blockbehaiourconfig.xml.
Code:
<Cannon>
<BasicValues>
<!-- OLD -->
<Damage version="noreactor">10</Damage>
<PowerConsumption>100</PowerConsumption>
<!-- NEW -->
<Damage>20</Damage>
<ReactorPowerConsumptionResting>3.0</ReactorPowerConsumptionResting>
<ReactorPowerConsumptionCharging>20.0</ReactorPowerConsumptionCharging>
<Distance>2.0</Distance> <!-- 1 is equal to 100% sector radius -->
<Speed>25</Speed> <!-- In relation % to server max speed 1 = 100% -->
<ReloadMs>1000</ReloadMs>
<AdditionalPowerConsumptionPerUnitMult>0.1</AdditionalPowerConsumptionPerUnitMult> <!-- Nerf based on amount of groups connected to the same controller: powerConsumption * (1+countGroups*thisValue); 0 to turn off nerf-->
<Recoil>4.0</Recoil> <!-- Recoil in force per damage. Applied from the ship cannons point of origin in the opposite firing direction (multiplied with damage of projectile)-->
<ImpactForce>1.0</ImpactForce> <!-- Impact force on target in force per damage. (multiplied with damage of projectile)-->
<!-- 5 times more vertical recoil, horizontal recoil can go left or right -->
<!-- Horizontal Cursor Recoil -->
<CursorRecoilX>0.000001</CursorRecoilX> <!-- Cursor movement force multiplied with damage -->
<CursorRecoilMinX>0.000001</CursorRecoilMinX> <!-- Min cursor recoil value -->
<CursorRecoilMaxX>0.01</CursorRecoilMaxX> <!-- Max cursor recoil value -->
<CursorRecoilDirX>0.0</CursorRecoilDirX> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
<!-- Vertical Cursor Recoil -->
<CursorRecoilY>0.000008</CursorRecoilY> <!-- Cursor movement force multiplied with damage -->
<CursorRecoilMinY>0.000008</CursorRecoilMinY> <!-- Min cursor recoil value -->
<CursorRecoilMaxY>0.08</CursorRecoilMaxY> <!-- Max cursor recoil value -->
<CursorRecoilDirY>1.0</CursorRecoilDirY> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
<CursorRecoilSpeedIn>0.0</CursorRecoilSpeedIn> <!-- Velocity curser goes inwards -->
<CursorRecoilSpeedInAddMod>0.0</CursorRecoilSpeedInAddMod> <!-- range of which pow is applied speed = pow(CursorRecoilSpeedIn, (PercentOfDistance + CursorRecoilSpeedInAddMod)*CursorRecoilSpeedInPowMult) -->
<CursorRecoilSpeedInPowMult>0.0</CursorRecoilSpeedInPowMult>
<CursorRecoilSpeedOut>1.5</CursorRecoilSpeedOut> <!-- Velocity curser goes outwards -->
<CursorRecoilSpeedOutAddMod>0.5</CursorRecoilSpeedOutAddMod> <!-- 0=off; range of which pow is applied speed *= pow((1.0f-percentofRecoil)*speedPowMult + speedAdd, 2); -->
<CursorRecoilSpeedOutPowMult>2.0</CursorRecoilSpeedOutPowMult>
<ProjectileWidth>1.0</ProjectileWidth> <!-- Projectile width multiplier per block built from the weapon output-->
<BasicPenetrationDepth>1</BasicPenetrationDepth>
<PenetrationDepthExp>0.35</PenetrationDepthExp>
<PenetrationDepthExpMult>0.4</PenetrationDepthExpMult>
<AcidDamageMaxPropagation>50</AcidDamageMaxPropagation> <!-- How many blocks far a single propagation will go -->
<!-- Factor between 0 and 1: Less damage up front, more towards the back -->
<!-- Factor between 1 and 2: More damage up front, less towards the back -->
<AcidDamageFormulaConeStartWideWeight>1.8</AcidDamageFormulaConeStartWideWeight> <!-- Used in coneStartWide -->
<AcidDamageFormulaConeEndWideWeight>0.2</AcidDamageFormulaConeEndWideWeight> <!-- Used in coneEndWide -->
<!-- Factor used in acid formulae to reduce acid damage per block, only used if shot is OVER_PENETRATING, results in more penetration (and most likely over penetration) -->
<AcidDamageMinOverPenModifier>1.0</AcidDamageMinOverPenModifier>
<AcidDamageMaxOverPenModifier>5.0</AcidDamageMaxOverPenModifier>
<!-- Factor used in acid formulae to redirect more damage towards armor blocks -->
<AcidDamageMinOverArmorModifier>1.0</AcidDamageMinOverArmorModifier>
<AcidDamageMaxOverArmorModifier>3.0</AcidDamageMaxOverArmorModifier>
<AcidFormulaDefault>0</AcidFormulaDefault> <!-- 0 -> equalized, 1 -> codeStartWide, 2 -> codeEndWide-->
<DamageChargeMax>0.0</DamageChargeMax> <!-- value > 0 means the weapon charges its damage up to this value (damage multiplied by)-->
<DamageChargeSpeed>0.0</DamageChargeSpeed> <!-- Speed of charging. 1.0 equals 1.0 multiplier/sec -->
<PossibleZoom>0.5</PossibleZoom> <!-- value > 0 enables zoom for the weapon. value also determines max magnification -->
<Aimable>1</Aimable> <!-- 1 = aimable with cursor. 0 = weapon only fires straight -->
<EffectConfiguration>
<Kinetic>1.5</Kinetic>
<Heat>0.5</Heat>
<EM>1.0</EM>
</EffectConfiguration>
</BasicValues>
<Combination>
<Cannon>
<!-- LMG -->
<!-- PROS: Higher fire rate and faster projectile speed -->
