Vehicle parts: Difference between revisions
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Revision as of 06:49, 5 March 2016
Vehicles |
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Driving |
Repairs |
Installing and removing parts |
Construction |
Parts and components |
Vehicles consist of parts, which can be damaged and, eventually, broken. Parts can be external, or internal (which are mounted inside the former). External parts are enclosed in [square brackets], internal parts in -dashes-.
Internal parts which are tagged as 'over' are a special case. They will be enclosed in (round brackets), override the color of the external part, and will function as armor — protecting other parts in this tile from damage (although not infallibly).
Vehicle tiles can be tagged as inside (marked as In) or outside (Out). Inside tiles protect from weather effects, while outside ones don't. To become an inside tile the tile must have a roof, and the adjacent tiles must have either roof or some impenetrable obstacle (like a closed door or windshield).
The mass, top and safe speed, acceleration, fuel consumption, noise and mobility of a vehicle is based on its composition. For example, safe speed is the speed at which engine can pull the mass without damaging the engine.
List of parts
A list of all the parts you can install in a vehicle, detailing their characteristics, the required components in order to install them and miscellaneous notes.
The Par column has different meanings depending on the type of part:
- power for engines (top speed) and solar panel (% of 1 fuel per turn, can be > 100)
- size for wheels (inches)
- capacity for fuel tanks and parts that allow storing cargo
- bonus for seatbelt (str) and muffler (%)
- energy consumption for parts that require power from the car battery to work
Steel frame, steel plating, as well as spiked plating and hard plating can be crafted with a welder by using lumps and chunks of steel.
Name | Dm | Du | Par | Fuel | Req Comp | S | Flags | Note | ||
---|---|---|---|---|---|---|---|---|---|---|
# | * | seat | 60 | 300 | 100 | 0 | seat | 1 | over seat boardable no_reinforce cargo beltable | You need a seat and vehicle controls in the same tile to drive. |
* | # | tracking device | 10 | 20 | -63 | 0 | vehicle tracking device | 3 | track unmount_on_damage | |
# | * | saddle | 20 | 80 | 0 | 0 | saddle | 1 | seat boardable | |
# | * | foldable seat | 10 | 20 | 0 | 0 | sheet | 3 | seat boardable foldable | Cannot be unfolded, thus not usable as a driver seat |
# | * | bed | 60 | 95 | 200 | 0 | seat | 1 | over bed no_reinforce cargo | |
┘┐┌└^ ┼│─=H | # | frame | 100 | 400 | 0 | 0 | steel frame | 1 | external mount_point mount_inner | 13.61kg / 30.00lbs |
h | # | foldable light frame | 100 | 50 | 0 | 0 | pipe | 3 | mountable foldable | |
┘┐┌└^ ┼│─=H | # | extra light frame | 100 | 175 | 0 | 0 | extra light frame | 1 | external mount_point mount_inner | 5.05kg / 11.13lbs |
┘┐┌└^ ┼│─=H | # | heavy duty frame | 100 | 1200 | 0 | 0 | heavy duty frame | 1 | external mount_point mount_inner | 26.00kg / 57.32lbs |
^ | # | handle | 100 | 100 | 0 | 0 | pipe | 1 | external mount_point mount_inner | It's just a decorative and weak frame variant. |
┘┐┌└^ ┼│─=H | # | wooden frame | 100 | 200 | 0 | 0 | wooden frame | 1 | 7.00kg / 15.43lbs | |
^ | # | wooden handle | 100 | 150 | 0 | 0 | wooden frame | 1 | ||
┘┐┌└^ ┼│─=H | # | light wooden frame | 100 | 100 | 0 | 0 | light wooden frame | 0 | 4.00kg / 8.82lbs | |
