Xenonauts

Xenonauts

M24 Sniper Rifle (for X:CE v.34 and later)
53 Comments
aj22 Sep 20, 2019 @ 3:03pm 
meow
CB|Torlo Jul 16, 2018 @ 6:06am 
I agree with Mememachine (good name by the way). Much better.
JDCollie  [author] Dec 16, 2017 @ 1:32pm 
Glad you like it!
Bogatyr Dec 16, 2017 @ 5:10am 
Sweet little mod! Take this anyday over the standard semi automatic crap
JDCollie  [author] Mar 24, 2017 @ 6:47pm 
Nope.
rolypoly Mar 24, 2017 @ 6:45pm 
Does it work with vanilla game?
Vinier McNuggNugg Jan 21, 2017 @ 1:06pm 
I fixed the game, everythings working again, had to fresh install it
Vinier McNuggNugg Jan 21, 2017 @ 1:05pm 
Makes me think how expensive it would be to make a automatic bolt action rifle. Although id image it would need something like a tripod because of the recoil of the moving parts required to make it reload, unless they are designed to hardly make the gun shake
JDCollie  [author] Jan 21, 2017 @ 12:41pm 
There are several reasons to choose a bolt action rifle; first shot accuracy, and overall cost. The only part in the action that moves during firing in a bolt action is the firing pin. No other mechanical action occurs during a shot in a bolt action. Additionally, the barrel and chamber can be machined to tighter specifications than a semi auto or automatic weapon. However, well tuned semi-autos are more reliable at placing accurate follow up shots, as the rifleman doesn't need to move anything more than their finger to fire again. The biggest difference though is that an accuate bolt action rifle will cost about 1/4th the cost of a semi-auto of the same accuracy.
Vinier McNuggNugg Jan 21, 2017 @ 10:24am 
I watched a video on it some time ago i don't remember everything correctly :P
JDCollie  [author] Jan 21, 2017 @ 3:27am 
Muzzle breaks don't affect bullet velocity very much; they are for reducing recoil. In a tank the gun has limited space to recoil in. The space actually limits how large a gun you can put in the tank, because if the recoil will make the breach hit the back of the turret, you can't mount it.
Muzzle breaks allow the escaping gas to push forward on the barrel, effectively reducing the distance a recoiling barrel travels backwards. This allows larger weapons than would otherwise be possible. And yes, it also helps to reduce smoke by pushing the smoke sideways rather than just straight forward.
Vinier McNuggNugg Jan 20, 2017 @ 10:13pm 
Although i think that works best with tanks as it also prevents the shots smoke from revealing their position.
Vinier McNuggNugg Jan 20, 2017 @ 10:11pm 
What i learned is a muzzle break makes the bullet go faster as the gas pressure exertes it forward while the muzzle makes the gas go backwards.
Vinier McNuggNugg Jan 20, 2017 @ 9:58pm 
Eh ill solve it later. I have a feeling they installed and the games just not regeristing it as a mod (its doing this with the instant grenades mod)
Vinier McNuggNugg Jan 20, 2017 @ 9:56pm 
I downloaded a few mods and they didnt download. My xenonauts has been weird
Vinier McNuggNugg Jan 20, 2017 @ 9:56pm 
Don't change it ;)
JDCollie  [author] Jan 20, 2017 @ 9:21pm 
It depends on where the gas is getting ported for the blowback in the semi-auto system. Most rifles do so towards the end of the barrel and well past the primary acceleration point for the bullet, making the difference in fps between the two largely irrelevant.

