RimWorld

RimWorld

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Mortar Accuracy
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
2.103 MB
May 1, 2019 @ 6:13pm
Apr 15, 2024 @ 4:13pm
51 Change Notes ( view )

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Mortar Accuracy

Description
Q: How is this different from vanilla Rimworld mortar accuracy?
A: Vanilla mortar accuracy is only modified by shooting skill. This mod adds more features and options, shown in the list below

Description
A collection of options to make mortars more/less accurate. Customizable in the Mod Settings menu. These changes affect all mortar/catapult/trebuchet shots, including enemy mortars. Changes include:
  • Lead moving targets!
  • Weather: Mortar accuracy is affected by weather and time of day (in vanilla, mortar shots rarely are affected by weather)
  • Colonist Skill: Mortar accuracy is affected by colonist Intellectual and/or Shooting skill
  • Cover Miss Chance Removed: In vanilla, mortar accuracy is reduced based on the target's cover (why would targeting someone behind a tree cause my mortar to be less-accurate?)
  • Accuracy radius preview and blast radius
  • Customize how much skill affects accuracy, including giving everyone 100% perfect accuracy

Compatibility
  • Can be freely added/removed from saved games
  • Compatible with all modded mortars, catapults, trebuchets, handheld mortars, etc
  • Compatible with Multiplayer
  • Incompatible with Combat Extended:. A patch is unlikely with CE being such a large overhaul. CE does have their own mortar accuracy mechanics using spotting binoculars

Translations
English, Russian, Chinese Simplified, Spanish (Latin American), French, and German supported.
If you'd like to contribute to a translation, the path for the languages .xml files is below. You can copy any existing file, edit the text, and send me a link to include a new or updated translation in the next update!
C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\1729446857\Languages

Github version here[github.com]

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Popular Discussions View All (2)
13
Oct 5, 2024 @ 12:23pm
Suggestions/Feedback
Hob Took
13
Jan 2, 2023 @ 2:58pm
Github Update
Think3r
650 Comments
andrewmin133 Apr 13 @ 8:29am 
Hello Hob, thanks for the reply! The auto mortars seem to struggle when targeting enemy pawns in general, especially moving perpendicularly to the firing trajectory (i,e, not moving towards or away but strafing across). would you be interested, by any chance, for a commission to improve target leading? With compensation of course.
Hob Took  [author] Apr 12 @ 6:19pm 
@andrewmin133 All mortar-like things should use target leading based on the Mod Settings option. It is not specifically dependent on a pawn using the mortar, just that the target of the attack is a pawn.

Is there a particular mortar that is not appearing to lead targets? Is your target line locked onto the target?
andrewmin133 Apr 8 @ 4:53am 
Hi, Im trying to test auto mortar defenses but is it possible to make this work for them to lead targets as well? any clarification would be appreciated. thanks
Hob Took  [author] Feb 17 @ 7:08pm 
@Trivia Vanille, absolutely agreed. A trench and HESCO blocks and the sort providing cover makes sense vs a mortar. Unfortunately, the game merely has a single variable for cover percentage. There is not a distinction between overhead cover and other cover.

In vanilla, the cover percentage causes the mortar shot to be more inaccurate which makes no practical sense. Why would the target being behind a tree cause the mortar shot to land elsewhere? Land where it was going to land, just deal less damage.

I don't know if cover affects the blast damage of the shot.
Trivia Vanille Jan 12 @ 8:21pm 
Of course, as mortars are indirect-fire artillery, the shell wouldn't be coming in from a shallow angle either, so low cover like sandbags, single HESCO blocks, or Jersey walls would barely affect the shot at all (but still could catch the shell if the shot wasn't spot-on). However, high cover like a tree trunk, a full-sized wall, or HESCO stack could effectively block any mortar shot fired at the target behind the cover, depending on the velocity of the shell, the material and thickness of the cover, and the type of explosive and fuse in the shell. There's probably a ton of other variables to consider, I'm not an expert by any means, just thought I should mention it since you brought it up in the description... just kinda figure Tynan was probably going for a bit of realism there when he made the formula for it
Trivia Vanille Jan 12 @ 8:20pm 
Hey, just wanted to point out that your target being behind cover would actually affect your shot IRL. It entirely depends on the angle at which the shell comes down from above the target; the steeper the trajectory, the less cover would affect the shot (unless that cover also includes overhead cover, like a roof or, as you mentioned, a tree; I don't believe that the trees in Ribworld actually count as overhead cover, mechanically, although it would be interesting to see if that could potentially be modded in), but the closer your target would have to be. To fully ignore cover, the shell would have to drop pretty much straight down on their head, which would require them to be close enough to the launcher as to make it impossible to actually hit them without destroying the launcher in the process (and by the time the shell landed, the target would have killed the entire mortar team, so there are plenty of more practical ways to accomplish the same goal).
SP4RTAN Jul 14, 2024 @ 1:53pm 
@Astro I mean it doesn't cause any issues. This mod doesn't really affect the automortars since pawns aren't firing them.
Astro Jul 13, 2024 @ 7:23pm 
works with VFE mechanoids automortars right?
hardbrocklife May 8, 2024 @ 6:06am 
Thank you!
J May 3, 2024 @ 7:20am 
@Hob Took:

Got it, thanks for the explanation!