┘┐┌ └│─ | # | board | 100 | 240 | 0 | 0 | sheet metal | 1 | external mount_point mount_inner opaque obstacle | Like a frame, but blocks movement and vision. |
┘┐┌ └│─ | # | heavy duty board | 100 | 1000 | 0 | 0 | steel plating | 1 | opaque obstacle | |
┘┐┌ └│─ | # | wooden board | 100 | 300 | 0 | 0 | wooden armor kit | 1 | opaque obstacle | |
┘┐┌ └│─ | # | quarterpanel | 100 | 225 | 0 | 0 | sheet metal | 1 | obstacle | Like a board, but doesn't block vision. |
┘┐┌ └│─ | # | extra light quarterpanel | 100 | 100 | 0 | 0 | pipe | 1 | obstacle | Like a board, but doesn't block vision. |
┘┐┌ └│─ | # | wooden quarterpanel | 100 | 75 | 0 | 0 | wooden armor kit | 1 | obstacle | Like a board, but doesn't block vision. |
=H | # | aisle | 100 | 400 | 0 | 0 | sheet metal | 1 | internal over no_reinforce aisle boardable | You can move faster through these than other car parts. |
= | # | floor trunk | 100 | 400 | 350 | 0 | sheet metal | 1 | internal over no_reinforce aisle boardable cargo covered | You can move faster through these than other car parts. Also provides storage like a trunk or box. |
h | # | stow board | 100 | 200 | 250 | 0 | sheet metal | 3 | obstacle opaque cargo covered | |
# | # | cloth roof | 100 | 15 | 0 | 0 | sheet | 1 | roof foldable | |
# | # | roof | 100 | 240 | 0 | 0 | sheet metal | 1 | internal roof | Only provides protection from rain -acid and normal- when surrounded by other roofs, doors, boards or windshields |
# | # | heavy duty roof | 100 | 1000 | 0 | 0 | steel plating | 1 | roof | Only provides protection from rain -acid and normal- when surrounded by other roofs, doors, boards or windshields |
+ | & | door | 80 | 225 | 10 | 0 | steel frame | 2 | external cargo obstacle openable boardable window | It also provides limited visibility, in the experimental build these can be fitted with curtains which can be closed from the inside. |
+ | & | opaque door | 80 | 240 | 10 | 0 | steel frame | 2 | external obstacle openable opaque | A door that blocks vision. |
+ | & | internal door | 75 | 240 | 0 | 0 | steel frame | 2 | external obstacle opaque openable roof boardable no_reinforce | |
+ | & | hatch | 80 | 120 | 150 | 0 | steel frame | 2 | cargo obstacle openable multisquare boardable covered | |
+ | & | heavy duty hatch | 80 | 360 | 150 | 0 | heavy duty frame | 4 | cargo obstacle openable multisquare boardable covered | |
" | 0 | windshield | 70 | 50 | 0 | 0 | sheet of glass | 1 | over obstacle window no_reinforce | A part that blocks movement but allows vision. Relatively fragile. |
- | x | blade | 250 | 200 | 0 | 0 | blade | 2 | external unmount_on_damage sharp protrusion no_reinforce | |
| | x | blade | 250 | 200 | 0 | 0 | blade | 2 | external unmount_on_damage sharp protrusion no_reinforce | |
. | x | spike | 300 | 250 | 0 | 0 | spike | 2 | external unmount_on_damage sharp protrusion no_reinforce | |
0 | x | wheel | 50 | 200 | 9 | 0 | wheel | 4 | external mount_over wheel mount_point variable_size | |
O | x | wide wheel | 50 | 400 | 14 | 0 | wide wheel | 5 | external mount_over wheel mount_point variable_size | |
O | x | armored wheel | 50 | 800 | 20 | 0 | armored wheel | 6 | wheel variable_size | |
B | E | roller drum | 500 | 7500 | 60 | 0 | large steel drum | 7 | obstacle wheel variable_size | |
| | x | unicycle wheel | 50 | 40 | 2 | 0 | bicycle wheel | 2 | wheel stable variable_size | |
| | x | wheelchair wheel | 50 | 40 | 4 | 0 | pair of wheelchair wheels | 2 | wheel stable variable_size foldable | |
