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Vehicle Part Additions and Tweaks #12887

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commented Jul 10, 2015

A few things I thought would be worth adding, at least I hope.

Vehicle part additions:

  1. Added heavy-duty quarterpanels. Durability was derived from the heavy-duty board's, using the same ratio that the standard board and panel has.
  2. Large gasoline and diesel tanks, using 30-gallon drums. Should hold 30 gallons.
  3. Military seats, basically regular seats minus the cargo flag. To be used for the few vehicles that place a seat and a turret on the same tile.
  4. Mounted Browning Automatic Rifle. <3

Vehicle part changes:

  1. Adjusted volume capacity of mounted M2 Browning, Mk 19, and Mounted M134. Settled on using 40 volume, same as most of the other mounted guns.

Vehicle changes:

  1. Gave military vehicles, security vans, and armored cars heavy duty quarterpanels.
  2. Gave military vehicles military seats wherever they had a turret plus a folding seat.
  3. Gave the turret seats 5-point harnesses.

Tweaks to Blazemod:

  1. Mainlined the smaller versions of water tanks, as Coolthulhu suggested.
  2. Added overrides for the newer turrets.
  3. Also tweaked mounted gun and turret volumes to match the changes to the vanilla versions. The various generic "build using any of multiple different weapons to craft" turrets I didn't mess with, though.
  4. Minor bugfix that is fixed in the latest version on Mediafire, but not on the Github version.
chaosvolt
Vehicle Part Additions
A few things I thought would be worth adding, at least I hope.

Vehicle part additions:
1. Added heavy-duty quarterpanels. Durability was derived from the
heavy-duty board's, using the same ratio that the standard board and
panel has.
2. Large gasoline and diesel tanks, using 30-gallon drums. Should hold
30 gallons.
3. Compact seats, basically regular seats minus the cargo flag. To be
used for the few vehicles that place a seat and a turret on the same
tile.

Vehicle changes:
1. Gave military vehicles, security vans, and armored cars heavy duty
quarterpanels.
2. Gave semi trucks large diesel tanks.
3. Gave military vehicles compact seats wherever they had a turret plus
a folding seat.
4. Gave the turret seats 5-point harnesses.
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commented Jul 11, 2015

Hmm. So basically like a smaller version of the external tank?

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commented Jul 11, 2015

I'm not so sure about the 30 gallon drums. 55 gallons drums require an entire tile to occupy.

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commented Jul 11, 2015

Ack. Bugger, I replied to your response while I was editing my earlier math-checking, having FORGOT I was editing. XD

EDIT: But yeah, seems my math on the 30 gallon tank's capacity was right. 450 capacity, 200 units per stack.

EDIT 2: Speaking of which, the main reason I made 30 gallon tanks not use full tiles is because there are OTHER 30-gallon tanks that aren't external, mainly the water tanks.

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commented Jul 11, 2015

Also, one thing I might add as a change. Folding seats aren't visible due to using the "anywhere" slot instead of the "center" slot other seats use.

EDIT: Never mind, can't change that because foldable wheelchairs need it to not compete with the basket.

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commented Jul 11, 2015

Does anything that you'd want to put on the same tile as a seat also have "center" slot?

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commented Jul 11, 2015

As I've mentioned, wheelchair baskets use the center slot, so changing folding seats would break that.

However, now that APCs use a different seat, the tile oddities this caused (namely, sitting on what LOOKS like bare frame when manning an APC turret) will be gone. Seems like wheelchairs will now be the only premade vehicle to use folding seats.

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commented Jul 11, 2015

It should probably be overridden by fixing the vehicle display code rather than changing location then. Something like de-hardcoding the z_order member and only getting it from the location when no other value is given. This could also fix turrets being hidden from view when in vehicle.

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commented Jul 11, 2015

Ah, I see. At least for now, using a different seat for APCs sidesteps that issue. Plus that gives a useful niche, a seat that's beltable but lacks cargo.

EDIT: Only other seat with that combination of traits is the wooden one, and a nailable seat is itself a different niche. owo

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commented Jul 11, 2015

Not sure if foldable seat really has a reason to have that CARGO tag. With its 25 cargo capacity it is like doors that have 10 volume cargo capacity: this is more of a problematic "realism" bloat than an actual feature.

Maybe just remove the cargo capacity from the foldable seat?

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commented Jul 11, 2015

Huh? Foldable seats don't have cargo. That's the reason the APC originally used foldable seats, because normal seats would conflict with the turret having cargo capacity for ammo.

EDIT: Oh, you mean RECLINING seats?

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commented Jul 11, 2015

Confused those two.

If we already have cargo-less seats, the compact ones seem kinda redundant. If the beltable part is such a problem, it would probably be better to just make the foldable ones beltable (and belts foldable). Having an entire extra part just to go around the fact that out system doesn't support two cargo parts on the same tile is quite bad of a design.

