Join GitHub today
GitHub is home to over 36 million developers working together to host and review code, manage projects, and build software together.
Sign upTank mod #12923
Conversation
added some commits
Jul 13, 2015
This comment has been minimized.
This comment has been minimized.
|
Also, as someone noted, being able to reuse 120mm tank cases for crude canister shot or other basic projectiles would be interesting, but I need info on what all is required to make such a thing. What would one use for the primer, for example? EDIT: I could also further expand on this via adding 105mm guns, self-propelled artillery or other AFVs, installing/removing an autoloader if possible, etc. |
This comment has been minimized.
This comment has been minimized.
I'd think you'd have to manufacture your own, except for the fact that reloading tank shells is the sort of thing that should probably stay beyond the player's means.
Are we becoming World of Tanks now? |
This comment has been minimized.
This comment has been minimized.
|
Maybe. If there was a very high-level book for it, and all the Fun recipes booklearned-only, it might be feasible if the primer can be handmade. Even then I'm not suggesting the player be able to make explosive shells. Canister shot and a big, nasty slug on steroids would be as complex as it gets. EDIT 3: Doh! Found an example. It seems to be electric, if the image is correct: https://en.wikipedia.org/wiki/M829 |
This comment has been minimized.
This comment has been minimized.
|
Also, I was pondering an idea for an additional source code PR that would also be useful for this mod. Mainly, replacing the fixed spawning of military cargo trucks in certain areas (mainly checkpoints) with a vehicle group, allowing it to be moddable. EDIT: In any case, I think I have a rough series of events that the player would need to puzzle out to make makeshift reloads:
EDIT 2: Regardless of feasibility, it's understandable if this idea proves to be not a good thing to add. |
This comment has been minimized.
This comment has been minimized.
|
considering how insane a prospect making small arms primer is, I suspect making tank shells is well beyond anyone's means who isn't a major manufacturing arm of an ammunition company. |
This comment has been minimized.
This comment has been minimized.
|
Possibly, yes. Maybe adding premade electric primers to military supplies and allowing the assembly of new rounds that way instead? Even then the player would need to remove the old primer, which is again doable but likely needs to be learned via book. But again, it seems for modern shells, assembling from its components is a thing that can be done, but it's still specialized knowledge. EDIT: In the meantime though, ensuring the existing additions are acceptable is higher up on my to-do list. In-between trying to stop failing at another PR ( #12926 ) that'd compliment this one, at least. ;_; |
Coolthulhu
reviewed
Jul 13, 2015
| "color" : "light_cyan", | ||
| "symbol" : ",", | ||
| "material" : ["superalloy", "null"], | ||
| "volume" : 15, |
This comment has been minimized.
This comment has been minimized.
Coolthulhu
Jul 13, 2015
Contributor
"massive"? 15 volume?
Also, superalloy is light rather than tough. Hardsteel would fit better.
Coolthulhu
reviewed
Jul 13, 2015
| "description": "A 120mm cannon from a tank. Obviously it needs to be mounted on a vehicle to fire.", | ||
| "price": 90000000, | ||
| "material": "hardsteel", | ||
| "flags": ["NEVER_JAMS", "MOUNTED_GUN"], |
This comment has been minimized.
This comment has been minimized.
Coolthulhu
Jul 13, 2015
Contributor
As far as I recall, "MOUNTED_GUN" does nothing to prevent using it without having a vehicle attached.
This comment has been minimized.
This comment has been minimized.
|
Ack. Hmm. What is the flag that prevents the M134 from being used As for the electric motor, I based it off the enhanced motor, so either I forgot to tweak the volume, or didn't add enough. EDIT: Oh. Well merde, it's the flag that controls needing terrain to fire. Doh. EDIT 2: Oh! Blaze's turrets use a capacity of 0 on the item to make it unusable when in item form. |
and others
added some commits
Jul 13, 2015
This comment has been minimized.
This comment has been minimized.
|
Also pondering what other types of vehicles might be worth adding, if anyone had suggestions. |
This comment has been minimized.
This comment has been minimized.
|
Forklift. |
This comment has been minimized.
This comment has been minimized.
|
I was tempted to suggest tractors, technicals, and other less tanky vehicles. Though I was pondering more armored fighting vehicles in particular, as right now the howitzer sticks out like a sore thumb as the only technically-not-a-tank. XP EDIT: Though if I do add some things like that...ooh. Would it be feasible to mod mapgen files to spawn them in certain areas? EDIT 2: Though, then again...we can't really make a forklift do any lifting. |
This comment has been minimized.
This comment has been minimized.
|
Forklift could work as an easily draggable equivalent to the wheelbarrow/cart. |
This comment has been minimized.
This comment has been minimized.
|
Not sure though. Thing is you can't use a vehicle to pick up and haul around furniture or any such thing. It could work as a vehicle with some form of cargo storage on the front, possibly detachable. |
This comment has been minimized.
This comment has been minimized.
|
Really? Why not? I was thinking earlier how it was silly that I can't put a shopping cart into a pickup without disassembling it. |
This comment has been minimized.
This comment has been minimized.
|
I have no idea how one would code such a thing, sadly. ;-; |
This comment has been minimized.
This comment has been minimized.
|
Tractors, whee. Now if only one could build tillers to churn up the ground with them... |
This comment has been minimized.
This comment has been minimized.
Don't tempt me. <3 |
and others
added some commits
Jul 16, 2015
This comment has been minimized.