| | x | bicycle wheel | 50 | 40 | 2 | 0 | bicycle wheel | 1 | external mount_over wheel mount_point variable_size | |
o | x | motorbike wheel | 50 | 90 | 4 | 0 | motorbike wheel | 2 | external mount_over wheel mount_point variable_size | |
o | x | small wheel | 50 | 70 | 6 | 0 | small wheel | 2 | external mount_over wheel mount_point variable_size | |
o | x | caster | 50 | 70 | 6 | 0 | set of casters | 1 | wheel stable variable_size foldable | |
| | x | wooden cart wheel | 50 | 30 | 2 | 0 | wooden cart wheel | 2 | wheel variable_size | |
| | x | banded wooden cart wheel | 60 | 60 | 2 | 0 | banded wooden cart wheel | 2 | wheel variable_size | |
* | # | 1-cylinder engine | 80 | 150 | 40 | gasoline | 1-cylinder engine | 2 | internal engine variable_size | |
* | # | V-twin engine | 80 | 200 | 120 | gasoline | V-twin engine | 2 | internal engine variable_size | |
* | # | Inline-4 engine | 80 | 300 | 300 | gasoline | Inline-4 engine | 3 | internal engine variable_size | |
* | # | V6 engine | 80 | 400 | 800 | gasoline | V6 engine | 4 | internal engine variable_size | |
* | # | V8 engine | 80 | 400 | 800 | gasoline | V8 engine | 4 | internal engine variable_size | |
* | # | V12 engine | 80 | 600 | ? | gasoline | v12 engine | 8 | engine variable_size | |
* | # | electric motor | 80 | 200 | 70 | batteries | electric motor | 3 | internal engine | |
* | # | large electric motor | 80 | 400 | 350 | batteries | large electric motor | 4 | internal engine | |
* | # | small electric motor | 80 | 120 | 15 | batteries | small electric motor | 1 | engine | |
* | # | plasma engine | 80 | 250 | 400 | hydrogen | plasma engine | 6 | internal engine | |
* | # | foot pedals | 50 | 50 | 60 | muscle | foot crank | 1 | internal pedals engine foldable | An engine that doesn't require any fuel source. |
* | # | hand rims | 50 | 50 | 50 | muscle | set of hand rims | 1 | hand rims engine foldable | An engine that doesn't require any fuel source. |
O | # | gasoline tank (small) | 80 | 100 | 6000 | gasoline | small metal tank | 1 | fuel_tank | |
O | # | gasoline tank | 80 | 150 | 30000 | gasoline | metal tank | 1 | internal fuel_tank | |
O | # | gasoline tank (little) | 80 | 75 | 650 | gasoline | little metal tank | 1 | fuel_tank | |
O | # | externally mounted gas tank | 80 | 160 | 110000 | gasoline | 55 gallon drum | 1 | unmount_on_damage fuel_tank protrusion | |
O | # | small storage battery | 80 | 200 | 1000 | batteries | small storage battery | 1 | fuel_tank | |
O | # | storage battery | 80 | 300 | 100000 | batteries | storage battery | 2 | internal fuel_tank | |
O | # | minireactor | 80 | 580 | 10000 | plutonium | minireactor | 7 | internal fuel_tank | Provides electricity for electric engines. |
O | # | hydrogene tank | 80 | 150 | 3000 | hydrogen | metal tank | 1 | internal fuel_tank | |
O | # | water tank | 80 | 150 | 400 | water | metal tank | 1 | internal fuel_tank | Allows the storage of water for use by a kitchen unit |
H | # | minifridge | 80 | 100 | 300 | 0 | minifridge | 3 | cargo obstacle fridge covered | Drain battery while on, can be toggled on/off with controls. Reduce spoilage rate. |
H | # | trunk | 80 | 350 | 650 | 0 | steel frame | 1 | over cargo covered | |
o | # | box | 60 | 100 | 275 | 0 | steel frame | 1 | over cargo boardable covered | |
o | # | travois | 60 | 50 | 205 | 0 | light wooden frame | 0 | cargo boardable covered | |
o | # | wire basket | 60 | 75 | 60 | 0 | wire | 1 | cargo boardable foldable | |