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commented Jul 11, 2015

There is the issue that the folding seat is basically just made out of a sheet, and has a whopping 20 durability. As it stands it is REALLY out of place in an APC.

And the only other cargoless seats are the aforementioned foldable seats, bike saddles, and wooden seats.

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commented Jul 11, 2015

Makes sense. Though I'm not sure about that "compact" name. It isn't really more compact than the regular seat, just doesn't have the cargo part. Military seat maybe?

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commented Jul 11, 2015

Maybe. That would be me failing to think up a decent name. Since it only shows up on military vehicles, that could work as a name.

Any other things I should tweak?

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commented Jul 11, 2015

Large tanks. They're only half the size of outside mounted tanks and yet can be installed inside just fine.

Water tanks are installed like that, which is quite stupid, but I'd say it would make more sense to revert them and/or make a separate outside-mounted large water tank rather than repeating the same thing here. 30 gallon drum is a bulky thing.

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commented Jul 11, 2015

Ah, very well. If there was some level in between "install any place that doesn't have a fuel tank" and "has to be external" I'd go with that. I could use the "center" slot, but would that prevent installing an additional tank there?

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commented Jul 11, 2015

Nope, it wouldn't. Batteries are fuel tanks too.

By the way, mainlining the extra water tanks from Blazemod (I think) would be useful. Not everyone needs a 30 gallon drum of water, a small/medium tank would be enough in most cases.

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commented Jul 11, 2015

Ah right. I might mainline the smaller water tanks, sure. I was thinking about doing some messing with Blazemod parts, but what...oh right, I remember. I was thinking about adding the newer turrets (M240, M60, etc) to the list of manual overrides for the mod.

EDIT: Is there any way to make a tank count as occupying both the fuel source slots AND the center slots? Again in the interest of making 30 gallon gas tanks in-between normal tanks and external tanks in terms of bulk.

EDIT 2: Aw well. On another note, I'm thinking about adding a mounted BAR...yes or no? If so, how much volume should it have?

chaosvolt
Update 2
1. Large gasoline and diesel tanks are now external.
2. Semi trucks no longer use large diesel tanks, as that would break
things.
3. Mainlined the smaller variants of water tanks from Blazemod.
4. Added override versions of the new turrets to Blazemod.
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commented Jul 11, 2015

A few more oddities noticed:

  1. Blazemod's M2 Browning turret has a volume of 40 just like most of the game's mounted guns, instead of the vanilla 1600. However...
  2. Most of the turrets have seriously wonky volume. The M249 can hold 1600 rounds of 5.56x45mm, the M60 and M240 can hold 800 7.62x51mm rounds, and the M2 Browning can hold a whopping 24000 rounds .50 BMG Ball.

While I do like the idea of the turret having space for more ammo, I think it should still be related to the actual Maybe take the amount of volume a full mag would hold, then add some fixed bonus to the turrets? So basically a M2 Browning would hold...well, 14 (200 rounds is actually 13.333etc volume) plus X volume, M249 would hold 5 plus X volume, M240/M60 would hold 10 plus X volume, so on and so forth.

chaosvolt added some commits Jul 11, 2015

chaosvolt
Update 3
1. Added a mounted version of the BAR.
2. Tweaked volume capacity for the majority of turrets. In general I
calculated how much volume a magazine's worth of ammo would use, then
added a bonus of 15. A few notes and oddities observed when doing this:

Capacity of fusion gun is a mere two shots, when it takes 40 rounds to
make 1 volume, so only getting the promised 15 bonus volume.

200 rounds of .50 Ball actually makes 13.333etc volume, so applied the
bonus and rounded up to the next multiple of 5.

As for the M134, guess how many rounds 2000 units of volume is? 40000.
chaosvolt
Update 3
1. Blazemod error involving a nonexistent item.
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commented Jul 12, 2015

...doh. I am a dunce. This has already been fixed on the mediafire version.

On another note, I could go ahead and leave the turret volume for most guns at 40. It's big, but not horribly so. That'll allow me to leave Blaze's content alone.

EDIT: I also just noticed I failed yet again and lost track of how many updates I'd committed. >w>

chaosvolt
Update 4
1. Untweaking most of the turret volumes. Still fixing the M2 Browning,
Mk. 19, and M134 to be consistent with the others though.
2. Further VAP tweaks will have to be in a separate PR. For now I simply
retained the consistency edits to the M2 and Mk 19, plus added overrides
for the new turrets. Latest version seen so far doesn't have those.
3. Will retain the "missing byproduct" fix even though Blaze also fixed
it in his version, though.

@chaosvolt chaosvolt changed the title Vehicle Part Additions Vehicle Part Additions and Tweaks Jul 12, 2015

Chaosvolt
Update 6
1. One turret tweak that I decided not to go along with, but forgot about when undoing the other changes last time.
"item" : "laser_rifle",
"difficulty" : 8,
"location" : "on_roof",
"flags" : ["TURRET", "TOOL_NONE", "MANUAL", "UNMOUNT_ON_DAMAGE", "FOLDABLE", "NEEDS_BATTERY_MOUNT"],

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That "NEEDS_BATTERY_MOUNT" makes sense in blazemod where it forces the turret to be mounted on a turret mount, but in core game it would only be confusing.

