Balance is going to be an issue for a bit, but I'm going to stick with the vanilla system. Nobody really likes it, but everyone uses something different.
That would be too tedious I think. I mean, some use vanilla. Some use one overhaul, some use another or make their own. I think I'll leave it to the individual to fit it to their own play style.
Behemonth main battery: IHC Cannon: WO-550 MW WO-297 MW SWO-504 MWSWO-297 MW RoF-0.1 rps RoF- 0.14 rps MRoHB-180 MW MRoHB-0 MW PS- 4000 m/s PS-800 m/s ER-21 Km ER-8 Km Pls light power up :-(
Not sure if those stats are accurate or if I'm not calculating these correctly...
From the xml files:
3 round "Burst": Behemoth gun is 703(damage) x 3(Shell count) x 2.15(fire rate) = 4534.35 3 round "Burst": IHC is 2176 x 3x 1.6 = 10444.8 plus 2176 area damage per shot
"Sustained" fire: Behemoth is 703(damage) x 3(shell count) x 2.15(fire rate) / 2(reload time)= 2267.175 "Sustained" fire: IHC is 2176 x 3 x 1.6 / 7= 1492.114 plus 2176 area damage per shot
Range: Behemoth is 2074 x 3.75 = 7777.5 Range: IHC is 800 x 10 = 8000
Heat usage: Behemoth gun is 10000 / 135 = 74 shots before overheat. Heat usage: None, 7 second flat reload time after every burst.
So, unless I'm calculating this incorrectly(I'm not that great at math), this doesn't seem that bad. Or if there is some other factors that I'm missing... The IHC has a much higher "alpha" strike than the behemoth gun, but less sustained damage of continuous fire(not including the overheat time). The IHC can better clear off shield generators and turrets with its area effect while the behemoth can better target small ships with it's faster projectiles.
I'm happy to see I['m not the only one who has preference for the vanilla settings. Just makes it easier when it comes to mods. Especially with troubleshooting if something breaks.
How can i change sounds of these guns? For example, i want to replace a firing sound of JET cannon, but i am unable to locate the sfx .wav file in source files of this mod
I had great fun using this mod for over a year but unfortunately split vendetta DLC messed up some things. It is still playable but I have noticed that you can no longer use new FLAK turrets (coming in DLC) and disabling mod will make game crash when entering the wharf or shipyard menu.
There are M class turrets but they do no show for M Class ships.... I tried looking in the files to tweak it myself but can't really tell what controls it.
Right now it's been sidelined for a bit. I'm working on getting my own versions of the Arawn, Taranis, Light Sul, Balor, Midir, Sequana, Rahanas Container, and Titurel.
Hi man, In first Thank you for your job. I found a little mistake (easy to fix if you want to add in your next update). Shipyards didn t show the name of the turrel in the part list for building. i was a bad attribution in the attribut name of the ware.
Thanks for the heads up, it's been fixed. I'm currently waiting for 2.0 to come out of beta so that I can try and rebalance the weapons. I've also been working on converting a handful of ships from XR as well, but the beta 2.0 is giving me issues.
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Behemonth main battery: IHC Cannon:
WO-550 MW WO-297 MW
SWO-504 MWSWO-297 MW
RoF-0.1 rps RoF- 0.14 rps
MRoHB-180 MW MRoHB-0 MW
PS- 4000 m/s PS-800 m/s
ER-21 Km ER-8 Km
Pls light power up :-(
From the xml files:
3 round "Burst": Behemoth gun is 703(damage) x 3(Shell count) x 2.15(fire rate) = 4534.35
3 round "Burst": IHC is 2176 x 3x 1.6 = 10444.8 plus 2176 area damage per shot
"Sustained" fire: Behemoth is 703(damage) x 3(shell count) x 2.15(fire rate) / 2(reload time)= 2267.175
"Sustained" fire: IHC is 2176 x 3 x 1.6 / 7= 1492.114 plus 2176 area damage per shot
Range: Behemoth is 2074 x 3.75 = 7777.5
Range: IHC is 800 x 10 = 8000
Heat usage: Behemoth gun is 10000 / 135 = 74 shots before overheat.
Heat usage: None, 7 second flat reload time after every burst.
So, unless I'm calculating this incorrectly(I'm not that great at math), this doesn't seem that bad. Or if there is some other factors that I'm missing...
The IHC has a much higher "alpha" strike than the behemoth gun, but less sustained damage of continuous fire(not including the overheat time).
The IHC can better clear off shield generators and turrets with its area effect while the behemoth can better target small ships with it's faster projectiles.
ok Found what I was doing wrong
EDIT: instal manual and it works.
@ snackynak: can you pls disable the hivi canon from Xenon K? this weapon radius bug and it is to op. 1-2 hits and all modules are down (big AOE)
In first Thank you for your job.
I found a little mistake (easy to fix if you want to add in your next update).
Shipyards didn t show the name of the turrel in the part list for building. i was a bad attribution in the attribut name of the ware.
Change in file wares.xml
<ware id="turret_arg_m_hit_01_mk1" name="{20104,101}" description="{29104,102}" group="turrets" transport="equipment" volume="1" tags="equipment noplayerblueprint turret">
<ware id="turret_arg_m_hit_02_mk1" name="{20104,101}" description="{29104,102}" group="turrets" transport="equipment" volume="1" tags="equipment turret">
into
<ware id="turret_arg_m_hit_01_mk1" name="{29104,101}" description="{29104,102}" group="turrets" transport="equipment" volume="1" tags="equipment noplayerblueprint turret">
<ware id="turret_arg_m_hit_02_mk1" name="{29104,101}" description="{29104,102}" group="turrets" transport="equipment" volume="1" tags="equipment turret">