o | # | shopping cart basket | 60 | 75 | 200 | 0 | basket | 1 | cargo boardable | |
# | # | table | 60 | 145 | 15 | 0 | table | 1 | cargo obstacle | |
$ | $ | controls | 10 | 250 | 0 | 0 | vehicle controls | 3 | internal controls foldable | Controls need to be on the same tile as a seat to be useable. |
/ | / | muffler | 10 | 50 | 40 | 0 | muffler | 2 | internal muffler | One per combustion engine to reduce noise. Additional mufflers do nothing. |
, | , | seatbelt | 10 | 35 | 25 | 0 | rope - 6 ft | 1 | internal seatbelt | Reduces the chance of being thrown from your seat during a collision. |
, | , | 5-point harness | 10 | 100 | 25 | 0 | rope - 30 ft | 2 | seatbelt | |
\ | 0 | curtain | 1 | 200 | 25 | 0 | sheet | 1 | openable openclose_inside opaque curtain | Can be installed on windshield and doors. |
# | x | solar panel | 10 | 20 | 111 | 0 | solar panel | 6 | over solar_panel | Charge faster the sunnier it is. |
# | x | reinforced solar panel | 80 | 300 | 105 | 0 | reinforced solar panel | 6 | solar_panel | Charge faster the sunnier it is. |
# | x | upgraded solar panel | 10 | 20 | 222 | 0 | upgraded solar panel | 8 | solar_panel | Charge faster the sunnier it is. |
# | x | reinforced upgraded solar panel | 80 | 300 | 210 | 0 | reinforced upgraded solar panel | 9 | solar_panel | Charge faster the sunnier it is. |
# | x | quantum solar panel | 10 | 30 | 555 | 0 | quantum solar panel | 12 | solar_panel | Charge faster the sunnier it is. |
u | - | water faucet | 10 | 45 | 0 | 0 | water faucet | 1 | faucet | |
& | x | kitchen unit | 10 | 80 | 400 | 0 | RV kitchen unit | 4 | over cargo obstacle kitchen covered roof no_reinforce | To use it the vehicle also needs a storage battery (to power it) and, optionally, a water tank (to store water) |
& | x | welding rig | 10 | 95 | 400 | 0 | vehicle welding rig | 4 | cargo obstacle weldrig covered | |
& | x | FOODCO kitchen buddy | 10 | 80 | 400 | 0 | FOODCO kitchen buddy | 4 | cargo obstacle craftrig covered | |
& | x | onboard chemistry lab | 10 | 65 | 400 | 0 | onboard chemistry lab | 4 | cargo obstacle chemlab covered | |
& | x | mounted electric forge | 10 | 180 | 0 | 0 | vehicle forge rig | 3 | obstacle forge | |
t | # | mounted M249 | 80 | 400 | 0 | .223 | M249 | 6 | over turret cargo | |
t | # | mounted flamethrower | 80 | 400 | 0 | gasoline | flamethrower | 7 | over turret | |
t | # | mounted plasma gun | 80 | 400 | 0 | hydrogen | Boeing XM-P Plasma Rifle | 7 | over turret | |
t | # | mounted fusion gun | 80 | 400 | 0 | fusion | FTK-93 fusion gun | 7 | turret cargo | |
t | # | mounted NX17 | 80 | 400 | 0 | batteries | NX-17 charge rifle | 7 | turret | |
t | # | mounted M2 Browning | 80 | 400 | 0 | 50 | M2 Browning HMG | 6 | turret cargo | |
t | # | mounted Mark 19 grenade launcher | 80 | 400 | 0 | 40mm | Mark 19 grenade launcher | 6 | turret cargo | |
) | ) | wooden armor | 100 | 300 | 0 | 0 | wooden armor kit | 3 | armor | |
) | ) | steel plating | 100 | 1000 | 0 | 0 | steel plating | 3 | internal armor | |
) | ) | superalloy plating | 100 | 900 | 0 | 0 | superalloy plating | 4 | internal armor | |
) | ) | spiked plating | 150 | 900 | 0 | 0 | spiked plating | 3 | internal armor sharp | |
) | ) | hard plating | 100 | 2300 | 0 | 0 | hard plating | 4 | internal armor | 3 times as heavy as regular steel plating. |
) | ) | military composite armor | 100 | 3250 | 0 | 0 | military composite plating | 6 | armor | |
* | * | head light | 10 | 20 | -187 | 0 | flashlight | 1 | cone_light | Drain battery when on. Fragile. |
