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Messages - GO-shnick

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Suggestions / Re: Incendiary / phosphorous ammunition boost
« on: March 01, 2025, 03:46:15 pm »
I'm not a dev, but if my memory is correct, incendiary and fire damage is stated in standard/xcom1/difficulty.rul under constants:. The parameter is - fireDamageRange: [5, 10]. However, OXCE allows you to override this by adding damageAlter subsection to item in question and stating different RandomType that is not equal to 0, 4 or 5.
1, 6 and 8 for vanilla EU 0-200% damage spread
2 and 9 for TftD 50-150% damage spread
7 for Xenonauts-like 50-200% spread.
3 is for fixed 100% damage. In all cases 100% is weapon's power. So, I believe, that makes your request kinda fulfilled already.

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Suggestions / Additional subparameter for configurable fire modes?
« on: March 01, 2025, 03:33:31 pm »
A long time ago in ufopedia.org far away I came across a comment for followProjectiles parameters.
The comment in section with configurable fire modes says: "# the camera stays still while shooting (prevents minigun seizures)"
While setting this parameter to false is working just fine, I wondered if there are some possibility to add a subparameter like followProjectileFrequency? Or, in layman terms, define how many projectiles that were fired should be followed by camera aside from first, which should be tracked always. And, maybe, last. Pros: players are still able to see where they fired from, unless fired with gun whith followProjectiles: false or shotgun (AFAIK OXC/OXCE don't draws more than 1 projectile at a time, and there's probably a WIP/declined suggestion for it posted by somebody else).
Additional thought is to make this parameters different for player and AI, let's say if some hardcore player modder wants his operatives to be shot with VSS Vintorez and be unable to track a source of incoming fire, but remain able to track return fire with the same VSS.

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Released Mods / Re: [UFO] [Equipment] Inventory slot 1.0
« on: February 28, 2025, 08:14:33 am »
One of my... not even favourite mods - must have mods.

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Released Mods / Re: [Equipment] Cargo Bag
« on: February 28, 2025, 08:02:37 am »
Okay, I changed the topic accordingly. Also, I noticed that I forgot to add the file itself because I'm, ugh, a type of guy that serves under command of Sgt. Dornan from Fallout 2. :-[ The issue is corrected now, zip archive is attached to this post.

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Released Mods / Re: [Equipment] Cargo Bag
« on: February 27, 2025, 09:37:42 pm »
Screenshot detail on a price tag. Also, you might have noticed that this bag is technically a melee weapon, although it would not be the most effective weapon at your disposal.

Since there are not too much text in a mod, the russian translation is also available (I hope references to russian cult arthouse horror movie on a screenshots below is not forbidden).

Note on rights: If Solarius Scorch or anyone who contributed to XCF won't mind against usage of aforementioned sprites, then you can use this mod in any way that is not forbidden by laws or forum rules. Play it, use it as a base for your own mods, integrate it in your mods.

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Released Mods / [Equipment] Cargo Bag
« on: February 27, 2025, 09:35:53 pm »
Here is my first little mod for OXCE 7.12, a cargo bag. As name suggests, it adds a bag that allows you to carry heavy equipment around. Each bags deduces 8 units of weight from a soldier's load but takes up 4 spaces in inventory, 2 spaces wide and 2 spaces high (just like a mind probe). So if you using a classic UFO Defense/Terror from the Deep inventory, you are limited to a maximum of 3 bags (More with mods like Invent Max by Komandos). You can use this item on weaker soldiers that can barely carry a rifle and a spare mag, so with that bag in a backpack they can also have a grenade or two on their belt. Or something like that. To obtain the bags you should pay 2500$, which is probably unrealistically overpriced, but may be not so if you shill Heavy Plasmas, Laser Pistols and dead aliens left and right.

Sprites used as a base was medical bag from X-Com Files, so credit goes to Solarius Scorch, I guess.

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Open Feedback / Re: Other Ways to Modify Aircraft
« on: February 22, 2025, 07:05:43 pm »
Hmph, yeah. That's it. That's might be what I'm looking for.

As far as I understood, int means integer, so any values here are rounded up or down to a close one, right? Still, don't perfectly explains a descrepancy in numbers I got. Must be overlooking something. Just don't tell my math teacher please (partially kidding).

So Skyranger fuel ticks is 1500 divided by 7.6 (result of division of 760 speed max by 100). 197,368...
And max range is 197,368 multiplied by 760 first and then the result (150000) is divided by 12. Result is 12500 (nautical miles?). Still, NerdyPedia says max range is 13553 nm.

Round it down.
1500/7=214... Multiply by 760 (162640) and then divide by 12... wait a minute! That fits perfectly! 13553,3 miles (13553 rounded down again). Okay, I think got it. Yeah. That is EXACTLY what I've been looking for. Thanks a lot, Meridian. I hope you won't mind if I leave this post here as is, so other people won't have to train their brain like I had to?

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Open Feedback / Re: Other Ways to Modify Aircraft
« on: February 22, 2025, 04:50:25 pm »
Well, I'm still confused (because I can't understand the code syntax), but thanks anyway. Or maybe you can give a more understandable sample, let's say, with vanilla Skyranger values?

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Open Feedback / Re: Other Ways to Modify Aircraft
« on: February 22, 2025, 04:01:02 pm »
Hello everyone. I'm new here and also have a question about aircrafts. So, before registering here I have studied a forum for quite a some time, but never found out any useful information, so I decided to ask directly. So here it goes.

It seems that I totally cannot understand the fuel/range formula. How craft's range is calculated? It seems that if we have two crafts with equal fuelMax parameter and craft A have speed of 760 knots and craft B have 2100, the latter will have larger operational range. But what is the exact formula? What other parameters are taken into account during the calculations? It don't helps either that speed is measured in knots and range is given in nautical miles and kilometers.

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