:09 
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. maj kl. 9:41 
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. maj kl. 4:23 
That's only if the speed is high enough.
amaoto  [ophavsmand] 13. maj kl. 4:18 
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. maj kl. 4:12 
ClWS 100mm 180mmWill there be?
amaoto  [ophavsmand] 13. maj kl. 3:20 
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. maj kl. 22:54 
I think we need AP rounds.
amaoto  [ophavsmand] 12. maj kl. 6:22 
@Quantum Fox
CIWS capability added to 2A37 and AK725 (Only direct fire turrets). Check changelog for list of changes
Index Cheshire 11. maj kl. 22:06 
okay hear me out

Highfleet vehicle map with this mod would be amazing
Quantum Fox 11. maj kl. 5:27 
CIWS 出了
amaoto  [ophavsmand] 27. mar. kl. 1:47 
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. kl. 16:07 
When the autoloaders say they feed ammo into nearby turrets, how close exactly is "nearby"?
DEADSHOOT 23. mar. kl. 22:58 
@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  [ophavsmand] 23. mar. kl. 5:36 
@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. kl. 8:18 
And with what do you need to "direct" the projectiles? (Laser guided)
Cumposter 11. feb. kl. 9:25 
Thank you, comrade!
Gbedraws_8 23. jan. kl. 14:03 
Can't find the guns
Aristarchus 17. jan. kl. 2:20 
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 kl. 19:57 
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 kl. 5:28 
whats Indirect Turret for?
D3K43 12. nov. 2024 kl. 13:56 
For some reason the autoloaders are available to build even starting as tribals. Was this intentional?
saintbrutal 12. nov. 2024 kl. 12:50 
are any of these able to shoot down drop pods and mortars?
D3K43 15. okt. 2024 kl. 6:14 
Okay, then just list the recipe for the most basic type of each ammunition. The default, if you will. Please and thank you.
amaoto  [ophavsmand] 14. okt. 2024 kl. 23:45 
They're too many to list... each ammo set has different types.
D3K43 14. okt. 2024 kl. 23:07 
Yeah I mean like on the Steam page. Can you list the crafting recipes for the ammunition?
amaoto  [ophavsmand] 14. okt. 2024 kl. 22:35 
@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. okt. 2024 kl. 10:01 
Do the autoloaders work with vanilla or VE turrets? Also, can you include the crafting recipes for ammunition?
Undertaker 24. sep. 2024 kl. 6:05 
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 kl. 17:37 
would be really awesome if this was made compatible with SOS2
Haram Bae 2. sep. 2024 kl. 14:37 
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 kl. 11:41 
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 kl. 7:13 
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  [ophavsmand] 13. aug. 2024 kl. 22:12 
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 kl. 15:51 
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 kl. 13:26 
Thank you so much!
@amaoto - you are the Legend.
8 10. aug. 2024 kl. 18:22 
yes to artillery version!
amaoto  [ophavsmand] 10. aug. 2024 kl. 3:26 
Updated for 1.5. See Change Notes for details
[♔][ЧерепокЪ][♔] 29. juli 2024 kl. 7:20 
Жду обновления этого шедевра:mllrsniperround:
Highwayman 22. juli 2024 kl. 19:26 
hopefully this mod gets updated soon, i crave the 180mm destruction from a MK6.
tusyok 10. juli 2024 kl. 17:28 
Awesome and thank you for your both time and effort and your mod!
amaoto  [ophavsmand] 10. juli 2024 kl. 7:41 
please wait, am currently in the process of adding indirect artillery versions and auto loaders for it
tusyok 10. juli 2024 kl. 5:55 
1.5 please?
Franklin 3312 6. juli 2024 kl. 17:54 
1.5?
amaoto  [ophavsmand] 12. feb. 2024 kl. 19:17 
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.