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* Bug: With vanilla, if the random cell that is chosen to be targeted is the original target, the shot will miss
* With vanilla, weather affects non-mortar accuracy (bows, guns) but has no impact on mortars
* With vanilla, the target's cover chance affects accuracy (why should a target standing behind a tree cause a mortar shot to be less accurate?)
* With vanilla, firing a mortar does not improve skills
* With vanilla, mortars cannot lead moving targets
* With vanilla, mortars only show accuracy radius, they do not show explosion radius
* With vanilla, there are not options for shooting and/or intellectual to affect mortar shots
https://rimworldwiki.com/wiki/Mortar_Miss_Radius_Multiplier
The accuracy preview shows the smallest radius with a pawn with 20 shooting and perfect accuracy, however they miss the target by a landslide. I assume yayo's combat logic takes over. With advanced accuracy algorithm disabled my pawn always hits the mark, as expected.
Thanks for the quick response and taking your time looking into this!
Accuracy preview? Mortar does not shoot? Yayo's combat accuracy takes priority over Mortar Accuracy? Target leading does not work?
If you let me know what is broken, then I can look for a solution.
@MathChrome thanks again for the report!
Could you look into it? I love this mod.
My modlist shouldn't have anything that impacts mortars at all:
RimHud, Character Editor (no, I haven't messed with item defaults), Nice Bill tab, Ogrestack, Filth vanishes with rain, Doormats and Smart Odyssey. Mortar accuracy is at the top of the list.
Yeah, any 1.5 mods loaded on 1.6 are likely to have busted things. There are a lot of subtle changes under the hood in 1.6. It is odd that 1.5 mods are even allowed to be loaded.
1.6.4518 with Odyssey. No other weapons/mortars/targeting mods at all. Tried my existing savefile mortar - have deconstructed and reconstructed. Shelf of shells 4 tiles away and accessible. When 'manning mortar' I can select targets, see the predicted accuracy circle, but the colonist who is manning the mortar just... sits there and never loads a shell.
I'll re-add 1.6 support tonight.
The 1.6 support I added was not intended to change previous versions. Entirely my fault.
For your auto mortar problem, which mortars are these and from what mod? What are your Mod Settings for Mortar Accuracy?
I discovered an edge case last night with Rimworld 1.6 + target leading enabled + the shooter has perfect accuracy results in the vanilla accuracy taking over instead of the mod. This likely exists in Rimworld 1.5 as well.
Is there a particular mortar that is not appearing to lead targets? Is your target line locked onto the target?
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.
Got it, thanks for the explanation!
BUT, this isn't enabled on the mortar ha
In modded, cover has no affect on mortar shots. We merely are determining a random angle + radius to target then let it fire.
As to why the Q&A doesn't talk about sight and manipulation, Rimworld keeps changing how mortar accuracy is calculated and I haven't bothered to keep the Q&A up to date with the sight, manipulation, mortar barrel, difficulty setting, and Rimwold version differences.
Base mortar miss radius = 13 (assuming no weather multiplier)
Colonist with avg skill 0 = 40% increase in radius, 18.2
Colonist with avg skill 10 = 57.5% reduction (halfway between -40% and +75%), 5.525
Colonist with avg skill 20 = 75% reduction, 3.25