#Weapon utility
1 messages · Page 2 of 1
do me a favour go into the bepinex folder and send your outputlog here
do i just remove the config manager folder or do i put in the bepinex folder
i pressed f1 and f6 nothin
your file setup looks fine in the bepinex folder pls send the output log file
log looks fine when clicking multiplayer is there any lobbies or completely blank?
completly blank
i can see the mods are loading and the f6 keybind is correct is your super ifrit working?
yea
just config manager and f6 arent?
yup
did you replace the config manager version you had with the one i sent?
yea i just slapped it in
ok so your install seems fine and its loading in the log oh wait i have an idea hold on
try this
alright
it works
i have 8 agm 48's but :Munitions Manager] [Munitions Manager] In-flight apply: AGM-48 -> 0 missile(s) (blast=2500, pierce=300)
[Info :Munitions Manager] [Munitions Manager] In-flight apply: AGM-48 -> 0 missile(s) (blast=2500, pierce=300)
oh i must fire them first
the values update on spawn or if you press in flight or prefabs
another side note air to air missiles tend to break when messing with their values i need to fix it lol
huh i gave 42 lynchpins 2000 explo yield and they did 0
they didnt do any damage
very strange i have one shot a shard with them before try upping the pen too
Setting linear velocity of a kinematic body is not supported.
[Info :Munitions Manager] [Munitions Manager] In-flight apply: Lynchpin Rocket -> 42 missile(s) (blast=2000, pierce=2000)
[Info :Munitions Manager] [Munitions Manager] In-flight apply: Lynchpin Rocket -> 42 missile(s) (blast=2000, pierce=2000)
[Info :Munitions Manager] [Munitions Manager] In-flight apply: Lynchpin Rocket -> 42 missile(s) (blast=2000, pierce=2000)
are agm/pab's working?
like are they firing or is the config thing working for them?
for instance if you set a pab 125 to 1500000 does it make a huge shockwave?
lemme check
i know certain missiles dont play well with the mod but bombs should work 100% unless somethings changed
im pretty usre it works i fired 6 pab 250's and it did nuclear warning
yea they work
seems i need to add lynchpins too the list too lol sorry haven't worked on this mod in a while i'll be patching it soon
and kingpins
to be fair they were already on the list not sure why i didn't add lynchpins too lol was probably tired
Weapon utility
yo anyone know how to modify the fire rate and speed of like hte 20mm and the 75mm i did it my self over a year ago and have lost the knowldge to do so
It’s knowledge of the Dark Age of Technology.
exactly bc i can remmeber that i saved a id number for the 75mm bc i was making it rapid fire and bootsed the shells speed
it has something to do with the barrel i did start too look into it but got sidetracked all my weapon utility mods are getting overhauled soon anyway.
I have this problem that if I make a missile to fast it misses a ton, editing the turn rate doesn’t do anything to fix this, any ideas?
How fast are you making it
are we deadass
We totally are brochacho
Justj when you dropping the player only method?
The current missile speed is getting scrapped and remade completely the current system is not good it causes huge frame drop and isn’t player only I’m gonna rework it soon
Ah alright will the option to modify fire rate on some guns be available in these overhauls?
its already available
That file already exists I just don’t think I uploaded it lol
It’s in the chat somewhere
#1466485588516405423 message here
i... i lowkey cant get the weightless munitions mod to work properly.
or it just doesnt work with the 155mm railgun
from which mod
minecracks is broken
unlimited weapons
oh wait
im stupid
UNRESTRICTED weapons
omg how old is your unrestriced
mb im a bit sleepy
im pretty sure i downloaded it just today
while searching for NO mods (im a new player)
show me your mods
sec
folder
1.4.0
@signal cliff you made op weapons?
alright then
oh yeah, the railgun itself isnt even functioning
is there like, a framework that i need to download additionally?
maybe a mod loader?
OP weapons arent working too
its probably outdated, you could try minecracks, but idk how broken blueprinter is
minecracks?
a channel i dont appear to have access to
That’s nice, I was just wondering if you could release the existing player only method.
The 155mm railgun mod is very old and broken it will not work as for op weapons press f6 it should pop up some of my menus use f6 if the functions aren’t working it currently should only be used on air to ground missiles and bombs also cruise missiles air to air and lynchpins don’t function currently
Oh hahaha yeah forgot about that I actually re wrote it I’ll get Ugg to write a how to on it when I’m back on my pc
Thanks
op
Off the top of my head I believe aircraft has a an is local player tag and also has some player only hud functions the original method was hud for unlimited ammo etc but my newer method is islocalplayer
Bet, I just figured out everything about editing the missiles using dnspy/unity explorer (I know pretty simple but it’s a start). Next step is making it player only, so thanks a lot for your advice
I stared with unity explorer I found making mods with it was a lot easier but I almost exclusively use dnspy now good luck hopefully see some of your stuff
I’ll drop you a dm to explain it lol
Where do I place the OP Weapons DLL? I placed it in the managed folder but pressing f6 does nothing
you need bepinex 5 then it goes in plugins #1457932420882894901 message
Thanks! I'll do that!
just a little heads up too op weapons is slightly broken lol it only works on air to ground missiles bombs and cruise missiles however most of my weapon utility mods are getting an overhaul soon
you will also need config manager for basically any mod lol
Is that a separate mod (config manager)?
yes its used by basically every mod on here https://github.com/BepInEx/BepInEx.ConfigurationManager/releases/download/v18.4.1/BepInEx.ConfigurationManager_BepInEx5_v18.4.1.zip
you press f1 and you can see settings for mods
The mod is exciting because I love having the ability to increase or decrease explosion sizes. I can't wait to see how to increase things like cloud/fire ball sizes as well.
sadly only shockwave size scales atm nut mushroom clouds etvc will be in the rework
oh ok thank you
theres like several files in the config manager, do i only put in the .dll file?
figured it ou
where can i edit my flares/capacitor recharge rate using the flares mod?
