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Releases: janxious/BT-WeaponRealizer

Reverse Distance-Based Variance

16 Jan 04:40
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New settings in mod.json

    "reverseDistanceBasedVariance": true,
    "reverseDistanceBasedVarianceMaxRangeDamagePercent": 10,

Weapons will need a tag of form wr-reverse_variance_by_distance or wr-reverse_variance_by_distance-X, where X is the minimmum amount of damage the weapon is allowed to do when near its minimum range. The mod.json option is misnamed in this version, but is a global floor which defaults to 10 percent. The intent of this is to model weapons like https://www.sarna.net/wiki/Extended_LRM and anything that doesn't reach peak velocity near its minimum range.


Bugfix: Also an attempt at making jams only occur on a secondary firing round. This has not been tested heavily.

BugFix: Jams unjammed less frequently the higher gunnery skill was

10 Jan 14:59
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Now unjamming should happen more frequently the higher your gunnery skill is

Jams can damage weapons

13 Dec 02:26
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Using the methods described in https://github.com/janxious/BT-WeaponRealizer/releases/tag/v0.4.0, now one can alternatively have a weapon damage itself on its first jam/misfire and destroy itself on its second. This is in lieu of jamming. To add this effect, put an additional tag wr-damage_when_jam on any weapons that use it.

Don't forget to train up your gunnery, pilots.

Weapon Jamming

26 Nov 05:02
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Add Jamming of weapons to the game! Also this adds a new change to refire modifier for items that have been crit'ed and damaged.

Jamming and unjamming also takes into account gunnery. Each level of gunnery above 1 adds 10% chance to avoid a weapon jam and each level adds 10% to unjam. So a level 10 gunnery pilot would have a 90% chance to avoid a weapon jam and a 100% chance to unjam on the next round.

To show off jamming, I have included a sample AC/10 json in the download. Note the wr-jammable_weapon tag, which is required for a weapon to be able to jam with this system. It will have a chance to jam 50% of the time - because an AC/10's refire modifier is 2 and the multiplier is 25 (wr-jam_chance_multiplier-25). If said AC/10 were critted, it would be a 75% -- ceiling(refire mod (2) * crit'ed refire mod multiplier (1.5))(3) * jam chance multiplier (25)

The JSON is reproduced below:

{
    "RefireModifier" : 2,
    "ComponentTags" : {
        "items" : [
            "component_type_stock",
            "range_long",
            "wr-jammable_weapon",
            "wr-jam_chance_multiplier-25"
        ]
    }
}

Jammed weapons show up like this. Note the red and the (JAM) in the weapon line:
screen shot 2018-11-25 at 10 49 44 pm

Oh no we all jammed up!
screen shot 2018-11-25 at 11 29 34 pm

Well at least this pilot gets to fire next round!
screen shot 2018-11-25 at 11 33 35 pm

Note: If you are using this mod outside a mod pack, you should delete the asset file and directories.

Correct LBX Functionality

02 Oct 05:05
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I broke it when I added in mod.json options and broken RAC functionality along the way. This fixes it.

http://www.sarna.net/wiki/LBX

30 Sep 05:07
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Ballistic Weapons with a tag of wr-clustered_shots will compute a hit table using the same methods as LRMs with the number of potential hits equal to ProjectilesPerShot for that weapon def.

Lasers Better! Ballistics Better!

28 Sep 13:24
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Laser and Ballistics can be properly disabled in mod.json now. Also a start to documentation in README.

BTech 1.2Beta compatibility

24 Aug 01:14
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Also harmony 1.2 compatibility.

BUGFIX: Ballistic Multi-shot hit multiple locations

20 Aug 15:43
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Tag Overrides for Damage Variance By Distance growth rate

05 Aug 02:16
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{
    "ComponentTags" : {
        "items" : [
            "component_type_stock",
            "range_long",
            "WR-variance_by_distance-5"
        ]
    }
}

Would work the same for this particular weapon as setting distanceBasedVarianceMaxRangeDamagePercent to 5 globally. But now it's defined on the weapon def itself.