Distant Misfires

by DataCpt

Dynamically replaces boring auto-aim bullets with skilfully inaccurate projectiles. Extends the max range of misfires alongside a magazine size increase. Let the biters experience true bullet hell. All configurable.

Content
9 days ago
1.1 - 2.0
960
Combat Enemies

i Wildly inaccurate fire with Modular Turrets mod

10 days ago

Hey there. I like the idea of this but but as the title may suggest, I find the accuracy with the gatling gun and the heavy MG in the Modular Turrets mod to be very poor, to the point of calling it a bug -the gun firing in a 30 degree arc at close targets. Could this be fixed with a setting with which you can fine tune how accurate fire is? The accuracy of the cannon however I find to be good.
Kind regards, Alin.

10 days ago

Yep that sounds excessive, thanks for the report! Should be an easy fix on my end.

9 days ago
(updated 9 days ago)

Cheers! Waiting for the patch. ^^

9 days ago

I've been testing it for a little bit and I've not noticed much of a difference in the accuracy of those specific turrets compared to the base game's gun turrets. Could you perhaps show me an image of the setup where you're experiencing the issue? Also is everything else involved vanilla? Biters, ammo etc.

I can still make it configurable but it would have to be a flat setting that affects everything equally.

9 days ago

I think I found the issue. It was the Bullet Tracers mod. In combination with this mod it gives wild results. I disabled it and now it works fine. It's a shame because it was a very cool mod. It did a similar thing to Fire Lights but also had tracers and the illusion of inaccuracy. Try it and see for yourself.

9 days ago

Interesting, thank you! I'll take a look at that combination. I've already done the work for the setting regardless so that will be in the next update later today.

9 days ago
(updated 9 days ago)

May I humbly suggest splitting the accuracy setting into different projectiles, in effect allowing to tune accuracy based on ammo-category? eg bullet, cannon-shell, shotgun-shell, rocket? I feel that not all turrets should have the same (in)accuracy. :)

9 days ago

They're already individually tuned, cannon shells are much more accurate than firearm magazine bullets for example.

Unfortunately, to maintain mod compatibility, a lot of the checks have to be fuzzy and can be overridden by other rules. I also have to set explicit rules for specific mods when I, (or someone else) finds one that isn't properly handled (which is what I thought could have been happening here).

If I translated all of that into settings, it wouldn't make much sense to anyone that isn't me and any extra setting would invariably apply to other unintended ammo types... Unless I reworked most of the mod and added a setting for every single ammo type, base game, and modded, individually, but then I would no longer have the built-in compatibility that I do now and it would require constant updates.

All of that to say, probably not, sorry.

9 days ago

That's alright! Do rockets suffer any accuracy penalty? I feel like at least the high explosive rockets should have a (very slight) penalty.

9 days ago

Not currently, I don't believe it's possible because rockets lock onto target entities rather than being fired in directions.

9 days ago

Got it! I noticed that vehicles and my avatar no longer lock onto targets and instead I have to manually aim. I have to say, manually aiming was fun for about a minute or so. But when you're playing late game with what feels like million of biters, It gets old, very fast. Just my two cents.

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