I love you with all my soul u pure bread god
Also where to ask for commission on modded aircraft I got a idea
config manager is broken for me, regardless which of the 2 types i use. ive tried bepin and il2cpp
so uhh pls make a file that is settable on game launch
Currently there’s only one group making modded aircraft and they aren’t taking requests as the models of the aircraft takes weeks to months to make
In the tutorial did you turn hidegamemanager to false?
I think I’m gonna try and re create nikkor’s old 155mm railgun mod from scratch see how it goes
Make an option for it to have a guided shell
atleast optical guidance
I was actually planning a configurable weapon
also back in ye olden days [of his mod] there was an option to replace the explosion trail with 1.5kt blasts
Ye I remember used to blow the aircraft apart if fired too much lol
new ship killer?
since QOL's 40mm railcannon is really annoying to use.
press L for slow move so you can aim it more and if it helps but not enough use the cam controller and set it to 0.2 speed if in singleplayer, if not, you can try to get closer but if you still fail, thats a you problem there
it just really doesnt deal any damage
like i see the impact on like a corvette
and the corvette still goes unfazed
like nothing ever happened
thats because it hit the hull, if you hit near the turret or near the missile storage theres a chance that you can one shot if the ammo explodes
works better on the QOL corvette too due to having AGM-98s
if you hit the bridge you may only disable the radar
too low and it doesn't hit anything vital either
oh?
ill note that
what about a guy on a carpet shooting a gun?
#1131013817011294249 message fir anybody wondering this will probably be the next weapon style mod
holy sh airstrikes
also, do you plan on adding a mod that gives the player unlimited (or at least a load of it) money, like in the free flight mode?
i'd have to check if thats safe but i suppose it would be rather easy
Click releases in the bottom right and there’s a zip for each
new artillery strike setup for light artillery
GPO-N 250kt artillery
I tried it I will include it but the price will be very high lol
Genies work much better
dont nuclear weapons all have the same price? [except the Cruise missiles and TBMS, which cost just slightly more]
I think something simmilar to that mod which extends max aircraft limity to 128 [by default] would be in effect for that
100 trillion budget pala too
Ye but the airstrike system is very op so munitions and a cost to call will be in the mod optionally of course
nice
I'm guessing you'll have to manually append new munitions and airstrikes as updates to NO roll out
yes however im looking into adding a system to scrape names every time theres an update
i would like this mod to work with qol too so its on the list
Justj, are you planning on making the infinite ammo mod for the ibis vehicles?
Like the droppable vehicles
Yes but it’s a bit tricky as they collide in the bay and cause an explosion lol I need to add a delay all my weapon mods are getting restructured and updated after the update
Can we get modifications for the ??? and it's weapons [specifically the missiles, they are optical only]?
all weapon mods are getting a rework after the update im not too sure what you mean by optical only like can i make them ir?
yea, IR or ARH
also nice
hmmmm possibly, i made lynchpins and kingpins optical again so i guess
For the ew-1 laser, changed to 120kw Helios laser with the QOL mod, is there going to be a mod/ slider within weapon utility or qol to adjust how much damage the laser can do?
all weapon mods are recieving updates after the new update including auto support for modded weapons 
The best 👌 I've been going through the qol .dll to see all the little things changed. Would love to know more about what I'm looking at and how it actually changes the game. Regardless, the work you put in is crazy. Cheers.
i didnt actually think people still used my weapon mods lol good too know they are still out there
I have the cas audio, your quality of life, and I was trying to use this weapon utility mod. The try is to get the laser turret to be exponentially less effective at range but greatly more effective upclose. Tweak the initial damage numbers and change the fall off curve. After many hours of failed chatgpt asks I'm no closer to that but I did a lot of snooping around the qol files and i think I'm smarter about how everything works haha. One step at a time
chatgpt is decent at explaining but will always try and satisfy the user by giving little white lies a good rule of thumb is at the start of the chat tell it too be brutally honest and not give info without evidence and also ask the user for further info i learnt alot from ai but after you understand classes and methods you realise just how easy this all is lol
they are also not great at making the mods they are good at tweaking and restructuring, small tasks like that they can handle but ask them for full code and well....... 
Vibe coding with AI is how we get Windows 11
weightless and infinite ammo have been released early as they were basically ready and i want to see if they self discover in the new update
forgot to say the new weightless removes the little frame scanning lag issue so pls update
Unity explorer
all mods still seem functional thanks to the future proofing any issues please let me know
they all work, but the AB-4 isnt on the config lists
i assume you mean for flares and power manager? both are getting reworks
yeah, ah ok cool, do you have an idea of when they will be ready?
I’ve got a new release up next then I’m patching weightless so should be after those I’ll @ you when it’s ready
The flare and power mods are very old and buggy although that might actually help here maybe if you change all the aircraft’s flares to say 2000 ish one of them might affect the alkyon not 100% thow
That might work, I noticed the F16 sometimes randomly has 2000 flares lol