RimWorld

RimWorld

Mortar Accuracy
Hob Took  [developer] 4 Nov, 2020 @ 7:49pm
Suggestions/Feedback
Hi all! Since the comments section gets a bit hard to read, reply to this discussion if you have any feedback or suggestions. Thanks!
< >
Showing 1-13 of 13 comments
Seems silly to ask since pretty sure some other mods might also add/do this, but adding some item (like a binocular/radio set) that linearly increases accuracy if within some certain range of impact point to create forward observers would be dope. Especially since this mod seems to effect artillery from other mods, like vanilla security expanded or RimAtomics... maybe give it some sort of consumable for balance, and also so it can go into the belt slot/create an "ability."

If this has already been suggested, sorry, reading 310 comments to verify is too much werk.

Edit: Also, if this radio/binoculars are added, maybe accuracy linearly increasing via communications should be partially dependent on social ability (besides maybe normal shooting/intelligence), should reward the forward observer who can communicate efficiently over the socially inept one...
Last edited by I blame Earthshaker; 12 Nov, 2020 @ 9:48pm
Hellcat_9 23 Nov, 2020 @ 12:46pm 
Just a thought, but, maybe a slider between shooting skill and intellectual skill rather than, or in addition to the checkboxes, allowing the player to choose the ratio between the two in terms of importance. I don't know how easy that would be to do, and it isn't that big of a deal, just a thought.
Kelzhul 11 Oct, 2021 @ 8:48pm 
Is there a way to apply the accuracy to the artillery from VFE-Security as well?
okebel 14 Jan, 2022 @ 5:59am 
I have an issue with Mortar accuracy i can't explain.

I started a new colony and got to build mortars. I have a pawn with 19 intellect skill and the mortar accuracy is vanilla.

I tried disabling the mod, reload the game, put it back in the mod list, reload again and still no change.

Then, i tried going back to one of my old games when mortar were accurate. I loaded that game with the mods i had at the time just to be sure this wasn't caused by a new mod and accuracy is still what it should be with the mod.

After that, i tried loading my current colony with the mods i had with the old colony and the accuracy is still vanilla.

What do you think is happening?
Hob Took  [developer] 15 Jan, 2022 @ 8:38am 
@okebel it sounds like there is a mod in your new colony that doesn't interact well with Mortar Accuracy. If you have the mod "Hugs Lib" installed, can you load your new colony and press Crtl+F12 to upload a log file. This will show what mods you have installed and which mods may be overwriting Mortar Accuracy's code.

Can you check Mortar Accuracy's options in Mod Settings? Are you using shooting/intellect for accuracy? I assume you have it set to intellect since your previous colony still works correctly.
Hob Took  [developer] 15 Jan, 2022 @ 9:34am 
@okebel I just pushed an update now that fixed a bug that caused everyone to have the same accuracy. You may have been encountering this.

Can you try unsubsribing+subscribing to the mod or force-quitting Steam to force Steam to grab the new update?
Scavenger 29 Nov, 2022 @ 8:20pm 
The miss radius preview is very handy btw!

I would LOVE if you also added ability for it to show how long it would take a shot to land where you are targeting, I like leading targets myself.
Kota 30 Nov, 2022 @ 4:21pm 
I would think the chance to hit(Or miss, rather) in this case is calculating whether or not the mortar impacts the person, or the object they are taking cover behind. Like, yes it might absolutely hit the tile they are on, but what if it impacts the wall they're leaning into, and still sends shrapnel everywhere but doesn't directly hit them? Same thing with the tree, and objects with lower cover values may end up completely negated even early. Nearly everything has an arc, even mortars, is pretty much what I am saying.

I'm not too sharp on coding, but I feel like the implementation would just be a minor shifting around of whatever variables you've tweaked already to negate the cover.

I feel like height might be multiplicative? Something like a mortar might factor out like

projectileHeight = 1.5
projectilePayload = 40

mortarCoverNegation = projectilePayload * projectileHeight

"Mortars circumvent (mortarCoverNegation) % of an objects cover."

Which is of course 60.


Something like an early cannon might have a 1.0 or lower Height modifier because the payload has increased, however they're now firing mostly parallel to the ground and would have dramatic fall off. So maybe like


projectileHeight = 1.0
projectilePayload = 50

cannonCoverNegation = projectilePayload * projectileHeight

"Cannons circumvent (cannonCoverNegation) % of an objects cover."


You could even make some global variables to make this a little easier, like try and create broader values for the different tech ages. Each age has it's own payload value, meaning you just need to insert what you feel like the height would be for different weapons.

Of course there are damage and range increases even within given tech levels, but you don't need to change those. Damage, range, armor pen, etc can all stay the same. This is just about simulating whether or not an object has a high enough arc or a advanced enough round and firing mechanism to circumvent the cover in one way or the other.

This way you don't have to rework the entire cover system, I don't think.


idr the lexicon at all really but, something akin to that would allow support weaponry to still function as it should without completely negating cover.

I'm sure you get the point. My message was long af and I'm sorry about that. I hope if you've read this, it, if anything, gives you new ideas and things to think about!!
Hob Took  [developer] 2 Dec, 2022 @ 7:26am 
Oooh, that is an interesting take. Related, I currently don't know if being in cover reduces blast damage (mortars, grenades, rockets).

If cover does reduce blast damage, I can see an argument that mortars should negate part of this reduction if their projectile is exploding above the ground. I don't know if modern frag rounds are expected to explode on impact or slightly above the ground. Something to research.
Hob Took  [developer] 2 Dec, 2022 @ 7:27am 
@Scavenger Do you have an idea where you would want to see that information? Next to the cursor while you are moving the mortar target? Down in the bottom-left UI when a mortar is selected?
DonZekane 7 Dec, 2022 @ 3:13am 
Add a mechanic where you can skew at what skill level accuracy starts to increase and at which it stops. For example I'd have the starting point at skill lvl 5 and the end point at around 15: If skill is 5 or below, accuracy modifier is at the lowest selected value (-50), then it grows linearly to +75 at skill level 15 and stays +75 at 16,17...20.

This or add the posibility to graph the increase or type a function like: accuracy(skill)=max((10*skill),100) but this might be difficult to implement?
Arsen Kalaris 11 Sep, 2024 @ 9:08am 
I have a problem, during the first hours of game the mod worked correctly... But when I wanted to use mortars against a mechanoid base (From another mod) the mortars did not shoot, It was as if the shell disappeared from the mortar... This also happens with mortars from other mods.
versus 5 Oct, 2024 @ 12:23pm 
Originally posted by Hob Took:
@Scavenger Do you have an idea where you would want to see that information? Next to the cursor while you are moving the mortar target? Down in the bottom-left UI when a mortar is selected?

Near the cursor would be good I think, yeah
< >
Showing 1-13 of 13 comments
Per page: 1530 50