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commented Jul 12, 2015

Hmm? But the one you commented is in the Blazemod section. :V

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commented Jul 12, 2015

Oh, ok. Missed that.

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commented Jul 12, 2015

It's fine, just confused me briefly.

The vanilla version should be unaffected. I do hope that when I ported over overrides for the new turrets that I gave them the correct flags?

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commented Jul 12, 2015

You could add the new seats to the vehicles that should have them (APCs).

Also, while little water tanks probably won't see much use, having water tanks made from metal tanks would be useful. Medium water tanks? That change that made water tanks require 30 gal drums (few weeks ago?) wasn't well received by players because it was seen as an unecessary restriction.

Also, little water tank should hold only 5 units of water, while small one should hold 45.

Duplicate water tanks for dirty water could also be useful (vehicle funnels could happen soon).

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commented Jul 12, 2015

Ah. You mean add the new seats to all the positions instead of just the turret, I'm guessing.

And yeah, I could presumably rename the 30-gallon water tank a large version.

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commented Jul 12, 2015

Doesn't APC have foldable seat already? I was under the impression it had one. Stuff with aisles probably shouldn't get the seat, though. This may or may not include APCs.

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commented Jul 12, 2015

Er. The seat where the turret is had a foldable seat, which is why I changed that. So you mean to do what I said I already did, or to change all the seats in military vehicles to military seats? I'm confused now. ;w;

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commented Jul 12, 2015

I couldn't find it, I must have missed it somehow. Nevermind

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commented Jul 12, 2015

Odd, lemme double-check...

@@ -255,7 +255,8 @@
{"x": 3, "y": 1, "part": "cam_control"},
{"x": 3, "y": 1, "part": "plating_military"},
{"x": 3, "y": 1, "part": "diesel_tank_small"},
{"x": 3, "y": 1, "part": "folding_seat"},
{"x": 3, "y": 1, "part": "seat_nocargo"},
{"x": 3, "y": 1, "part": "seatbelt_heavyduty"},

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Here, as one example.

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commented Jul 13, 2015

Ooh, I am smartdragon. I wasn't going to change 30-gallon water tanks to be external like the 30-gallon fuel tanks, but if we're re-adding the metal tank version, I can change the basic version be of medium size and instead make a 30-gal version that's external. This'll also prevent RVs from breaking.

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commented Jul 13, 2015

As far as I recall, the change from metal tank to 30 gallon drum was motivated by the part having 450 storage. But it caused more problems than it solved.

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commented Jul 13, 2015

Then I can correct that easily enough.

Speaking of corrections, somehow I got confused on which external tank was small and which was large, somehow. :V

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commented Jul 13, 2015

The "(small)" is a bit misleading. Maybe directly specify the size? "30 gal"

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commented Jul 13, 2015

Ah, might be better.

Chaosvolt
Update 7
1. Fixed the normal water tank by making it use the metal tank, and the
metal tank's capacity.
2. 30-gallon water tanks are now external, and both 30-gal and 55-gal
state their capacity in the name.
3. Properly added the variety of different tanks for both clean and
dirty water, and fixed their capacities.

@Coolthulhu Coolthulhu self-assigned this Jul 13, 2015

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commented Jul 13, 2015

Hope it goes well. o.o

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commented Jul 13, 2015

The laser turret conflicts with the debug car on game load.

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commented Jul 13, 2015

Ack. That's odd. ._.

Not sure of the solution, beyond presumably just removing the added "laser rifle" part that I added to blaze_override?

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commented Jul 13, 2015

It's because it doesn't have a mount on the car, but requires one in the overrides. So you either need to override the debug car or drop the turret override. It prints the error on game load, so it's easy to verify.

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commented Jul 13, 2015

Ah, I see. I think I'd copied the properties from other overrides though, unless I copied the wrong ones. I assume the best course of action would be removing that turret requirement then.

@Coolthulhu Coolthulhu merged commit d9ff8e4 into CleverRaven:master Jul 13, 2015

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commented Jul 13, 2015

Not home yet, but did manage to find time to snag wifi to check on this. And thank you for the merge, and sorry about that. ^^"

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commented Jul 13, 2015

I fixed it on our side, no rush.
I disabled the conflicting override completely, though.

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commented Jul 13, 2015

Ah, very well. Can always puzzle out a fixed version when/if I wind up PRing a full update to Blaze's mod for him.

Though I was also modding a mod addition later as well, and eventually should update the Modded MShock tileset. That last one definitely will have to wait due to not having GIMP on the laptop. of course. XP

@chaosvolt chaosvolt deleted the chaosvolt:vehicle-part-additions branch Jul 13, 2015

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