* | * | reinforced head light | 10 | 80 | -187 | 0 | reinforced head light | 1 | cone_light | Drain battery when on. Fragile. |
\ | 0 | reinforced windshield | 80 | 250 | 0 | 0 | sheet of reinforced glass | 6 | obstacle window | |
* | * | bicycle horn | 10 | 75 | 15 | 0 | bicycle horn | 1 | horn | |
* | * | car horn | 10 | 100 | 30 | 0 | car horn | 3 | horn | |
* | * | truck horn | 10 | 125 | 45 | 0 | truck horn | 3 | horn | |
o | # | motorbike battery | 30 | 100 | 12000 | batteries | motorbike battery | 2 | fuel_tank | |
o | # | car battery | 50 | 120 | 30000 | batteries | car battery | 2 | fuel_tank | |
o | # | truck battery | 60 | 180 | 50000 | batteries | truck battery | 2 | fuel_tank | |
* | # | motorbike alternator | 80 | 250 | ? | batteries | motorbike alternator | 3 | alternator | |
* | # | car alternator | 80 | 275 | ? | batteries | car alternator | 3 | alternator | |
* | # | truck alternator | 80 | 325 | ? | batteries | truck alternator | 3 | alternator | |
+ | & | trunk door | 80 | 150 | 0 | 0 | steel frame | 2 | obstacle openable multisquare boardable | |
+ | & | shutter door | 80 | 95 | 0 | 0 | sheet metal | 3 | opaque obstacle openable multisquare boardable | |
+ | & | sliding door | 80 | 150 | 0 | 0 | steel frame | 2 | obstacle openable multisquare boardable | |
* | - | red light | 10 | 20 | -125 | 0 | emergency vehicle light (red) | 1 | circle_light oddturn | Can only be added on vehicles of multiple tiles. |
* | - | blue light | 10 | 20 | -125 | 0 | emergency vehicle light (blue) | 1 | circle_light eventurn | Can only be added on vehicles of multiple tiles. |
= | # | cargo space | 100 | 250 | 1000 | 0 | cargo carrier | 1 | aisle boardable cargo covered | |
* | - | floodlight | 10 | 20 | -187 | 0 | floodlight | 1 | circle_light | |
# | 0 | recharging station | 10 | 20 | -187 | 0 | recharging station | 3 | internal recharge | |
o | * | wing mirror | 10 | 20 | 0 | 0 | hand mirror | 1 | mirror protrusion unmount_on_damage foldable | Mounted on car's sides. Easy to break. |
& | & | stereo system | 0 | 60 | -1 | 0 | stereo system | 2 | stereo | Requires 'music CD' to play. Uses car battery for power. |
# | * | wooden seat | 60 | 125 | 0 | 0 | wooden frame | 1 | seat boardable beltable | |
. | x | wooden spike | 115 | 150 | 0 | 0 | pointy stick | 2 | unmount_on_damage sharp protrusion | |
+ | & | wooden door | 75 | 160 | 0 | 0 | wooden frame | 2 | obstacle openable boardable window | |
# | # | wooden roof | 100 | 130 | 0 | 0 | wooden frame | 1 | roof | |
) | ) | chitin plating | 100 | 480 | 0 | 0 | chitin armor kit | 3 | armor | |
) | ) | bone plating | 100 | 400 | 0 | 0 | bone armor kit | 3 | armor | |
| | x | metal wheel | 70 | 180 | 3 | 0 | metal wheel | 2 | wheel variable_size |
Vehicle Flags
The most recent list can always be find on GitHub: Cataclysm-DDA/doc/JSON_FLAGS.md
Vehicle Flags | Description |
ADVANCED_PLANTER | This planter doesn't spill seeds and avoids damaging itself on non-diggable surfaces. |
AISLE | Player can move over this part with less speed penalty than normal. |
AISLE_LIGHT | N/A |
ALTERNATOR | Recharges batteries installed on the vehicle. |
ANCHOR_POINT | Allows secure seatbelt attachment. |
ARMOR | Protects the other vehicle parts it's installed over during collisions. |
ATOMIC_LIGHT | N/A |
BATTERY_MOUNT | N/A |
BED | A bed where the player can sleep. |
BEEPER | Generates noise when the vehicle moves backward. |
BELTABLE | Seatbelt can be attached to this part. |
