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Messages - Mathel

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The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: July 01, 2020, 09:40:44 am »
Yes but also no

A typical AA battery has a capacity of 2000 mAh. A car battery has ~100000 mAh (100 Ah).

The AA-battery at 1.5 V has about 3 Watt hours. The car battery at 12 V has 1.2 kilo-watt hours.

That's 600 watt hours per shot. Let's be generous and assume that energy is dumped into the target in one second. That equates to 720000 Joule or 720 KJ. The kinetic energy of a typical car moving at 60 mph/100kmh is about 500 KJ.

Solarius, what happens when the human body is hit by a car moving at 100 km/h? Do you think that whatever human-sized target hit by that weapon is going to answer any questions in the forseeable future?


There is another issue with car batteries (and any other chemical batteries). You can't just dump all that energy at once, even if you short circuit them. The chemical reaction needs time to happen. You would actually need capacitors for that. And the problem with capacitors is, that they can't store a lot of energy.

Perhaps the 'clip' is actually a smaller chemical battery, custom made by X-Com, and a massive bank of capacitors.
The battery could store more energy than you need to do two shots, but the two shots are all that fits into the capacitors, and they would need too long to recharge. The battery would then be there just to keep them topped off.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 17, 2020, 05:46:59 pm »
I misread it.

I even tried alt-aiming it, to see possible damage. While the Taser Pistol shows 0-88 everywhere (way further than those 5 tiles), Neural Whip shows 0-140 in wielder's column and 0-0 elsewhere. But it does not hit in wielder's column either. I tested that with flying suits.

I just realised something. Taser Pistol has it's powerRangeReduction on the weapon, rather than the ammo. So it may not actually drop the power at all.

Tested this by hitting an agent from 6 tiles away and still stunning him.

But if Neural Whip works at your computer but not at mine, then I have no idea what is going on.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 17, 2020, 05:04:48 pm »
But it has maxRange: 3.

Also, where did you get "powerRangeTreshold" from? Such a flag doesn't even exist.

Anyway, I haven't noticed or heard of this effect. Sorry, for assuming, but maybe you just used it on a shielded enemy?

I got it from Info tab, with Debug and Defaults turned on. Without Debug turned on, the flag's name is "Power red. treshold".
The pickaxe has this flag set to 3.

Also, I tested it in quick battle by having two human agents in suit whip each other,. Not that it matters, since hits against shielded foes register as "0" on the hit log, while the neural whip never registers as "hit", "HIT" or "0".

XPiratez / Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« on: June 15, 2020, 10:15:46 pm »
If you want to know if you damaged an enemy, on L2, it flashes different colors upon hit depending on what is being damaged and how (note that armor damage is included). Additionally you can press ctrl + h following a hit assuming there is no reaction fire. Alternatively, use Brainer outfit/Mine Probes.

Or ctrl-alt-h to list hits since start of the round.

XPiratez / Re: Bugs & Crash Reports
« on: June 15, 2020, 03:05:46 pm »
It only appears when you selected enough to sell.
Have you, perhaps, deconstructed your animal pen while researching an animal? I see you are researching one while at 0 capacity, which should be impossible.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 11, 2020, 02:43:10 pm »
About not hitting, I have had trouble with Neural whips.
They do the hit animation and sound, but it according to the hit log, it is never a hit, or even a "0".

Possible reason:
It has powerRangeReduction=999,  but powerRangeTreshold=0. So at 1 tile away, power is 70-999=-929.

The X-Com Files / Re: concealable is not concealable
« on: May 30, 2020, 09:24:21 pm »
Concealable is used with Suits, Coats and Bulletproof Coats.
Beach Gear is used on the beach.
Labor gear is used in factory.
Sporting gear is used in ski resort.
Underwater-Capable is used underwater.
Space-Capable is (presumably) used in space. (I had no space missions yet.)

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 28, 2020, 01:28:47 pm »
I just realised one more thing about getting the HWPs out. Yes, this was a Hovertank/LASER, so it could just shoot its way out. But I am not sure it would have been possible with a Flamer HWP.
Edit: And a rocket one could blow its way out, but would damage or destroy itself.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 28, 2020, 01:10:13 pm »
yes that happens with tanks.
but they can make a new door ;)
I am aware that tanks can destroy walls. It is what I used to get it out. But it being inside the room still does not make sense. There was no way to get it in.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 28, 2020, 12:34:58 pm »
Syndicate Assasination:
Hovertank starts in a tiny room with a regular door.

The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: May 27, 2020, 06:55:10 pm »
I just did the Gertrude Ellison mission.
I guess it is expected to appear before the player has acces to Power Suits. They are impervious to her unarmed hits. (She did picked up a handgun from a bodyguard she put to sleep. Not that it was any help to her.)
The only difficulty was with the combination of wanting her alive and being stingy on stun bombs. Luckily, I had one agent trained enough in melee to hit her with a Stun Rod. Otherwise, I would have had to use the Small Launchers.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 24, 2020, 12:36:34 pm »
I have a bug to report.
Heavy Crossbow Tritanium Bolts can not be loaded into the Heavy Crossbow.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 18, 2020, 07:09:16 pm »
Question about night vision. How to change it for on/off mode with keyboard? I mean not press and hold space bar all time. I know about threshold value too, it's great but can't find exactly how to turn on/off it by single keyboard button press. Sorry if it has been already answered.
Scroll Lock

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 18, 2020, 11:26:00 am »
Alright, I did a little bit of testing (downloaded latest OXCE version 6.5, got the files from steam, installed on a clean computer so no mods or previous saves). And it seems like the 'instant grenades' option turns smoke grenades into normal grenades in OXCE (the damage is applied on hit, same as normal grenades, and the ground gets visually scorched alongside the smoke).

I then downloaded OpenXcom on another computer and the instant smoke grenades seemed to work properly there (no damage, no visual changes other than the smoke).

Disabling instant grenades in the OXCE version of the game makes smoke grenades work 'properly' again (not sure if it affects any other weapons, I only started playing a week ago and haven't gotten very far).

This is all in the base game, I have no other mods installed and haven't really touched the other options (yet).

This seems to be a bug with special grenades in general. I was playing Equal Terms and discovered, that incendiary grenades from it do a large explosion when on instant grenades, while without instant grenades, they just create a small patch of fire.

Released Mods / Re: [FINAL][MegaMod]Equal Terms 2.0++
« on: May 14, 2020, 10:14:57 am »
Correction about the incendiary grenades. I did not update yet, but I noticed they worked now. So I did some testing of my own and found out, that somehow they react with instant grenades option (I have no idea why I had those turned on), producing a large explosion rather than a small patch of fire. Without instant grenades, they work fine.

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