RimWorld

RimWorld

Turret Collection
Gutzufuß 12 Dec, 2017 @ 2:36am
Turrets no longer fire multiple shoots
I do remeber the times the 280caliber fired 3 shoots at once.
same with the rocket launcher which was used to fire 6 rockets at a time.
Can you explain me why you changed that, please?
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Showing 1-7 of 7 comments
Not sure if this has actually been changed or not, but if it has been, I would also like to know why it has been changed.
Kaii 8 Jan, 2018 @ 8:59pm 
It would be nice, since the 28CM naval gun takes like 30 seconds to reload, when you combine the like 27 second forced reload and the distance to grab ammo 5 tiles away, it makes actually engaging enemies with it really hard, and with a 6/7 tile forced miss radius, hitting targets is even harder.
Ferrinin 16 Jan, 2018 @ 7:01am 
The XML that codes for it still has the "<burstShotCount>3</burstShotCount>" in there, it just doesn't work.
Gutzufuß 16 Jan, 2018 @ 7:16am 
any ideas how to fix this?
After searching for hours (started ~2am) and trying out things i managed to get the turrets work as they should.
The mechanic with this burst turrets is, that they can only load 1 single shell. So if you got 3 shot burst you need 3 shells loaded into the turret seperatly. To solve this problem you just need to place the shells DIRECTLY unter the spot where the ppl stand when manning the turret. Ppl do not need to move and get the shells from somewhere else and can load the turret immediatly.

If the shells are not at the discribed spot, ppl need to move to get some. But i think there is an internal timer for burst shot turrets which resets if it cant fire within xy ticks/seconds.

I hope this helped you even with my awful english (sorry im quite tired now) and would love to hear from you if my sollution worked
Last edited by gekaufter Bot #66642; 1 Feb, 2018 @ 9:50pm
Krashuk 9 Feb, 2018 @ 6:29am 
If anyone is still bothered by this, there is a workaround:

For the 28cm naval gun add the following line to its def under the <verbs>-scope:

<verbs> <li> ... <defaultProjectile>TC_Bullet_NavalGun28cm</defaultProjectile> ... </li> </verbs>

Unfortunately, the same trick doesn't work for the rocket launcher. When a pawn stops operating the turret to find rockets for reloading, the launcher stops firing. Thus the turret does not have enough time to shoot a full burst of 6 rounds. We can work around this by adjusting burstShotCount and ticksBetweenBurstShots. I've done very little testing but for now bursts of 3 seems to be the maximum.
For the rocket launcher:
<verbs> <li> ... <defaultProjectile>TC_Bullet_Rocket</defaultProjectile> <burstShotCount>3</burstShotCount> <ticksBetweenBurstShots>1</ticksBetweenBurstShots> ... </li> </verbs>

The .xml-files you have to edit can be found in .\steamapps\workshop\content\294100\868519399\Defs\ThingDefs.

Edit: formatting
Last edited by Krashuk; 9 Feb, 2018 @ 6:30am
Gutzufuß 9 Feb, 2018 @ 7:53am 
the first idea of placing the shells right under the feet of the person controlling the turret didnt worked for me but the second solution from krashuk worked well.
at the moment the gunner uses only 1 shell to fire 3 shoots at once if the shells arent placed right under his feet.
anyways thanks alot for the answers.
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