BOARDABLE | The player can safely move over or stand on this part while the vehicle is moving. |
CAMERA | N/A |
CAMERA_CONTROL | N/A |
CARGO | Cargo holding area. |
CHEMLAB | Acts as a chemistry set for crafting. |
CHIMES | Generates continuous noise when used. |
CIRCLE_LIGHT | Projects a circular radius of light when turned on. |
CONE_LIGHT | Projects a cone of light when turned on. |
CONTROLS | Can be used to control the vehicle. |
COVERED | Prevents items in cargo parts from emitting any light. |
CRAFTRIG | Acts as a dehydrator, vacuum sealer and reloading press for crafting purposes. Potentially to include additional tools in the future. |
CTRL_ELECTRONIC | Controls electrical and electronic systems of the vehicle. |
CURTAIN | Can be installed over a part flagged with WINDOW, and functions the same as blinds found on windows in buildings. |
DIFFICULTY_REMOVE | N/A |
DOME_LIGHT | N/A |
DOOR_MOTOR | Allows the player to open and close vehicle doors remotely from controls. |
ENGINE | Is an engine and contributes towards vehicle mechanical power. |
EVENTURN | Only on during even turns. |
EXTRA_DRAG | tells the vehicle that the part exerts engine power reduction. |
FAUCET | N/A |
FOLDABLE | N/A |
FORGE | Acts as a forge for crafting. |
FRIDGE | Can refrigerate items. |
FUEL_TANK | Storage device for a fuel type. |
FUNNEL | N/A |
HORN | Generates noise when used. |
INITIAL_PART | When starting a new vehicle via the construction menu, this vehicle part will be the initial part of the vehicle (if the used item matches the item required for this part). |
INTERNAL | Must be mounted inside a cargo area. |
KITCHEN | Acts as a kitchen unit and heat source for crafting. |
MUFFLER | Muffles the noise a vehicle makes while running. |
MULTISQUARE | Causes this part and any adjacent parts with the same ID to act as a singular part. |
MUSCLE_ARMS | Power of the engine with such flag depends on player's strength (it's less effective than MUSCLE_LEGS). |
MUSCLE_LEGS | Power of the engine with such flag depends on player's strength. |
NAILABLE | Attached with nails |
NEEDS_BATTERY_MOUNT | N/A |
NO_JACK | N/A |
NOINSTALL | Cannot be installed. |
OBSTACLE | Cannot walk through part, unless the part is also OPENABLE. |
ODDTURN | Only on during odd turns. |
ON_CONTROLS | N/A |
OPAQUE | Cannot be seen through. |
OPENABLE | Can be opened or closed. |
OPENCLOSE_INSIDE | Can be opened or closed, but only from inside the vehicle. |
OVER | Can be mounted over other parts. |
PLANTER | Plants seeds into tilled dirt, spilling them when the terrain underneath is unsuitable. It is damaged by running it over non-DIGGABLE surfaces. |
PLOW | Tills the soil underneath the part while active. Takes damage from unsuitable terrain at a level proportional to the speed of the vehicle. |
POWER_TRANSFER | Transmits power to and from an attached thingy (probably a vehicle). |
PROTRUSION | Part sticks out so no other parts can be installed over it. |
REACTOR | N/A |
REAPER | Cuts down mature crops, depositing them on the square. The bonus tag defines how productive the harvest can be. |
RECHARGE | Recharge items with the same flag. ( Currently only the rechargeable battery mod. ) |
REMOTE_CONTROLS | N/A |
ROOF | Covers a section of the vehicle. Areas of the vehicle that have a roof and roofs on surrounding sections, are considered inside. Otherwise they're outside. |
SCOOP | Pulls items from underneath the vehicle to the cargo space of the part. Also mops up liquids. Uses the bonus tag to determine the maximum size of the item picked up. |