That aside, I did just check the xml files, and it appears that I made the bolt-action do 45 damage, compared to the 35 of the semi. So yes, it is marginally more powerful, more accurate, and much slower.
Vinier McNuggNugg Jan 20, 2017 @ 9:02pm 
Bolt action has more stopping power though
Same bullet yes but its going faster with more force.
Unless its a weak ass bolt action rifle
JDCollie  [author] Jan 20, 2017 @ 8:48pm 
I don't believe so. (It's been awhile since I made this.) It uses the same 7.62mm cartridge that the standard rifle is using, so the bolt action would make it more accurate, not necessary more powerful (especially at the combat ranges in the game)
Vinier McNuggNugg Jan 20, 2017 @ 8:27pm 
Does this also do more damage than the standard one? Since its bolt action
JDCollie  [author] Jun 4, 2016 @ 2:48pm 
Happyguy22 Jun 4, 2016 @ 10:48am 
Can you make a l1151a3, please? (Sorry if I am being impolite, I have moderate sleep deprevation)
JDCollie  [author] Jun 4, 2016 @ 10:27am 
Sure
Happyguy22 Jun 4, 2016 @ 4:26am 
Its more of a suggestion, would you like to hear it?
JDCollie  [author] Jun 3, 2016 @ 3:55pm 
What kind of request?
Happyguy22 Jun 3, 2016 @ 3:44pm 
Hello, can I make a request?
Vinier McNuggNugg Mar 21, 2016 @ 3:51pm 
Hmm intresting.
Then it must be, or another weapon mod is modifying this guns stats.
JDCollie  [author] Mar 21, 2016 @ 3:50pm 
Snap shot uses 51% of TUs (and aimed shot even more), making firing more than once impossible - regardless of your firing mode - unless you have a mod that is altering TU cost somehow :\
Vinier McNuggNugg Mar 21, 2016 @ 3:47pm 
I found out how.
Theres snap and aimed.
I occasionally use snap.
It hits 70% of the time to!
Vinier McNuggNugg Mar 21, 2016 @ 12:06am 
Does steam unsubcribe mods for you?
It does it to me all the time.
Only on xenonauts tho
Vinier McNuggNugg Mar 21, 2016 @ 12:02am 
Hhmm i was thinking that and it could be.
IIll check.
JDCollie  [author] Mar 20, 2016 @ 11:58pm 
Do you have a mod that makes TU costs static? That's the only way I can see that happening. At the moment, the M24 requires 51% of a soldier's TUs to fire a snapshot (and more for aimed), meaning it is impossible to fire more than one shot in a turn.

Of course, if the TU cost is static however, that can be a very different story.
Vinier McNuggNugg Mar 20, 2016 @ 11:55pm 
Well these are mid game troops, could that be it?
Vinier McNuggNugg Mar 20, 2016 @ 11:47pm 
Hmm this is your only sniper mod right?
Its usually reaction fire that gives off 2 shots and if my guy hasnt done anything he can get 2-3 shots
JDCollie  [author] Mar 20, 2016 @ 11:46pm 
Could you post some screen shots from in combat? I just tested and it seems to work fine.
Vinier McNuggNugg Mar 20, 2016 @ 11:28pm 
You say it can only be fired once but ive been able to get 3 shots off.
Vinier McNuggNugg Feb 26, 2016 @ 9:15pm 
You know, you should make a .50 cal rifle that instant kills all aliens but to balance it it will have a 5 ammo clip, (great accuracy so you're not wasting time) and again can only be shot once per turn. Hell, make it to where theres 1-2 bullets per clip and they are heavy af
JDCollie  [author] Jan 1, 2016 @ 9:59am 
I have, but I need to find a good picture I can work with that has synthetic furniture; I find that wood translates poorly into game sprites.
ClowncarGorilla Jan 1, 2016 @ 6:53am 
have you ever considered and m14 ballistic rifle or m21 sniper rifle? they are era appropriate and totally awesome.
Peek79 Dec 3, 2015 @ 7:39am 
Aha. Thats why! Got tha game 2 days or something so im not so deep in the subject.
Maybe it will be good to add to description of this mod plz use this and that to use the mod. Otherwise always can come such rookie as me and start to ask same questions.
JDCollie  [author] Dec 3, 2015 @ 2:53am 
@Peek79 - Are you using the Community Edition version of Xenonauts? The game hasn't updated, and the mod still works fine for me.
Peek79 Dec 2, 2015 @ 11:51pm 
Im interested with this .50 cal rifles ... how ze hell ya want to shoot it with any accuracy in standin' position?
Bay ze way ... this M24 mod isnt working now.
Adrian124 Oct 15, 2015 @ 11:15am 
Thanks for adding onto this awesome community. I'm playing vanilla right now, but after I finish it, I'm going to do a modded playthrough :)
Jarlek Oct 14, 2015 @ 2:07pm 
Would be really cool with secondary ammo types. Breaching shots for shotgun that 1hit doors (and later-tech versions that BLASTS WALLS).
Vidopoulos Oct 13, 2015 @ 2:31am 
YES!
An anti-armor rifle would also be great!
xenohunter Oct 13, 2015 @ 1:18am 
I think, multiple ammunition types were used in Xenophobia mod.
JDCollie  [author] Oct 13, 2015 @ 12:42am 
Bah. After looking it, it appears the ability to add multiple ammunition types to non-launcher weapons was discussed, but never implemented (at least in the base game.) I'll have to see if that has been addressed in the community edition.
JDCollie  [author] Oct 13, 2015 @ 12:09am 
Multiple ammo types would actually be pretty easy to add (in theory at least), but I'd have to do some testing to balance it.
xenohunter Oct 12, 2015 @ 3:53pm 
There could be some ammunition research for ballistic weapons to make them more interesting later in the game (especially after lasers):
e.g. alloy hardened projectiles or allenium based cartridge propellant
JDCollie  [author] Oct 12, 2015 @ 3:36pm 
Just ballistic at the moment.