Artillery Fire Control System
Artillery Fire Control System Artillery Fire Control System
Screenshots 1 screenshots
About this mod Machine translation
Artillery Fire Control System Artillery Fire Control System
"Artillery is the god of war."
-Joseph Stalin it does
What
It lets you make a holotape at the Chem Station, playable from any terminal or your pipboy, you can:
- Force enable or disable the construction and use of artillery. No need for minutes if you don't want to put up with Preston.
- Switch shooting mode between essentially vanilla, and a faster but less accurate mode
- Toggle barrage length between Normal (15 shots total, starting with all qualifying guns, minimum 3 shots required to get all 14), Long (30 shots total, minimum 6 shots to get all 30), or Saturation (45 shots total, minimum 9 shots to get all 45)
It also has the following passive effects:
- Cannon range is now about 7km, up from 0.7 inches. To be honest, the 155mm howitzer has a range of nearly 15 kilometers. So even my boosted range is still less than half of the actual range.
- Dispersion is now a realistic circular pattern instead of silly squares aligned with the map. Additionally, the density of shells per square meter increases towards the center
- Removed the turning animation so they should start firing faster. The shooting animation is still playing.
- Cannonballs have higher range
- Cannonballs are lighter in weight
- Cannonballs can be crafted at the Chemistry Station
future plans
Maybe different kinds of ammo? I mean, airburst shrapnel shells have been around since before WWI, for example, and even access fuses were perfected in WWII, so they should fit the radiation timeline. Combustion and chemistry are also a possibility, and were used during World War I, long before the Fallout timeline split. And I think tactical nukes would fit the theme, if nothing else.
compatibility
Likely to conflict with anything that changes the way artillery works. If a conflict occurs, make sure this version is not only loaded last, but also installed last.
Most notably, it will almost certainly not work with Angry Artillery. I haven't actually tested Angry Artillery, but from what I've read it seems to edit the same script files.
It should be used with Simple Artillery Strikes, although the only extra thing you get by running them together is the duplicate flare recipe :p
Mods that change gun range and/or explosion should work fine. While the range is more than adequate, Quick Mode has laid out a much larger area, and Saturation Barrage should pile up more than enough damage per square meter in the target area. So there is no need to use more mods to do this.
Modifications that simply add some way to call the shelling by having an effect on certain binoculars, rockets, laser rangefinders, etc. will most likely work fine, as long as they don't change the script that actually fires the gun. Any artillery call mod I've seen so far is basically compatible.
FCS will also work fine as long as it is installed last (otherwise Rapid Fire may not be much faster than vanilla) and as of 1.01 the recoil animation will play. There are no dependencies or compatibility patches involved. If you set a recoil animation in the gun, it will be called.
"Artillery is the god of war."
-- Joseph Stalin
WHAT IT DOES
It lets you craft a holotape at the chem station, that can be played in any terminal or in your pipboy, with which you can:
- force enable or disable the building and use of artillery. No minutemen needed, if you don't want to put up with Preston.
- toggle firing mode between basically vanilla, and a faster but less accurate mode
- toggle the barrage length between normal (15 shots total, from all qualifying guns, needs at least 3 guns to get all 14), long (30 shots total, min 6 guns to get all 30), or saturation (45 shots total, min 9 guns to get all 45)
It also has the following passive effects:
- artillery range is now about 7 km, up from 0.7 in vanilla. Honestly, an 155mm howitzer has almost 15km range. So even my boosted range is still less than half of a realistic range.
- dispersion …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.