When I use more then 1 RAC, HRAC or a combination of both.. the first one does dmg... and the 2nd one does nothing even if it shows damage numbers. i'm not sure why though
I'm having the same issue as ravensshade. It's like if the RAC/HRAC misses, any subsequent shot will not register damage even if it hits - that goes for any other laser, missile or projectile weapon.
No, it is the shop file. When the game shows the FPS counter, its the Version manifest. When the save game does not load properly (infinite loop) then its the shop file. You need to make sure that after you paste the changes, you go back to the same line where you paste and check if the } has a comma next to it. Thats usually the issue. Example: you paste the mod content on line 35 (just an example!). Then you need to back to that line, scrowling through alll the new lines until you get to line 35. If its wrong you see something like: } { When it should be: }, {
Hope it helps.
Side note: Thanks for the mod Jolly. Im currently debating if i should use it, since i want to keep the timeline and equipment accurate. And trust me, i'ts been hard since i'm a Clan Ghost Bear Mechpilot and would like nothing more than to see "my" own equipment in the game XD
Yeah should definitely the shopfile. I guess its something like Killzone said.
Also: You are welcome although I'm more of the Clan Wolf type of guy ;) But I know what you mean, maybe I can give an additional setup where it could be as lore friendly as possible with the normal RAC being a SLDF World exclusive rare find :)
Guys, this mod still works for you? I had infinite loading loop at first, redownloaded both files and edited them again, but I don't have new weapons both in campaign and skirmish mechbay :/
You clearly dont understand lore the idea of a collapse of technology and how it fits in with the that lore. Also a weapon does get more complicated the larger it gets. oh and when you have Battlemechs whats the point in looking back 2000 years for inspiration when designing weapons.
because, whats scarier then a mini gun shooting at you...... oh wait one the size of a house shooting at you. yup im def more scared of the house sized one.
Depending on manufacturer, a good number of the machine guns and autocannons are of the rotating barrel type...and some are patterned after recoilless rifles.
This mods irrelevant, because......Due to the way HBS has linked weapon animations with weapon statistics, making a multi shot autocannon is currently impossible unless you want to to look and sound like a machine gun... Ive tested it extensively....So, until HBS changes the way things work under the hood, RACs, UACs, beam weapons that inflict heat damage, multi shot beam weapons and a host of other things are impossible to mod in.
Please package this as a ModTek mod. This allows you and users to avoid having to edit the CSV file and have it work after updates, verifications etc. more easily.
Thanks for this mod! Question though: Am I the only one getting the PC Mech AI reporting hits as "No Damage Detected" even though it is clear that the enemy mech took hits. Also, the R/AC and HR/AC doesn't seem to induce stability damage as it's supposed to. Will try a fresh install of the mod.
I fixed the issue, it was a json error on my part. Loving the mod. Only sad thing is I cannot recreate Mr.Bubbles from the popular MechWarrior Living Legends mods with the current Atlas variants :c https://wiki.mechlivinglegends.net/index.php/Atlas#Variant_A Hope to see more! Do you plan to do +++ variants and other stuff? Immersive or not im at the point of the game were I am modding for fun :D
I hope this helps I have the RAC2 done for some time. min range 90 max 540 split 180/360/540 Damage 10 heat 3 shots when fired 6., its a monster at close/mid range 60 damage if they all hit but heat and recoil are a Bi***.
29 comments
It's like if the RAC/HRAC misses, any subsequent shot will not register damage even if it hits - that goes for any other laser, missile or projectile weapon.
What I did was install Morphyum's "Shot Count Enabler" mod.
https://www.nexusmods.com/battletech/mods/85
As the description says - lets you configure Ballistic weapon with multiple shots.
These things now fire like a machine gun.
The RAC/HRAC now functions as expected.
Missed shots, don't seem to effect the subsequent shot chance to hit now.
If the "Shot Count Enabler" mod wasn't a prerequisite for this mod before, then it should be.
,
When the save game does not load properly (infinite loop) then its the shop file.
You need to make sure that after you paste the changes, you go back to the same line where you paste and check if the } has a comma next to it. Thats usually the issue.
Example: you paste the mod content on line 35 (just an example!). Then you need to back to that line, scrowling through alll the new lines until you get to line 35.
If its wrong you see something like:
}
{
When it should be:
},
{
Hope it helps.
Side note: Thanks for the mod Jolly. Im currently debating if i should use it, since i want to keep the timeline and equipment accurate.
And trust me, i'ts been hard since i'm a Clan Ghost Bear Mechpilot and would like nothing more than to see "my" own equipment in the game XD
Also: You are welcome although I'm more of the Clan Wolf type of guy ;) But I know what you mean, maybe I can give an additional setup where it could be as lore friendly as possible with the normal RAC being a SLDF World exclusive rare find :)
I had infinite loading loop at first, redownloaded both files and edited them again, but I don't have new weapons both in campaign and skirmish mechbay :/
This allows you and users to avoid having to edit the CSV file and have it work after updates, verifications etc. more easily.
Question though: Am I the only one getting the PC Mech AI reporting hits as "No Damage Detected" even though it is clear that the enemy mech took hits. Also, the R/AC and HR/AC doesn't seem to induce stability damage as it's supposed to. Will try a fresh install of the mod.