So technically you can set pierce to any projectile, the trick is to add "spawn" projectile?! So a laser beam could pierce through obstacles etc if set to "spawn projectile"?! I will do some testing the upcoming days, this mod is great inspiration.
Is the collision layer ultimately required in order to let the projectile pierce through obstacles?
Also intersting in this regards is set "Kock Down – Always" to projectile ;)
Hi am not sure if am doing this right am trying to patch the 022e05d on to my other projectile "explosion" mostly on to armament mod. example would be the 5.56x45mm projectile. add the explosion to it but it does not seem to be work also the projectile count as a "missile"
Hey, I do not use either mod, but I might end up making some compatibility patches far down the line if I am able to free up some time. I haven't looked into the files, but as the PTRS-41 appears to sometimes use .50 Cal rounds, it might be compatible out the box with the 50 Cal Penetration Demonstration provided as an optional file in Real Time Cover Penetration Framework? (assuming that the PTRS-41 does not add its own override projectile). Note that the Framework is in Alpha, but I would really like some feedback on whether it works.
If you are interested in learning some xEdit, the documentation on that page can also help you make your own patches for both mods, which I encourage you to do.
I did find it kind of amusing that a rifle using 20mm exploding anti-tank rounds can't punch a hole in a bit of rusted corrugated sheet metal... struck me as a bit of an oversight on someone's part.
WHOOPIE!! Nice! Considering current technology on gauss rifles, there is no reason a depleted uranium 2mm slug shouldn't go clean through most buildings! I hope you have success converting this for the 50 bmg sniper and others like the orsis .338 lapua.
If you are more interested in 50 BMG, I have two Optional Files included in the Alpha build of the Real Time Cover Penetration Framework which effectively do the same thing as this mod, but for .50 Cal. I would really appreciate some feedback!
Be sure to try only one of the two 50 Cal Demonstrations at a time, as they conflict with one another. 50 Cal Penetration Demonstration results in linear penetration similar to this mod, whereas 50 Cal Spalling Demonstration results in a spalling effect after impact that might be more appropriate for .50 Cal. Note that the framework is in Alpha, and check out the compatibility rules before using.
18 comments
Is the collision layer ultimately required in order to let the projectile pierce through obstacles?
Also intersting in this regards is set "Kock Down – Always" to projectile ;)
thanks for the mod.
EDIT: well technically its the same process/behavior well almost, to the MIRV explosion pattern.,
example would be the 5.56x45mm projectile. add the explosion to it but it does not seem to be work also the projectile count as a "missile"
Would be a nice addition to the China Lake's fletchette rounds too... just sayin'.
If you are interested in learning some xEdit, the documentation on that page can also help you make your own patches for both mods, which I encourage you to do.
The Commonwealth in my game is just absolutely covered in giblets.
Be sure to try only one of the two 50 Cal Demonstrations at a time, as they conflict with one another. 50 Cal Penetration Demonstration results in linear penetration similar to this mod, whereas 50 Cal Spalling Demonstration results in a spalling effect after impact that might be more appropriate for .50 Cal. Note that the framework is in Alpha, and check out the compatibility rules before using.