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line is very slim in this case :)
An Eye of Sauron made of green laser beams of death... It's so beautiful...
Thank you for the message.
This mod adds new particles(effects). The new particles are small in data size, and only two particles are generated per turret. I assume this mod should be safe if your computer renders multiple vanilla campfires without trouble.
However, I do not have enough expertise in hardware or game engines to give you a clear answer, so please be cautious. I recommend building a few mounted crossbows in the unpopulated area and testing this mod.
I hope you find this helpful.
Your method works for melee weapons. You can find many shape-changing weapon mods in the Workshop.
But not for crossbows. A crossbow can take two forms: a loaded form and an unloaded form. Certainly, attaching a 'beam' model only to the loaded form is possible. However, if the crossbow is loaded, the beam will always be displayed, whether a gunner holds it or slings it over his back. I could not stand watching my gunners run around while dragging bright green sticks. → Image
Speaking of textures, you cannot use half-transparent textures for weapons, armor, and buildings. It is one of the gravest limitations in Kenshi modding, IMO.
Both of your additional questions seem impossible.
You cannot attach any effect (particle) to a weapon or armor. Therefore, if you want a laser sight on your crossbow, it will be a mesh - a part of the crossbow's 3D model.
I tried it once, but the 'beam' I made was just a solid bright green stick. It always protruded from the loaded crossbow, even when the gunner slung the crossbow over his shoulder. That was not what I wanted.
And turrets' effects cannot be turned on or off. Unlike other powered buildings, they have no switch, likely due to their functionality.
It is nice to hear that the VSync worked out :)
I added tips about flickering issues and VSync settings to the mod's description. Thank you again. Your report benefits other users and me!
Only one more Luddite question: Any way these can be applied to regular infantry crossbows or is that too much hassle (if possible at all)?
Then, I changed the particle scripts to make particles blink more rapidly:
"emission_rate" to 250 and "time_to_live" to 0.004. → Image
And the flickering was gone, at least in my end.
I may change particle scripts later, but please turn on VSync at the launcher and observe the pointers.
I hope the information will help you.
As for the flickering, I don't have an evidence-based solution for now. However, I suspect the issue might be due to a gap between your frame rate(FPS) and the blinking frequency of the pointer particles.
The pointer effects comprise two particles that blink rapidly, 80 times every second. Usually, I play Kenshi while turning on the VSync setting to cap my FPS at 60, and I had no flickering issues. After receiving your report, I turned off the VSync, my FPS reached 225 max, and I did see flickering.
Thank you for the message.
About training turrets:
The training turrets and regular turrets share some BUILDING_PARTs. If I add pointer effects to the shared BUILDING_PARTs, the effects appear on both turrets. I do not want training turrets to have the pointer effects, so I copied the shared BUILDING_PARTs and used the no-effect copies for training turrets.
I have only one issue, the beams keep flickering, anything I can do about that ?
But I couldn't figure out what you did to the training turrets. Are those supposed to have pointers or not?
I am not eager to make and manage variant mods that I do not use myself. But I see your point because I also had considered not adding pointers to mounted crossbows.
I temporarily made the variant mod available so you can download and keep a copy on your PC.
Here is the variant mod that only harpoons have pointer effects. → Mod Link
And I will delete it from the Workshop on 24 November.
Thank you for trying my mod.
Thank you for trying this mod.
> are the lengths of the turrets accurate effective range?
No, they are not.
A pointer's length is equal to the turret's default range. However, the pointers' length does not change by the height bonus. Turrets are usually built on walls or buildings and receive the height bonus, so visible pointers are often shorter than the actual effective range.
Example→ Pointer vs real effective range
Based on this fact, I considered unifying the pointer length for simplicity.
But I decided to make each pointer have different lengths because I want to know the difference in range between Harpoon MKII and Multi Barrel, even roughly.
Thank you for the feedback.
Now I am working on the quiet color version. → Image
Thank you for the comments! :)
@TherandomFox
This mod is meant for the indicator of turret direction, not laser sights.
So, I focused only on high visibility and chose green as the pointer's color.
Red is also good but less visible than green for my eyes.
I plan to make a color change patch but still cannot choose an alternate color from red, orange, and magenta. → Image