marcoasalazarm Posted August 26, 2014 Share Posted August 26, 2014 I like the one on the left for the "Smart" grenade design (because of the panels opening to show the sensors), although the left one is also pretty cool. Guess both could exist within the same mod-maybe one is used for Frag and the other for Plasma? Or maybe one is a "smart" grenade (various types available as the game goes on) and the one on the right is… dunno… maybe an experimental super-stun gas grenade (with wider dispersion range or a more powerful gas)? Quote Link to comment Share on other sites More sharing options...
thothkins Posted August 26, 2014 Share Posted August 26, 2014 While the one on the right is sleeker and hi tech, I prefer the one on the left as it looks as though the engineers have spent ages trying to get it to stay stable in flight - in the end having to have a more intricate/busy looking piece of equipment just to get it working. Quote Link to comment Share on other sites More sharing options...
skaianDestiny Posted August 26, 2014 Share Posted August 26, 2014 While the one on the right is sleeker and hi tech, I prefer the one on the left as it looks as though the engineers have spent ages trying to get it to stay stable in flight - in the end having to have a more intricate/busy looking piece of equipment just to get it working. To that end, perhaps the right one is an upgrade based on higher levels of drone research. Quote Link to comment Share on other sites More sharing options...
thothkins Posted August 26, 2014 Share Posted August 26, 2014 I didn't want to seem greedy, but I was thinking the same thing Quote Link to comment Share on other sites More sharing options...
marcoasalazarm Posted August 26, 2014 Share Posted August 26, 2014 Yeah, that sounds about right. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted August 26, 2014 Author Share Posted August 26, 2014 We'll see... Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted August 27, 2014 Author Share Posted August 27, 2014 Anyway, here's a refinement of the high-tech one. I was directed to the CoD: Advanced Warfare trailers, an surprise surprise, they have smart grenades! So, added some sensors, and a programmable interface. I'd imagine the solider could set the weapon to various target settings: CROWD, PAINT, FURTHEST, NEAREST, etc. Quote Link to comment Share on other sites More sharing options...
Betuor Posted August 28, 2014 Share Posted August 28, 2014 Cool. Quote Link to comment Share on other sites More sharing options...
marcoasalazarm Posted August 30, 2014 Share Posted August 30, 2014 YEah, that looks cool. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted September 19, 2014 Author Share Posted September 19, 2014 Hi all. The mod is basically finished. It works. All it needs is testing and polishing. I've been phrasing and re-phrasing some of the Xenopedia entries for the DSP. Does this sound too savage to you? The smartrifle is an laser rifle designed to improve target acquisition, enhancing solider reaction time, accuracy and reducing the amount of time needed to aim at a target.Field trials of new weapons with your soliders is a tiresome buisness. Half of them can't hit a barn door and the other half grunt like the apes they they so recently evolved from when yet again they fail to comprehend the clear instructions I give them on weapon operation. Feeling sorry for them, I built this weapon so they don't have to engage their pea-like minds with all the fiddly little details involved in calculating the shot for my quite frankly revolutionary laser weapons. The key element of the smartrifle is the integral target acquisition node, based upon the combat suite I ripped from light drones. Using sensor data provided by instruments attached to the rifle, the scope and a soft laser pointer, it automatically acquires enemy targets and calculates the shot, processing and compensating for 14 different variables, including temperature, local atmospheric disturbances, energy required to damage target and reflective surfaces. All the operator has to do is point and shoot where and when the weapon tells him to. The node will do it much faster and slighly more accurately than any human can... provided he stands still. Unfortunately the node needs a stable platform to gather data and perform its calculations. While it compensates for small arm and body movements, any kind of gross or rapid movement causes a system-wide upset as it tries to calculate while on the move. An operator can fire shortly after he has moved, but he will experience a massive accuracy penalty while the system re-calibrates. Don't thank me Commander. I made this for my sanity as much as theirs. Just make sure they stay still when they use it, eh? Quote Link to comment Share on other sites More sharing options...
blackwolf Posted September 20, 2014 Share Posted September 20, 2014 there is a double "they" (they they) in the first part. Its sound ok but i have problems reading the fisrt part(i guess there are some puctuantions sign missing). For the rest, everything is cool as always . Quote Link to comment Share on other sites More sharing options...
