Optimize Projectile Processing

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Author: Traveler

Last revision: 15 Jun at 03:26 UTC

File size: 131.71 KB

On Steam Workshop

Description:

Can be added or removed without issue.

The game tries to simulate all visible fired projectile until it expires. So projectile will not expire until it hit a wall or a target.
Worse part is that it does so while keeping the projectile speed.
Of course, you can’t do anything while projectile is being processed.

So any very slow projectile you shoot – say, disruptor pistol from DayDream – happen to go to the space in one of those open satellite maps. The slow projectile must travel to the edge of the map until you can take next action. Nothing can stop this even if you have a monster PC.

This mod does the following:
1. Limit the range of projectile to 30 for non-ricocheting projectiles. Projectile will despawn after 30 distance. (ricocheting projectiles already have internal range limit)
2. Raise the speed of the projectile that travelled more than 10 tile to fastest projectile speed in the game. (which is beam projectile speed of 50)
…which will attempt to address this issue.

This mod is now available on Github:
https://github.com/LordofNotCommitting/OptimizeQMRangeProcessing

Changelog:

v1.01:
Under very limited circumstance, projectile was able to pierce enemy when it is not suppose to. Updated the projectile speed to 60->50 which is current highest projectile speed ingame. (from unstable beta 0.9.9)