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Rapporter et oversættelsesproblem
On the other hand, the 100mm, 130mm, 180mm cannons and 220mm Rocket (Direct Fire Ver.) can do so without issues.
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.
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
CIWS capability added to 2A37 and AK725 (Only direct fire turrets). Check changelog for list of changes
Highfleet vehicle map with this mod would be amazing
Keep up the good work. I respect you.
@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
@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?
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.
pretty much making all the weapons not require ammo. making them more OP then with CE.
And it seems that the cause is Combat effect for combat extended.
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.
(If so, the problem is probably with my mod list)
@amaoto - you are the Legend.