<!-- CONS: Less damage per power consumed, less impact force per damage -->
<Damage style="nerf" linear="true" value="10"/>
<Reload style="nerf" value= "5"/>
<Distance style="skip"/>
<Speed style="buff" value = "0.25"/>
<Recoil style="skip"/>
<ImpactForce style="nerf" value="2" />
<PowerConsumption style="buff" inverse="true" linear="true" value="10" version="noreactor"/>
<PowerConsumption style="skip" linear="true"/>
<AcidFormula style="set" value="1"/>
<ProjectileWidth style="skip"/>
<ChargeMax style="skip"/>
<ChargeSpeed style="skip"/>
<CursorRecoilX style="skip"/> <!-- Cursor movement force multiplied with damage -->
<CursorRecoilMinX style="skip"/> <!-- Min cursor recoil value -->
<CursorRecoilMaxX style="skip"/> <!-- Max cursor recoil value -->
<CursorRecoilDirX style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
<CursorRecoilY style="skip"/> <!-- Cursor movement force multiplied with damage -->
<CursorRecoilMinY style="nerf" value="5"/> <!-- Min cursor recoil value -->
<CursorRecoilMaxY style="nerf" value="5"/> <!-- Max cursor recoil value -->
<CursorRecoilDirY style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
<PossibleZoom style="skip"/>
<Aimable style="skip"/> <!-- 1 = aimable with cursor. 0 = weapon only fires straight -->
</Cannon>
<Missile>
<!-- Charge Cannon -->
<!-- PROS: High efficiency when fired at full charge, fire rate is changeable -->
<!-- CONS: Bad efficiency when fired at low charge -->
<Damage style="skip" linear="true"/>
<Reload style="buff" value="2" />
<Distance style="skip"/>
<Speed style="skip"/>
<Recoil style="skip"/>
<ImpactForce style="buff" value="1.0"/>
<PowerConsumption style="nerf" inverse="true" linear="true" value="10" version="noreactor"/>
<PowerConsumption style="skip" linear="true"/>
<ProjectileWidth style="skip"/>
<AcidFormula style="set" value="1"/>
<ChargeMax style="set" value="15.0" linear="true"/>
<ChargeSpeed style="set" value="2.0" linear="true"/>
<CursorRecoilX style="skip"/> <!-- Cursor movement force multiplied with damage -->
<CursorRecoilMinX style="buff" value="2"/> <!-- Min cursor recoil value -->
<CursorRecoilMaxX style="buff" value="2"/> <!-- Max cursor recoil value -->
<CursorRecoilDirX style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
<CursorRecoilY style="skip"/> <!-- Cursor movement force multiplied with damage -->
<CursorRecoilMinY style="buff" value="2"/> <!-- Min cursor recoil value -->
<CursorRecoilMaxY style="buff" value="2"/> <!-- Max cursor recoil value -->
<CursorRecoilDirY style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
<PossibleZoom style="nerf" value="2"/>
<Aimable style="skip"/> <!-- 1 = aimable with cursor. 0 = weapon only fires straight -->
</Missile>
<Beam>
<!-- Artillery Cannon -->
<!-- PROS: Highest dps, big hole on hit -->
<!-- CONS: slow to reload and slower projectile speed -->
<Damage style="buff" linear="true" value="29.0" /> <!-- 1 + 36.5 = 600 damage -->
<Reload style="buff" value="14" /> <!-- 1 + 14 = 15000ms -->
<Distance style="skip" />
<Speed style="nerf" value="1.33333334"/> <!-- 7.5 -->
<Recoil style="skip"/>
<ImpactForce style="buff" value="9" />
<PowerConsumption style="nerf" inverse="true" linear="true" value="30" version="noreactor"/> <!-- 1+3 = 4x power consumption -->
<PowerConsumption style="skip" linear="true"/>
<ProjectileWidth style="skip"/>
<AcidFormula style="set" value="2"/>
<ChargeMax style="skip"/>
<ChargeSpeed style="skip"/>
<CursorRecoilX style="skip"/> <!-- Cursor movement force multiplied with damage -->
<CursorRecoilMinX style="buff" value="2"/> <!-- Min cursor recoil value -->
<CursorRecoilMaxX style="buff" value="2"/> <!-- Max cursor recoil value -->
<CursorRecoilDirX style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
<CursorRecoilY style="skip"/> <!-- Cursor movement force multiplied with damage -->
<CursorRecoilMinY style="buff" value="2"/> <!-- Min cursor recoil value -->
<CursorRecoilMaxY style="buff" value="2"/> <!-- Max cursor recoil value -->
<CursorRecoilDirY style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
<PossibleZoom style="nerf" value="2"/>
<Aimable style="set" value="0"/> <!-- 1 = aimable with cursor. 0 = weapon only fires straight -->
</Beam>
</Combination>
</Cannon>
under the <beam> section you'll see <Aimable style="set" value="0"/> <!-- 1 = aimable with cursor. 0 = weapon only fires straight --> Change that to 1 and re-do your tests. if it's suddenly accurate with AI you've found a valid bug and valid workaround till AI get fixed.