UfoTubby Posted September 20, 2014 Share Posted September 20, 2014 The aim of the smart grenade is to produce a manufacturable weapon which has a longer range, better accuracy and more bang than the freebie equivalent. The smart grenade required a hand-assisted launch, but after that it stabilises itself in flight and directs itself towards the assigned target. I'm thinking of increasing the weight and the AP cost to show this (the operator has to spend time programming the grenade). So, which one better emphasises "smart grenade" to you? I didn't try out that mod yet, but the part above sounds so frigging awesome that I can't resist anymore -dl-ing now Quote Link to comment Share on other sites More sharing options...
UfoTubby Posted September 21, 2014 Share Posted September 21, 2014 Hm, it seems the cool grenade stuff isn't implemented so far? No prob of course since it's still early WIP...looking forward to those changes certainly. Quote Link to comment Share on other sites More sharing options...
blackwolf Posted September 21, 2014 Share Posted September 21, 2014 im gonna tried it and tell my toughs, and i have to ask if this would be compatible with other mods that change the same files (beyond the balance of them of course)???. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted September 21, 2014 Author Share Posted September 21, 2014 If you could wait a day or so, I've been doing a lo tof playtesting and am going to make some changes over the next day or so. It's as compatible as the modular loading system lets it be - it's CE modular loading system only, and I haven't tried it out with other mods yet to see what happens. Quote Link to comment Share on other sites More sharing options...
blackwolf Posted September 22, 2014 Share Posted September 22, 2014 okay, i'll wait a couple of days no problem, right now i have flu, so im barely in mood to play . And sorry to ask, i know that teorically they should be compatible, but i tried XNT with FiTH and i need to delete a couple of xml files to made it work...so i dont want to do that again with "incopatible files" (for some strange reason im really paranoic about the compatibility between the ufo contents files >_<). Quote Link to comment Share on other sites More sharing options...
kabill Posted September 22, 2014 Share Posted September 22, 2014 Posting over here to avoid spamming the release thread with discussion: I notice in the xenopedia text that the smart grenade is supposed to be more accurate than other grenades. Does this translate into game stats? In my experience, I've not been able to alter the accuracy of grenades at all (it seems to always default to the STR score of the soldier regardless of what you set the accuracy value to in weapons_gc) but I'm wondering whether I managed to screw up my testing or if you found another way of doing it that I've missed. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted September 22, 2014 Author Share Posted September 22, 2014 No.. I haven't done this emprically, I altered the accuracy score and that seemed to work. *Le sigh* Now I'm going to have to rigourously see if my smart grenades are actually smart. Quote Link to comment Share on other sites More sharing options...
llunak Posted September 22, 2014 Share Posted September 22, 2014 The game currectly hardcodes throw accuracy as =str. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted September 22, 2014 Author Share Posted September 22, 2014 Damn. Well, I guess I'm going to have to take the smart grenades out then. EDIT: Bugger that. I'll re-purpose them as "enhanced assist" grenades. Grenades which can travel further than standard ones. Quote Link to comment Share on other sites More sharing options...
kabill Posted September 22, 2014 Share Posted September 22, 2014 Ugh, apologies for being bad-news-bearer. Longer range is still pretty useful though. Maybe the accuracy formulary will get changed for 'nades at some point </NotSoSubtleHint> Quote Link to comment Share on other sites More sharing options...
daveboy2000 Posted December 22, 2015 Share Posted December 22, 2015 Eh, sorry for the necro I guess, but does this mod still work, and does it still have any embers of life? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted December 23, 2015 Author Share Posted December 23, 2015 Oh, I had done a lot more since I did that. Here's a link. I expanded it to add a complete suite of drone-themed weapons, had redone the aircraft, added two drone-themed ufos, 5 enemy drone variants and two drone-themed buildings. Still needs work - the buildings use placeholder graphics, and I need to make drone-themed maps as well as a complete playthrough to thoroughly test it and I just don't have the time to do any of it. But most of it works if you want to try it out. Quote Link to comment Share on other sites More sharing options...
daveboy2000 Posted December 24, 2015 Share Posted December 24, 2015 Awesome, thanks! Quote Link to comment Share on other sites More sharing options...
Man of Doge Posted January 6, 2016 Share Posted January 6, 2016 Experimental version looks pretty good so far. :3 Quote Link to comment Share on other sites More sharing options...
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