RimWorld

RimWorld

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Combat Extended Launchers
   
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Mod, 1.3, 1.4
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10.947 MB
Jan 16, 2023 @ 2:54pm
Jan 1 @ 5:26am
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Combat Extended Launchers

Description
A set of five rocket launchers (SMAW, MATADOR, RPG-28, RPG-32 and M141) for Combat Extended! This pack is focused on launchers which aren't as easy to find on the Workshop as, say, the Javelin or historical RPGs and recoilless rifles. I did my best to make each launcher feels unique and good at something so as to avoid bloat, but feel free to drop any suggestions/feedback regarding balance or future content :D

Launchers of the same category (disposable or reusable) were balanced to be the best at some niche:

Disposable
- MATADOR: a longer range alternative to the M72 LAW. Very accurate, but bulkier and more expensive to craft.
- RPG-28: very quick to aim and deals tremendous damage against thick armour, but it has a shorter range than its peers and is heavier than bricks. Ideal for snapshots against heavy mechs, as long as you're careful with the shrapnel!
- M141: a dedicated anti-building launcher. Upon impact, its warhead creates a fragmentation cone that can damage or destroy a second layer of infrastructure.

Reloadable
- SMAW: ideal for long-range, precise shots (snipe those Centipedes!), but slow to reload.
- RPG-32: a jack-of-all trades that's cheaper and more practical to carry around than the SMAW (lighter and less bulky), but doesn't shoot as far.

Sadly, this mod was designed for CE and is not compatible with vanilla - for the time being, at least...

Credits:
- Offworld Industries[www.offworldindustries.com] for the rocket launch sounds, which were obtained from Squad.
- Combat Extended for the reused SMAW HEAT projectile and fragment textures.
43 Comments
5150 Feb 15 @ 2:40pm 
It's a terrifyingly cool mod. The projectile sound effect and the flame effect are awesome.
Rooskey Jan 13 @ 4:29pm 
Phenomenal update. No more editing .xmls!
Tonas  [author] Jan 1 @ 5:27am 
Updated! Let me know if the new bulk values make sense.
Tonas  [author] Dec 30, 2023 @ 4:09pm 
To add on to the previous comment (damn ye, character limits) this will generally make all launchers and their ammo easier to carry around, with less drastic - but still meaningful - bulk differences across the board.
Tonas  [author] Dec 30, 2023 @ 4:05pm 
So after reading your comment I decided to dig deeper into how to balance the bulk of AT weaponry and I think I reached an acceptable solution.

In CE, weapons had their bulk calculated according to the formula (length in meters * 10), whereas ammo - including canisters for reusable launchers - uses a more complicated volumetric estimate. This is *fine* when the ammo is small, but results in rockets having wildly inflated bulk values compared to their launchers. After two days of playing around with formulas, I came up with a more sensible way of calculating the bulk of rocket launchers and respective ammo, using the M72 LAW bulk of 6.3 as a reference.

The new formula should hopefully yield more forgiving and, above all, coherent values. I also took the liberty of recalculating and patching in new bulk values for the RPG-7 from CE Guns and the Carl Gustaf from Gun Nut. The XML error fix and the new bulk values will be uploaded tomorrow!
Fat Pigeon Dec 28, 2023 @ 6:09pm 
Well I guess I can just use an exoframe and have a large backpack and it will work out. But somehow real world soldiers manage to carry an RPG-7 or SMAW or similar, 3 extra rockets, plus a rifle on top of that and they don't need an exoframe to do it. rimworld pawns just need more boot camp I guess, idk.
Tonas  [author] Dec 27, 2023 @ 1:23pm 
The reusable launchers (SMAW and RPG-32) this mod implements use ammo that was added by CE, so any changes to their mass/bulk should be directly addressed to CE's mod team; I don't think it would be wise for me to override item values that were undoubtedly well researched and balanced.

In any case, I tried to translate some of the advantages of reusable launchers IRL to this mod, namely the higher range and accuracy allowed by non-discardable optical elements. I'll see what else can be done to improve balance, though.

Also many thanks to the previous commenters who found errors in the XML; I'll push a fix ASAP!
Fat Pigeon Dec 26, 2023 @ 10:00am 
What's the point in the launchers being reusable if the ammo is so heavy and bulky that you can really only carry one or two of them? I mean am I supposed to send in my rocket man with no armor and no backup weapon just to squeeze a 3rd rocket in there? especially when I could carry EIGHT of the disposable launchers from base CE instead for the same weight and bulk...
Just Dec 17, 2023 @ 8:58am 
It seems that in M141.xml there should be removed "<explosiveRadius>1.5</explosiveRadius>" from the <projectile Class="CombatExtended.ProjectilePropertiesCE">

@tanitanino, you can do it also temporary yourself. Modify file "<...>\steamapps\workshop\content\294100\2919231977\Defs\ThingDefs\M141.xml".
Either remove or comment the line 118. Commented:
<!-- <explosiveRadius>1.5</explosiveRadius> -->
tanitanino Nov 23, 2023 @ 2:30am 
Not sure if it is the recent CE update, but I've got an error linked to your mod.

https://gist.github.com/HugsLibRecordKeeper/f9e0702f2224126380f1b34321aa617f

Thanks!