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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
Vanilla applies forced miss radius + a multiplier combined of shooting skill, sight, and manipulation. Then chooses a random cell within the radius to target, weighting the outer-most cells incredibly high vs the inner-most cells (as your radius increases, the outer ring has more cells. Choosing a purely random cell has a higher chance to be in the outer ring).
Modded: (base forced miss radius) * (weather accuracy multiplier) * (skill multiplier)
Then we choose a random angle + radius as the target to get an equal distribution of targets.
Base miss radius is a vanilla value and weather accuracy is a vanilla value although vanilla does not factor it into mortar shots.
Could you please explain the worst/best accuracy? Do I understand it correctly that it’s applied to the result of the Mortar Miss Radius Multiplier and scales, so that the mod’s default worst accuracy of -50% is at 0 skill and 75% at 20 with 20 different steps in-between (i.e. 0% at 9 in skill)? Like, in vanilla [rimworldwiki.com], MMRM at 0 Shooting is normally at 120%, that’s a radius of 10.8, but with Mortar Accuracy that’s going to be what, 10.8-50%, so 5.4, is that correct?
I had same exception trigger as Dax, error ticking pawn TryCastShot.
-Pyromaniac now adds a Fire need bar.
-This bar increases by 16% every time the pawn fires or throws an incendiary weapon.
I doubt that's going to help you track down any remaining issues, but just doing due diligence and reporting the fix since I reported the issue.
Verb_LaunchProjectile.TryCastShot: PRE: VFECore.Verb_LaunchProjectile_TryCastShot.Prefix, MortarAccuracy.Patches+Harmony_Verb_LaunchProjectile_TryCastShot.Prefix post: VFECore.Verb_LaunchProjectile_TryCastShot.Postfix, BetterPyromania.HarmonyPatches.VerbLaunchProjectileTryCastShot_Postfix TRANS: PerformanceOptimizer.Optimization_FasterGetCompReplacement.Transpiler
And the error comes from a method missing from vanilla Rimworld
`System.MissingMethodException: single RimWorld.StatExtension.GetStatValue(Verse.Thing,RimWorld.StatDef,bool)`
Using the latest steam mod version, I am still unable to repro any problems on either Rimworld 1.4 or 1.5.
Here's my log, related error is at the bottom.
https://gist.github.com/HugsLibRecordKeeper/2dfe94241b44f220251fe074107df530
@Microsoft PowerPoint 2013, are you seeing the errors on Rimworld 1.5 or 1.4?
Here's a log I got when trying to use two pawns to shoot at a target. The error messages didn't arise from trying to shoot but rather unpausing the game.
https://gist.github.com/HugsLibRecordKeeper/495f7421cbeb39703555390cca330c03
I am unable to reproduce on Rimworld 1.4.3901 with Dev Quicktest bolt action. Harmony + MortarAccuracy are the only enabled mods.
Does anything show up in the dev console?
1) Options > General > enable Development Mode
2) While in-game, press the "Open the debug log" button in the top-center
3) Anything related to "MortarAccuracy" or "TryCastShot" is relevant
No issues with the mod yesterday Apr 13
Mod files for 1.5 remain unchanged from the initial release. I still have not reproduced errors on 1.5.
Based on my testing, it affects ranged weapons, mortars, and turrets - basically anything that's a projectile.