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Messages - Hazard

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31
Spaaaace!

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XPiratez / Re: Suggestions on how to improve the mod
« on: April 24, 2016, 06:49:56 pm »
This is more of general OpenXcom suggestion, and maybe it's been talked about before, but I'd really like to see shortcuts for aimed, snap and auto shots.

33
XPiratez / Re: [MOD] Eddie's Idea Lab
« on: April 24, 2016, 04:46:28 pm »
That's a concrete block, it's not the same as a ceramic or steel ballistic plate. 7.62x39 does have more muzzle energy than 5.56x45, and in the video probably transfers more of it into that block (though I don't know how much the corner vs. middle shot placement affected the extent to which the block was damaged) but that doesn't automatically equal better performance against armor. Now, my understanding of physics and/or ballistics is very poor, so properly explaining it would be very difficult for me...

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XPiratez / Re: [MOD] Eddie's Idea Lab
« on: April 24, 2016, 07:11:57 am »
Who knows, maybe the worst soft body armors of 2601 are just as good at stopping conventional firearm projectiles as the best rifle plates of today. That's 600 years of advances in materials science after all.

35
XPiratez / Re: [MOD] Eddie's Idea Lab
« on: April 24, 2016, 05:15:44 am »
Homefront Rifle/AK - 7.62x39mm is not particularly good at penetrating armor. Faster rounds like 5.56x45 tend to perform better against hard armor plates, though the difference between these two cartridges is fairly minor in that regard: both are stopped by NIJ level III armor.

Same thing with the Assault SMG/P90. The 5.7×28mm (and other similar PDW cartridges) used in the P90 has good performance against soft body armor, and while this might've been relevant in the 90s when the PDW "concept" was developed and marketed, it's just as useless against modern rifle-grade plates as any other pistol round.

36
True that, I already said clip is just an approximation... Loose ammo doesn't appear in-game in any way, but magazine somehow seems more wrong than a clip...

Interestingly, the few weapons that could realistically utilize a clip, revolvers and hunting rifles mainly, have either "drum", "rounds" or "ammo" as the ammunition item name, instead of "clip". ;)

Anyway, if for whatever reason you don't want to change it, that's fine (duh, it's your mod). Doing a trivial find and replace job with Notepad++ myself when something new gets added to Piratez_lang.rul is not a big deal. Though it could be I'll just forget, seeing how small of a thing this is. :D

37
Clips/magazines issue: while weapons have magazines, I'd wager that you buy and manufacture clips (why pay extra for the casing?). But in battle, you use magazines (except for things like Hunting Rifle). However, an item cannot have two names. Hence, I think that clip is a more fitting name in general, if imperfect. It's the same as with manufacturing 'arrows' while what you see in battle are arrow quivers.

I'm pretty sure there are no clips involved in most small arms ammunition supply/production chains, there's no need for such. Manufacturer makes the individual cartridges and packages them in containers of various sizes and types, and they're then shipped to retailers or straight to bigger customers, like armies. It's then distributed to troops and loaded into magazines/non-disintegrating belts (or even actual clips in some rare cases) as needed mostly by hand. So while ammo is obviously not produced together with magazines as the game's UI would imply, clips don't fit any better. And because the actual inventory item that the players mostly interact with is usually a magazine of some sort, I think magazine would still be the better term to use.

That reminds me of something strange. With some weapons that shoot more than 3 rounds per burst, the projectiles fly very fast. So fast that 5-10 rounds take the same time as the regular 3 round burst of many weapons. I don't know if weapons have individual projectile speeds, or if is only the burst mode with some weapons, but there is some inconsistency between the projectile speed of weapons

Projectile speed can be changed in the ruleset. The majority of auto-fire weapons probably have the default value, with only the dedicated full-auto weapons receiving higher bullet speeds.

38
Hum. I know every magazine being a clip is a proud XCOM tradition, and that UI space is limited, at least occasionally... Still, a critical mass of the word "clip" must have been achieved in my head, because it's annoying the hell out of me. It didn't yesterday, but now it does.

So yeah. That's all for now. :D

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XPiratez / Re: Bugs & Crash Reports
« on: April 22, 2016, 01:29:34 am »
Ehm, there's nothing in the nightly you'd need... required files are all in the Piratez download.

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XPiratez / Re: Bugs & Crash Reports
« on: April 22, 2016, 12:56:18 am »
I'm not getting any prisoners either with .98D. Should have received at least two researchers and an academy engineer, but they didn't show up in post-mission debrief or in the base. There were more than enough prison space left.

41
XPiratez / Re: Can I remove the fist weapon from Mercenary Commando?
« on: April 19, 2016, 04:28:08 pm »
If you're looking for some other incentive than the standard "nice to have for a bit of variety and because you can", then I agree there probably won't be any. That said, I'm sure many people would still appreciate it a lot, for what it's worth. I know I would. :)

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XPiratez / Re: Can I remove the fist weapon from Mercenary Commando?
« on: April 19, 2016, 01:13:40 am »
I tried that, but the game still crashed on inventory.

In any case, I set up a proper submod using the Naughty mod as a template (thanks for that too, Dioxine), and now it seems to be working fine. For some reason the game refused to start with an error message when the corpse bigSprite was named EMC0_b, but launched just fine when I changed it to EMC_0_b.  :o I guess there's something obvious I'm missing about the file naming system...

43
XPiratez / Re: Can I remove the fist weapon from Mercenary Commando?
« on: April 18, 2016, 11:28:07 pm »
I just now got around to testing this and the game crashes as soon as I try opening an inventory screen with one of the soldier-style mercs. It's something to do with the "MUTON_MERCENARY_ARMOR" entry, since the new soldier type works fine with any other armor. Unfortunately it's somewhat beyond me to decipher what exactly the MUTON_MERCENARY_ARMOR lacks that the game needs to make it work properly for soldier-type units. Any further help would be greatly appreciated.

Edit: Nevermind, I got it working. Yay!

44
XPiratez / Re: Can I remove the fist weapon from Mercenary Commando?
« on: April 18, 2016, 05:03:45 pm »
Yeah, I understand there's a good reason for the inventory restriction. And now that you mentioned it, I'd gladly play a Mercenary-themed mod in the Piratez setting. :)

45
XPiratez / Re: Can I remove the fist weapon from Mercenary Commando?
« on: April 18, 2016, 02:06:53 pm »
I admit, I started looking into the mercenary commando ruleset settings because I wanted to incorporate a bit of "serious male warfighting ability" to my squads (and I bet the gals would also like a couple of guys around... or perhaps not), but don't really like shotguns. :D

Male hands is obviously something I'd also like to see in the mod, although I understand making the assets would be a massive amount of work. It crossed my mind to try making one male variant of all the inventory images myself, but with the artistic skills I have, hell would probably freeze over in the time it would take to finish that job properly.

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