SEAT | A seat where the player can sit or sleep. |
SEATBELT | Helps prevent the player from being ejected from the vehicle during an accident. |
SECURITY | N/A |
SHARP | Striking a monster with this part does cutting damage instead of bashing damage, and prevents stunning the monster. |
SOLAR_PANEL | Recharges vehicle batteries when exposed to sunlight. Has a 1 in 4 chance of being broken on car generation. |
STABLE | Similar to WHEEL, but if the vehicle is only a 1x1 section, this single wheel counts as enough wheels. |
STEERABLE | This wheel is steerable. |
STEREO | N/A |
TOOL_NONE | Can be removed/installed without any tools |
TOOL_SCREWDRIVER | Attached with screws, can be removed/installed with a screwdriver |
TOOL_WRENCH | Attached with bolts, can be removed/installed with a wrench |
TRACK | Allows the vehicle installed on, to be marked and tracked on a PDA. |
TURRET | Is a weapon turret. |
UNMOUNT_ON_DAMAGE | Part breaks off the vehicle when destroyed by damage. |
UNMOUNT_ON_MOVE | Dismount this part when the vehicle moves. Doesn't drop the part, unless you give it special handling. |
VARIABLE_SIZE | Has 'bigness' for power, wheel radius, etc. |
VISION | N/A |
WELDRIG | Acts as a welder for crafting. |
WHEEL | Counts as a wheel in wheel calculations. |
WINDOW | Can see through this part and can install curtains over it. |
Wheels
Every vehicle needs wheels to be able to move. A vehicle without wheels can only be dragged.
In general, a vehicle needs at least two wheels. Wheels need to be positioned in such a way that the center of weight is roughly above them. There is no requirement that the wheels have similar shapes or sizes.
The most important stat of the wheel is its total area. The sum of all wheel areas reduces the slowdown that vehicle mass has on the speed, but also worsens the vehicle's dynamics. Ideal wheel area is often much lower than the one vehicle spawned with. For example, a Military Cargo Truck will be much faster if all but 2 of its wheels are removed. Being able steer said cargo motorcycle is a whole different issue, however, which brings us to...
Wheel area
Area of a single wheel is (width * diameter / 9). Diameter is the stat in item's name, width is displayed when installing the wheel.
Note: this area is rounded down, so very small wheels (casters) may have no area. Such a wheel still contributes to wheel configuration validity (center of mass over wheels), but does not change vehicle dynamics.
A vehicle with 0 total wheel area won't be able to move by itself.
Boats
Boat boards are technically wheels. If the vehicle has at least one boat board, it is a boat and not a land vehicle and thus can only move over water. Total wheel area of a boat is 13 regardless of how many boards it has installed.
Ideal wheel configuration
Ideal wheel configuration depends mostly on the vehicle's mass. When trying to maximize safe speed, total wheel area should be ~1.58 sqrt( mass ). Here "sqrt" means square root and mass is in kilograms.
Increasing the wheel area above that may increase acceleration, but it will decrease safe speed and thus also maximum speed and fuel economy.
For example, a 2500 kg (5512 lbs) truck should have a total wheel area of around 79. This can be achieved by installing just a single maximum sized armored wheel (20 width * 36 diameter / 9 = 80 area). The truck still needs more than one wheel to move, but the second wheel can be just a set of casters.
