Warheads


Acts as a super-cross mod for weapons, allowing mods adding warheads to avoid working to support every different mod.

Internal
11 months ago
1.1
38.6K
Combat

b [Fixed] Some projectiles seem to overshoot or undershoot the target

2 years ago

So far, I've noticed that 128mm nuclear cannon shells seem to land well past what you're aiming at, while nuclear sniper rifle rounds and rockets seem to detonate sooner than expected. I'm not sure if this is something up with Warheads or Schall Tank Platoon, as I haven't tested the full range of nuclear weapons yet... but even the standard 20t nuclear rocket that replaces the basic atomic bomb seems to be affected.

Sniper rounds and rockets detonate about 10 meters short of their target when firing from max target range, which for low yields often means they end up doing only superficial damage unless you get much closer before you shoot. Meanwhile, larger cannon rounds appear to detonate almost a full screen past the target no matter where you actually aim (even when manually firing with the C key).

Sniper rifle example shots:

128mm cannon example:

For the tank in particular, I even tried force-firing directly in front of me, but the rounds always seem to travel the same distance, like they aren't respecting the target you specify. I suspect the same is happening with the rockets, as firing them up close (within self-eradication range) is accurate, but putting them in a rocket turret that starts tracking enemies at long range results in them prematurely detonating.

Any ideas on what could be wrong? Could something be up with the per-projectile range modifier? It's possible it's just something on my end, so I wanted to see if you'd run into this at all!

2 years ago

Nope, actually the tank and the rockets are entirely different problems - both really annoying.
The tanks issue is that the normal tank shells have coliders, I've removed this so that they don't detonate on the first thing they hit, but this means they don't stop until they hit their final distance... I might have a fix for this, I'll have to check.
The rockets, machine guns, etc. are using clamp_position, which sets means if you fire at something beyond max range they fire at max range - this is implemented terribly in game, but is in theory useful for firing as far as possible. I'm removing this in the new version, which will make it harder to shoot at max range, but easier to shoot at known range...

2 years ago

I think the new version should be waaay better.

2 years ago

Looks like the new version fixed all the issues I had. Thanks so much! I lol'd when I saw I could now make a 15kt grenade. For when you want to end it all, but take a whole bunch of the bastards with you, haha.

2 years ago

Awesome!

New response