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Editing XML to make Wing Gun higher Caliber and slower?

527 Aviationary  6.7 years ago

Trying to build a destroyer ship, but I can't figure out what values to change for a higher damage, slower firing gun. Help?

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    105k Hedero

    Ok, thanks for the info!@EternalDarkness

    3.9 years ago
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    @Hedero muzzle velocity is the velocity (speed) of the projectile at the moment when it leaves the barrel. I think it's in m/s on SP. Rate of fire regulates how many rounds your gun fires per minute.

    3.9 years ago
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    105k Hedero

    Hey Ed. Sorry to bother you but I am editing a gun for my replica airplane and I am trying to make some characteristics of the gun realistic to the real thing. And one thing I can't seem to understand is the muzzle velocity in xml, does it mean rounds per minute or per second? Because when I apply the realistic velocity it seems inaccurate.@EternalDarkness

    3.9 years ago
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    @EternalDarkness http://www.simpleplanes.com/a/46Q9U4/M1-Abrams

    6.7 years ago
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    @EternalDarkness Almost finished anyways... ;)

    6.7 years ago
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    @Aviationary can't wait to see what you'll make with this.

    6.7 years ago
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    @EternalDarkness Figured it out just now. sorry :P

    6.7 years ago
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    @Aviationary if you are thinking of using rocket pod for the gun ammo, just put a lot of them.

    6.7 years ago
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    @Aviationary I told you that below. Set "burstCount" to "1", "timeBetweenBursts" to how often you want it to fire, and add a line "damage" and the amount of damage it should do. Also, set "rateOfFire" to around 30-35.

    6.7 years ago
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    @EternalDarkness Or what attributes can I change on the wing gun to make it fire once, wait 3 seconds, then be able to fire again. It'll fire once but still show a burst animation.

    6.7 years ago
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    @EternalDarkness but I want to take something like a rocket pod, increase the ammo count to 50. Is that what it essentially does?

    6.7 years ago
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    @Aviationary there is a part "rocket" in the weapons list. Take a piece of fuselage, attach a few rockets on it, and nudge them inside so that their tips stick out.

    6.7 years ago
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    @EternalDarkness so you can just take rockets and increase ammo? :\

    6.7 years ago
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    @Aviationary you can't, as far as I know. You can make a custom one using single rockets. It also gives you far more options in terms of shape, rate of fire, design...

    +1 6.7 years ago
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    @EternalDarkness No problem. Do you know how to edit the ammocount on a rocket pod? I'm using Overload but it just gets rid of my value.

    6.7 years ago
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    @Aviationary oh. Sorry then :)

    6.7 years ago
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    @EternalDarkness I just didnt want to tag everyone. :)

    6.7 years ago
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    @Aviationary no problem. Also, to tag someone (send him notification about your comment), put "@" in front of his username. Example: @Aviationary. I stumbled upon your reply by chance.

    6.7 years ago
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    Thanks everyone.

    6.7 years ago
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    Download Overload mod. It makes XML editing much easier. Then set "burstCount" to "1", timeBetweenBursts to how often you want it to fire, and add a line "damage" and the amount of damage it should do.

    6.7 years ago
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    @Aviationary you should use overload mod instead of using the actual xml files as it is simpler (yes i know that overload edit's the xml files) but overload is faster and yaaa

    6.7 years ago
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    @Oski These are the only lines I have.
    <Part id="5" partType="Gun-1" position="0,2.358356,1.875" rotation="0,0,0" drag="0,0,0,0,0,0" materials="0">
    <Gun.State ammoCount="200" burstCount="28" timeBetweenBursts="0.5" muzzleVelocity="800" roundsPerSecond="7" spread="1" activationGroup="0" />
    </Part>

    6.7 years ago
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    10.5k Xenotriver

    Caliber doesn't do a thing. You have to modify damage and bulletSpeed values.

    6.7 years ago