This comment has been minimized.
|
Hmm. Still pondering the idea of new primers spawning in the right areas to allow an easily-restricted way to make more tank rounds. However, if I knew how easy/hard it is to replace electric primers for tank rounds... EDIT: Meh, that can always be saved for another PR, I'd rather ensure the current additions are suitable for merging. |
This comment has been minimized.
This comment has been minimized.
|
...crap. I just discovered that it seems to be creating duplicate versions of the replaced mapgen areas that have the modded properties, and I can't figure out how to overwrite them. EDIT: Ahah. Figured out how to mapgen-hax it to replace correctly. |
This comment has been minimized.
This comment has been minimized.
|
It tool an inordinate amount of rearranging just to give the bandit camp the chance of spawning just one larger vehicle. I could've ust shifted the spawn points and that'd be it, but I wanted the entrances and main grounds of the camp to be wide enough for it to be logical. EDIT: Well, I was gonna mapgen-hax farms too, but it didn't works so well. Meh. I think I'm fined with it as it is. Also holy shit I've sextuple-posted? Scheisse. |
This comment has been minimized.
This comment has been minimized.
nyararan
commented
Jul 20, 2015
|
just to point out - electric gun primers are MUCH easier to produce when compared to chemical primers in small arms Essentially a electrical primer is just something that produces a spark inside the shell to set off the powder. If you can make a working toaster you can probably build a makeshift electrical primer for artillery shells. (then you just run a current through said shell and BOOM, working cannon :D) https://en.wikipedia.org/wiki/Primer_%28firearm%29#Electric-primed (source) if you want to know about the nightmare that is chemical primers for small arms: |
This comment has been minimized.
This comment has been minimized.
|
Interesting, though if I DO add reloading shells, I'd rather start with assembling from re-primed cases, with added propellent and either a new shell or a makeshift handload. For now though I want feedback on current content, I can always add shell handloads another PR. If this thing ever gets merged. XP |
This comment has been minimized.
This comment has been minimized.
|
It's quite big, so a full review will take some time, but here are some suggestions:
|
This comment has been minimized.
This comment has been minimized.
|
Meep. Ah, sorry. And true, this PR is huge, plus it hasn't really been that long. Was more a lack of feedback that was worrisome. Thank you, then.
|
This comment has been minimized.
This comment has been minimized.
|
Tanks aren't exactly energy efficient IRL. The problem with adding extra engine types is that we don't have good balancing for those. It doesn't make sense to make motorbikes with tank engines IRL, but here it does. We don't have a proper distinction between power, torque, output at given load etc., so a bigger engine is usually a straight upgrade over a smaller one. Even in tiny vehicles. |
This comment has been minimized.
This comment has been minimized.
|
Hmm. True. I'm working on trimming the fat from mod as we speak, with current content zipped up fpr later messing around with. Will need to test the end result of splitting the engines, though. |
This comment has been minimized.
This comment has been minimized.
|
Huh. Seems it has no trouble at all with splitting electric engines, so the atomic mini-tank won't have the issues with adjust the number of minireactors that I was afraid it'd have. The light tank and MBT now have rather hilariously low acceleration. EDIT: Huh. It seems the acceleration is related directly to max safe speed, so MOAR ENGINES is the solution yet again. |
This comment has been minimized.
This comment has been minimized.
|
There we go, should be more manageable I hope. ^^" |
This comment has been minimized.
This comment has been minimized.
nyararan
commented
Jul 22, 2015
|
more fun facts: the volume of a cylinder, and hence a bullet/tank shell is denoted by π × r² × h this mean an increase in caliber of 1.25 times original (100>122>155) works out to roughly a 1.8 times increase in damage meaning a 155mm size gun has 3x more boom compared to a 100mm :P gun calibers mater cause they have powers :P |
Coolthulhu
self-assigned this
Jul 22, 2015
This comment has been minimized.
This comment has been minimized.
|
Main battle tank design is really confusing, especially considering that in ASCII display all armored parts have color of the armor. Its size makes it way worse. There seems to be some sort of mismatch between ammo type and gun ammo type, because I couldn't load any of the tank guns with 120mm that spawn with them. |
Coolthulhu
removed their assignment
Jul 22, 2015
This comment has been minimized.
This comment has been minimized.
|
Ack. Okay, guess I'll tone down the armoring, and check what I did wrong for the ammo. O.o EDIT: And will mess with the archived version's ammo stats. EDIT 2: Ahah, I see what I screwed up with the ammo. I added a new ammo type and chaned the tank to spawn with that new ammo, but forgot to change what ammo type the tank guns use. |
This comment has been minimized.
This comment has been minimized.
|
Should I do anything else for visual tweaks? Also pondering whether or not to move the driver's camera controls to the commander's station, versus just giving all three important positions camera access (especially since now, more engines means more alternators and thus I can afford to add 1 more camera viewer). |
Coolthulhu
self-assigned this
Jul 22, 2015
Coolthulhu
added a commit
that referenced
this pull request
Jul 22, 2015
Coolthulhu
merged commit 311a2ca
into
CleverRaven:master
Jul 22, 2015
1 check passed
This comment has been minimized.
This comment has been minimized.
|
Meep. And thank you for the merge. ^^ |
chaosvolt commentedJul 13, 2015
I've been toying with and working on this idea quite a bit recently, as posts on other topics have hinted at. And having figured out how mod dependencies, I can use what'll be a Blazemod-dependant mod.
Vehicle Additions:
Item Additions and Tweaks:
Monster tweaks:
The extra stuff that would bloat this PR too much has been removed for the time being, to add in a later PR.