Engines: load vs strain
Load is (engine power used)/(maximum engine power output). In case of a single undamaged engine, this translates to (engine power)/(max power). Damaged engine's power output is proportional to it's remaining hp percentage. Multiple engines' output is multiplied by 4/(num_engines + 3). Note that adding a weak engine to a powerful engine can actually decrease the overall power output (and thus increase engine load for a given speed).
Load affects fuel usage, smoke and noise. Load is processed twice: once for driving, once for having an active engine. When driving, load is equal to percentage of acceleration used (ie. if acceleration is 50 and vehicle accelerates from 0 to 24, load is 0.48). The second load is equal to sum of alternator loads or 0.01, whichever is higher.
Strain is (|current velocity| - safe velocity)/(max velocity - safe velocity). Strain greatly increases fuel consumption (100 times more on max velocity than on safe velocity) and causes engine damage, unless the engine is powered by muscles. Muscle powered engines will instead drain extra resources from the driver (5 times as much at max velocity as on safe velocity).
Turrets
Turrets fire automatically at enemies as long as they have ammo and are turned on. They can shoot at your own car, but they can only damage it with area attacks (bullets that hit the turret's car will not damage it). They will avoid shooting the player, but it can be unreliable, especially when standing close to the turret.
Stats
Turrets use stats from the weapons used to create them, modified by their ammo. The exception is the range - most turrets have automatic targeting range far below weapon range. Turrets track AoE (area of effect) of their projectiles and will not target enemies too close to hit without damaging self. Effective area of effect used for safety calculations is bigger than actual one: by 1 if it was 1 before, by 2 if it was 2 or more before.
Turret shoots like an NPC with 8 in specific weapon skill (for example, rifles), 4 in marksmanship, 16 strength, 8 dexterity and 12 perception. An active turret will take one shot or burst every turn (6 seconds) it can. It has no speed stat, nor does it accumulate moves.
Turrets have different recoil mechanics from regular guns. Their recoil always starts at 25% of their vehicle's velocity in MPH and is reset at the start of the turn. Recoil from previous shots in burst is respected.
IFF (player's safety)
When the player is visible to the turret and close enough to it, it will not target any enemy within (30 + 2 * AoE) degree cone centered at the player. This includes enemies much closer to the turret than the player. As the player gets closer to the turret, the cone is widened to 60 degrees (at 2 tile distance) and then 120 degrees (when adjacent). "Close enough" depends on turrets range: (range + AoE) * 1.5 + 6.
Shooting limitations
Turrets can shoot all creatures not covered by roofs of their own vehicle (except player, who only needs to be on any part of the vehicle). Roof over player's head does NOT stop the IFF.
Turrets can't damage own vehicle with bullets alone, though it can do so with AoE projectiles.
Automatic targeting
An active turret will try to target any visible hostile creatures. Friendlies are ignored (neither targeted nor avoided). Closer enemies are preferred (unless too close to target with AoE). Turrets can't see in the darkness and will not consider invisible player's safety. Automatic targeting has a severe range limitation - 12 tiles in case of most turrets, 5 in case of flamethrowers.
Turret's aiming system is purely visual and has no night vision ability.
Manual targeting
Manual targeting forces a target for the turret. It won't make it shoot faster or more accurately than otherwise, but it can make it shoot much further (up to gun+ammo range). Turret's configuration (burst/once) is respected. If the turret was disabled before aiming, it will be enabled for one burst, then disabled.
Aiming takes some time and does not consider player's safety (IFF). If the vehicle moves between aiming and shooting, the target point will be shifted by in the same direction and the same distance as the vehicle (rotation is ignored).
Manual targeting can make the turret shoot over opaque parts of turret's vehicle.
Settings
Turrets start out disabled. To make them shoot, you need to configure them and turn on the vehicle's turret system. Each turret can be configured to shoot in bursts, only once per turn or not at all.
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