If that's exactly what's wrong we just need to female-dog up a weather-system 'till the devs make the default value a sane one.
Related : working on a updating a 50% complete pre-sys 2.0 ship to bring it up to 2.0 and weapon pre, I've discovered that the thrust curve and power gen seems to make it impossible to move a ~250*100*270 ship that used to have 0.8 T:M at anywhere near the same T:M (the sidebar is telling me I'd need to increase my power output by 2 decimal places to match the existing thrusters, while the split stabs are already at 48% efficiency in the current output size range,) JOY. Balance passes need players to test and offer fixes because the testers and devs obviously don't extrapolate much. It's that gordian knot thing
Edymnion was mentioning, so you can't fault them too hardwith their limited man-hours...
This is very interesting, I did look though the blockbehavior and I did see this, but I was not sure if that was for players or AI.
EDIT: I find this rather interesting as well
<Cannon>
<!-- LMG -->
<!-- PROS: Higher fire rate and faster projectile speed -->
<!-- CONS: Less damage per power consumed, less impact force per damage -->
<Damage style="nerf" linear="true" value="10"/>
<Reload style="nerf" value= "5"/>
<Distance style="skip"/>
<Speed style="buff" value = "0.25"/>
<Recoil style="skip"/>
<ImpactForce style="nerf" value="2" />
<PowerConsumption style="buff" inverse="true" linear="true" value="10" version="noreactor"/>
<PowerConsumption style="skip" linear="true"/>
<AcidFormula style="set" value="1"/>
<ProjectileWidth style="skip"/>
<ChargeMax style="skip"/>
<ChargeSpeed style="skip"/>
<CursorRecoilX style="skip"/> <!-- Cursor movement force multiplied with damage -->
<CursorRecoilMinX style="skip"/> <!-- Min cursor recoil value -->
<CursorRecoilMaxX style="skip"/> <!-- Max cursor recoil value -->
<CursorRecoilDirX style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
<CursorRecoilY style="skip"/> <!-- Cursor movement force multiplied with damage -->
<CursorRecoilMinY style="nerf" value="5"/> <!-- Min cursor recoil value -->
<CursorRecoilMaxY style="nerf" value="5"/> <!-- Max cursor recoil value -->
<CursorRecoilDirY style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
<PossibleZoom style="skip"/>
<
Aimable style="skip"/> <!-- 1 = aimable with cursor. 0 = weapon only fires straight -->
_____________________________________________________________________
<Beam>
<!-- Artillery Cannon -->
<!-- PROS: Highest dps, big hole on hit -->
<!-- CONS: slow to reload and slower projectile speed -->
<Damage style="buff" linear="true" value="29.0" /> <!-- 1 + 36.5 = 600 damage -->
<Reload style="buff" value="14" /> <!-- 1 + 14 = 15000ms -->
<Distance style="skip" />
<Speed style="nerf" value="1.33333334"/> <!-- 7.5 -->
<Recoil style="skip"/>
<ImpactForce style="buff" value="9" />
<PowerConsumption style="nerf" inverse="true" linear="true" value="30" version="noreactor"/> <!-- 1+3 = 4x power consumption -->
<PowerConsumption style="skip" linear="true"/>
<ProjectileWidth style="skip"/>
<AcidFormula style="set" value="2"/>
<ChargeMax style="skip"/>
<ChargeSpeed style="skip"/>
<CursorRecoilX style="skip"/> <!-- Cursor movement force multiplied with damage -->
<CursorRecoilMinX style="buff" value="2"/> <!-- Min cursor recoil value -->
<CursorRecoilMaxX style="buff" value="2"/> <!-- Max cursor recoil value -->
<CursorRecoilDirX style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
<CursorRecoilY style="skip"/> <!-- Cursor movement force multiplied with damage -->
<CursorRecoilMinY style="buff" value="2"/> <!-- Min cursor recoil value -->
<CursorRecoilMaxY style="buff" value="2"/> <!-- Max cursor recoil value -->
<CursorRecoilDirY style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
<PossibleZoom style="nerf" value="2"/>
<Aimable style="set" value="0"/> <!-- 1 = aimable with cursor. 0 = weapon only fires straight -->
_____________________________________________________________________
C+C amiable has been skipped for some reason so I am thinking that in order to get C+B to be like C+C you would have to set it to skip as well, instead of setting it to 1. I will try it out and if no one ells has by that time I will let you all know what I found.