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A-10 Thunderbolt II:
GAU-8 - Generally more damage, shorter burst (24>16) and more banks (We need more BRRTTT)
Bombs and suspended armament: stronger bombs and 2 per drop (with 4 banks, but same reload?), Also hydra rockets (2-4 Banks, 15-10 rockets each) with higher velocity (right now, hydra rockets on apache are very slow, but in reality they have velocity around 2/3 of main gun).
Delete flares nobody uses them fr fr (on the thunderbolt) and change them on rockets, or give us 4 banks with 3 bombs each.
Nighthawk:
Limit bomb drop angle??? idk maybe it's a thing only in expanded=
Apache:
Buff 20mm by giving him 2/3 banks please? also price increase if you gonna buff 20mm
AC-130:
Bofors with faster reload and less banks (It's autocannon, isnt it?)
count = 1,
bank_timer = 4, > 2
bank_max = 5, > 4
bank_start = 2,
Spitfire is awesome
1.Allow zero-ish throttle for planes (If we dont have airbrake, let us have zero throttle)
throttle_min = 0.65, > 0.1 (or 0.2)
throttle_max = 1.25
2. Less shots per burst, but faster reload of bursts and bigger bank
rotation = 0.12,
distance = 25,
speed = 3000,
count = 24, > 16,
period = 0.08,
timer = 6,
bank_timer = 15, > 10,
bank_max = 2, > 3,
bank_start = 1,
stddev = 0.04,
3. More banks for bombs/rockets, but single/double drop (For thunderbolt - stronger bombs in general maybe?), also a little bit faster bombs?
rotation = 1.5708,
distance = 1,
speed = 350, > 400
count = 4, > 2
period = 0.06,
timer = 8,
bank_timer = 20, > 10
bank_max = 2, > 4
bank_start = 2,
stddev = 0,
4. Stronger cannons (There is no way 30mm GAU-8 deals less damage than vanilla 20mm, and it also doesnt quite penetrates armor)
RegisterApplyMod(function ()
local su25k = FindProjectile("su25k")
if su25k and HSMN_Path then
su25k.sb_planes.HSMN_Extra =
{
EnableRWR = true,
GuidancedWeapons =
{
weapon1 =
{
Projectile = "sbpp_temp_FN_RT",
String = "$Р-60МК",
FireEffect = HSMN_Path.."/effects/Aircraft_rocket_fire.lua",
SpawnDistanceOffset = 48,
SpawnVerticalOffset = 30,
MaxAmmo = 2,
ReloadTimePerAmmo = 12.0,
ReloadEffect = sbpp_path.."/effects/reload_gun.lua",
}
}
}
end
end)
We've tried fixing it but no matter what we do, it doesn't work out.
Could you help us?
Error loading mod weapons/projectile_list.lua: [string "local (name) = DeepCopy(FindProjectile("night..."):67: attempt to call global 'sbpp_Firebeams' (a nil value)
Here is the error message
I do use the Wide Flying Forts map quite a lot.
It is a bit difficult since usually you have to place a lot of flak. Although, I don't think my friends try to manually control flak which usually turns out a lot better in intercepting planes.
The most overpowered thing for me is ramming the planes. The flak usually can't respond fast enough and it just results in a big ton of damage.
What do you think makes the planes overpowered or which ones?
Im currently working on an update that sort of splits the different planes up... so early game planes like the hellcat use the mkI runway, later game ones like the a-10 use the mkII, and then a new MKIII for huge planes like the ac-130 as well as larger build queues. The goal is to make them less powerful early on, and more powerful later on.
I tried some wider maps, but they still feel a bit powerful.
I thought that was what flares did, but I needed confirmation.
Have you considered making sidewinders home in on planes? It would be cool, and maybe give flares a new use.
The planes do feel a little overpowered.
What do flares do?
Example: name = "$Weapon.machinegun"
I'm working on it right now. It required a bit of HUD redesigning to get it to work because the name needs to be on its own line. I think it looks nicer too.
In the meantime you can edit your map to remove the moonshot dlc requirement.
Open your map script file: data/maps/<your map name here>/<your map name here>.lua
Then edit: RequiresMoonshot = true
to: RequiresMoonshot = false
It runs fine but its impossible to edit a map once its made.
I also quite like the F-117 but find it to be underwhelming as a "precision" strike option, which it should be very good at imo, maybe you could add a target marker so as to allow players to know where the bomb will hit (or at least the general path), combined with the already long reload (or even a longer if it ends up being op), it could be good. It would also be nice if the projectile model was an actual paveway.
Anyway, I must say I can't wait to see what you'll come up with !
- OH-1 Ninja (armed with 4 Kinsam missiles, fast, with shrapnel but low damage output, mostly intended to counter aircrafts. Ideally, it would be nice if it could also pin targets for missiles, but idk if it can be done, it may require two players)
- YAL-1 Airborne Laser (armed with a single front laser that follow the mouse's path, low damage output but allow a skilled player to take out projectiles, would have a long reload time, it could be another way to shoot down aircrafts and projectiles)
- EF-111A Raven (or whatever sead aircraft you could imagine, able to pin targets with lasers while not being targetted by AA)
Overall, I'd love to see more planes with or without unique features if possible, and the counters for those to avoid games being centered on aircrafts, which can hurt the focus on forts themselves (or landcruisers).
So far, the F-16 is imo the most reliable way to shoot it down but it requires much more micromanaging than AA and in assymetric games, can put a team at disadvantage. If something such as various new AA (perhaps limited in number of requiring a new plant) options could be made, maybe it could relieve pressure on teams ? May be hard to implement though. Maybe one or two new fighter jets for air superiority could be added ?
1.Set projectile max age for guns and missiles for balance and realism.
2.To prevent friendly fire, you could change how guns work for example, increase the rate of fire and significantly decrease the number of rounds per burst, but increase the reload speed.