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
You're correct in thinking it's more of a thing on their end to sort out as this mod's textures aren't too different from how other mods present textures (the resolution is a bit higher than average, but there are plenty of other gun mods with the same res), so the only thing I can think of is that if you're using Combat Extended in your mod list as well the fact this mod uses CE's DrawGunExtension might not sit well with the Holsters mod. If you're not using CE then uh, no clue other than the resolution of this mod's textures.
I’m currently away and also lacking motivation to work on it right now, but when I find time/energy I may complete those. Usually apparel functionality is quite simple to add but I was experimenting with some more advanced functionality I’d still need time to work out.
Any plans for armours/outfits/appearances inspired by SAT?
P.s. Your cyberbrains mod are awesome
I get that entirely and I want to see them myself, hence why I'm going for them. I am probably going to do the SAC series' C30 without the fabric cover normally placed on it so you can see the actual design of it, but I think everyone will agree on that choice.
Nice to hear the anime designs are planned eventually even if they're low priority. I've got nothing against First Assault, and the redesigns certainly aren't bad, but the anime C-26 just has that nostalgia factor going for it.
I'm going to just balance the M5 and M10 as they are rather than change the caliber as I find it better to just give the pistol's caliber similar stats to 5.7x28mm's properties/how it was depicted than change the caliber itself, which I've done already.
Speaking of the anime C-26, this is probably a bit of a long shot since it'd just be an alternate sprite of the exact same weapon, but is there any chance you'd consider adding that as well? I'm really not the biggest fan of the First Assault redesign, even if it is a bit more logical and practical.
Personally, given its more consistent with the performance that's actually demonstrated in the show I'd probably just ignore what the official numbers are from the show and change the pistols to use 5.7x28mm, as that's relatively consistent with their performance, and there's Japanese materials that, while I can't read them, strongly imply that the show's M5 was specifically inspired by the FN Five-Seven to begin with.
@uriel2 After doing more testing I did decided to keep the ammo damage under 9mm Para as it is a smaller round by far, but I did push it up significantly. Penetration is above 9mm Para however, as is velocity. While the general theme is on what you mentioned before (fighting cyberised opponents), the pistols seem to focus primarily on concealability and firepower seems to be only secondary, so I do not want to push its overall power over 9mm Para for now.
If you're curious why it was originally balanced the way it was, in real life the round (although clearly not how it is at all depicted in SAC) is less powerful than .22 LR (.22 LR is 40 grain with higher velo and 5.45x18mm is 38 grain), so I balanced it around that. The gameplay side matters more to me personally, though, so it has been changed.
The 5.45x18mm ammo is supposed to have worse damage or similar to 9mm Para, but I’ll definitely look at raising pen stats and review damage again. When I did test it I didn’t have the same results but this is why I need feedback, so thank you so much.
I did actually play and write a few methods for stuff like you mentioned in the first comment. It would take a long time for me to work on though and time is something I am still sorting out in my life, but it is possible and I’m not against it. Talking about time though, I’ll patch this tomorrow morning as well for the stuff you mentioned as any other fixes I had already sorted. Thanks!
- You might want to increase the damage and penetration on the 5.45x18mm 7N7 ammo. FMJ 9x19mm in CE deals 11 damage and penetrates 4mm RHA. Seburo M5/M10 pistol ammo deals way less damage and offers worse penetration (even AP ammo). Since Seburo lineup is geared toward fighting cyborgs and armored targets, it should probably offer noticeably better performance than ordinary 9x19mm. In SAC we see Major down people with a few shots. Here, it takes almost half a magazine to down an unarmored pawn.
- For some reason, Seburo C-27A and C-30 load all the grenade rounds from your inventory at the same time. And their grenade launchers can fire in full auto. This led to a funny situation where my guy shot 70 40x46mm HE rounds in a few seconds. I'm guessing these grenade launchers should be single-shot only, right?
Have you thought about making a lore-accurate GITS SAC cyberbrain mod? With various stages of cyberisation and progressing benefits/drawbacks for each version?
Imagine being able to just download skills like the Major does in her battle with Saito <3
I don’t have a large understanding of firearms so sorting out the stats and whatnot for CE was kinda hard, still feels worth it for interest factor alone though. I know you can just enter stat numbers on your own technically, but if you’re using the calculator you need to fill in a ton of stats I lacked for the fictional calibres and I had to do some research into how the hell bullets can differ. I probably still messed something technical up that I didn’t see because I am getting thumbs down votes that are tanking this mod’s score slowly lmao
I do not play Rimworld vanilla too much if at all really, so I do not know if with other mods you can do this if the pawn already has the chemfuel in their inventory- as I only tested it using this method. Hope that helps though, I will try to put a note somewhere to make it more clear when I push out the next update for this!