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[MOD] Weapon Overhaul Project
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Azalrion





Joined: 09 Nov 2013



modified
PostPosted: Sun, 17. Nov 13, 12:02    Post subject: [MOD] Weapon Overhaul Project Reply with quote Print

About

I felt a lot of combat especially with slow engine speeds was boosting into close range so that your weapons didn't miss with poor predictive targeting. This mod increases player and non player projectile weapon bullet speeds by 50% to help combat feel more fluid.

Updates
0.2.a.1 (alpha) is out. Looking for feedback as these changes are very provisional.

Installation

**Since the name has changed you will need to remove the old XRI-Armoury folder and open up your save xmls and remove any line at the top of the file which has:

Code:
<patch id="xri-armory" name="XRI: Armory />


Extract to: {steam}/SteamApps/common/X Rebirth/extensions

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Last edited by Azalrion on Mon, 18. Nov 13, 23:16; edited 5 times in total
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Privata





Joined: 19 Dec 2011
Posts: 611 on topic

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PostPosted: Sun, 17. Nov 13, 13:36    Post subject: Reply with quote Print

hey love this.

when I tryed to do somthing like this it did not work so kudos to you ! Smile

would you think it would be possible to increase range , for some reason all the weapons have the same range.
I tryed to increase the lifespan and range of bullets but it dosent work for me.


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X rebirth is still young ,and its future is bright
Xrebirth Sound Overhaul: http://forum.egosoft.com/viewtopic.php?p=4338489#4338489
Xrebirth More enemies: http://forum.egosoft.com/viewtopic.php?t=356855
Xrebirth better menu: http://forum.egosoft.com/viewtopic.php?p=4337210#4337210
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OpiWanktGenObi





Joined: 29 Sep 2008
Posts: 10 on topic
Location: beermany
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PostPosted: Sun, 17. Nov 13, 13:40    Post subject: Reply with quote Print

did you switch off "aim assist" in the games options?
when i got the plasma cannon, on mid range all projectiles missed the target.
as soon as the target moves withing the center of your HUD, it doesn't matter where you point your cursor.
this makes the target leading thingie useless.
after switching off that option, my projectiles went back to "normal" and they actually traveled towards the target leading pointer.

did you recognize a difference in the target leading marker, when you changed the projectile speed?

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Privata





Joined: 19 Dec 2011
Posts: 611 on topic

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PostPosted: Sun, 17. Nov 13, 13:53    Post subject: Reply with quote Print

I allways play with targeting assit off , much more fun like that.
well for testing what I did is shoot at a station and the range still seems to be 1KM but maybe it doesent work how it did in X3 , so maybe its preset range and speed does not change the range ,maybe?


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X rebirth is still young ,and its future is bright
Xrebirth Sound Overhaul: http://forum.egosoft.com/viewtopic.php?p=4338489#4338489
Xrebirth More enemies: http://forum.egosoft.com/viewtopic.php?t=356855
Xrebirth better menu: http://forum.egosoft.com/viewtopic.php?p=4337210#4337210
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Kirmari





Joined: 08 Jan 2005
Posts: 20 on topic

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PostPosted: Sun, 17. Nov 13, 14:03    Post subject: Reply with quote Print

can't wait to try this one out Very Happy


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Azalrion





Joined: 09 Nov 2013



PostPosted: Sun, 17. Nov 13, 15:11    Post subject: Reply with quote Print

There are probably two things associated with range in XR lifetime and range variables on the bullet property in the weapon macros.

I was going to look at rebalancing them as currently everything but capital ships no matter what weapon has around 1.2km range and that seems a bit pointless with the only difference being the speed, reload speed and damage. I'll be expanding this to do a full rebalance of vanilla weapons and hopefully add some new ones in.

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Privata





Joined: 19 Dec 2011
Posts: 611 on topic

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PostPosted: Sun, 17. Nov 13, 15:23    Post subject: Reply with quote Print

I think higher range is important I mean 1KM for a fight is silly IMO.
I think 3KM or maybe more what I would do is this
the weaker weapons shoot from a far distance like 5KM maybe 8KM like supresion weapons

then the second most used weapon from the AI is the plasma one.
it needs it damage doubled maybe even more lol

however this is just my opinion im just going on how I would do it , if only I could get my mod to work lol.

good look Azalrion


PS it feels like the only safe place from whining is the S/M forum I guess nothing ever changes


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X rebirth is still young ,and its future is bright
Xrebirth Sound Overhaul: http://forum.egosoft.com/viewtopic.php?p=4338489#4338489
Xrebirth More enemies: http://forum.egosoft.com/viewtopic.php?t=356855
Xrebirth better menu: http://forum.egosoft.com/viewtopic.php?p=4337210#4337210
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Gazz
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Joined: 13 Jan 2006
Posts: 12408 on topic
Location: Bavaria
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PostPosted: Sun, 17. Nov 13, 15:39    Post subject: Reply with quote Print

Privata wrote:
PS it feels like the only safe place from whining is the S/M forum I guess nothing ever changes
Luckily, whining about the vanilla game is waaaaaay off-topic here so the S&M mods are in the enviable position to be able to move that stuff into the general forums where other mods have to deal with it.


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killerog
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Joined: 28 Oct 2005
Posts: 2536 on topic
Location: Kent, UK
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PostPosted: Sun, 17. Nov 13, 15:52    Post subject: Reply with quote Print

Yes we do have a bit of luck with that Razz


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Venatos





Joined: 17 Nov 2013



PostPosted: Sun, 17. Nov 13, 18:02    Post subject: Reply with quote Print

dig that mod Wink
any chance on giving the ships a speedboost too? combat does just feel like everything is in slowmotion.

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Gazz
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PostPosted: Sun, 17. Nov 13, 18:16    Post subject: Reply with quote Print

Editing the engine "macros" is easy.
\assets\props\EngineSystems\macros

The slow pace is intentional because if the player is supposed to make any kind of difference, the battle can't be over before he gets a chance to do so. =)


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My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend. I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Azalrion





Joined: 09 Nov 2013



PostPosted: Sun, 17. Nov 13, 18:21    Post subject: Reply with quote Print

That might become part of the rebalance, real problem is the skunk is upgradable but all other ships are static so you've got to be careful with something like that otherwise you almost turn on god mode.

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Privata





Joined: 19 Dec 2011
Posts: 611 on topic

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PostPosted: Mon, 18. Nov 13, 00:42    Post subject: Reply with quote Print

hey , the version on the nexus works for me.
so I give you ALL DA THANKS IN THE UNIVERS !
se I miss speled the for you , thats how much im happy.

not that annyone could tell sins I cant spell Smile


_________________
X rebirth is still young ,and its future is bright
Xrebirth Sound Overhaul: http://forum.egosoft.com/viewtopic.php?p=4338489#4338489
Xrebirth More enemies: http://forum.egosoft.com/viewtopic.php?t=356855
Xrebirth better menu: http://forum.egosoft.com/viewtopic.php?p=4337210#4337210
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enenra





Joined: 08 Apr 2005
Posts: 6071 on topic
Location: Japan
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PostPosted: Mon, 18. Nov 13, 00:52    Post subject: Reply with quote Print

Use this to link to the Nexus version! Smile




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johncage





Joined: 09 Nov 2013



PostPosted: Sun, 1. Dec 13, 21:01    Post subject: Reply with quote Print

this mod+ aim assist off is how the combat should be.

it's amazing how they thought slow ass weapons in the future made sense. before the mod, those projectile weapons had less range and velocity than a gatlin gun used on the a-10. *shakes head*

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