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
13 days ago
1.1 - 2.0
7.92K
Combat Enemies

b Firing point mispalced

14 days ago
(updated 14 days ago)

Hi and thanks for the great mod.

It looks like the turrets' firing points are offset from the barrel.
https://ibb.co.com/mVL0dc87

13 days ago

This seems like a compatibility issue. If it's because K2 realistic weapons are on, I'm uploading the next version in a few minutes that disables it (and hopefully fixes this).

If it doesn't fit it I'd love to see the mod list so I can investigate!

10 days ago

Same issue here, with turrets and player sprites., on the current version.
https://www.mediafire.com/file/zsoqpdoh213j8e2/mod-list.json/file
^modlist, but it does include ones I've turned off.
Please let me know if you need a different format, a save file, anything like that.

10 days ago

That's a lot of mods, a save file would be great!

10 days ago

https://www.mediafire.com/file/7pb95xboqf44pk7/_autosave1.zip/file
Here's my most recent. Thank you for looking into this.

10 days ago

Hi, I want to add I'm having an issue when trying to create new gun prototypes, that indeed the projectile firing spots are misaligned. In my case, the vanilla turrets look fine, but I'm having trouble with my own alignments.
From looking at the code, it seems you apply a shift on the bullet upon creation. So when I define my own gun prototype with its projectile creation offsets to make them align in vanilla, then when your mod is installed it shifts the bullet creation point out of place. I can move the creation point, but the muzzle flash of the gun, and the actual bullet creation point, are not aligned anyway.

Do you have insights into this? Is there a way I could make my custom gun prototypes compatible with your mod?

10 days ago

Would it be a possibility to have your mod assign the bullet creation point depending on which gun prototype is firing? That way it would probably work

4 days ago

https://www.mediafire.com/file/7pb95xboqf44pk7/_autosave1.zip/file
Here's my most recent. Thank you for looking into this.

Got it! Schall Tank Platoon has an option to also convert bullets to projectiles. I'll force disable that option in the next update but for now you can simply disable "Enable bullet projectile" yourself.

I'd also recommend disabling bullet trails, since the trails don't always match the path of the actual projectiles.

Do you have insights into this? Is there a way I could make my custom gun prototypes compatible with your mod?

This mod shifts effects for projectiles that it creates through conversion and applies an offset to ammo-turrets and guns since nothing else fires projectiles in the base game. I'd have to look at the specifics to know the exact solution since it can be pretty finicky since yeah, you have to balance the turret muzzle flashes, original bullet effects, the newly created projectile effects and projectile creation placement.

I think you already mentioned a workaround in another thread but the info might be useful to someone in the future! tldr set it up for vanilla and make a thread if something is broken!

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