Combat extended mortars not firing What's going on? I can direct my pawns to man the mortars, but they won't load or fire them, not even with a spotter. To do so, select the debug menu, use Odd issue where mortar shells fail to fire/disappear when fired at longer ranges, but will fire and impact at shorter ranges. 81mm mortars are good workhorses— when you need to get a siege to attack you or destroy one specific building in a mech cluster, these are good. It's tedious to equip them over and over manually. Combat with CE is far more lethal, and cover will mean the difference between life and death. Check to be sure whatever mods Unfortunately that is not compatible with combat extended. With a high level shooter marking the target you can get shells to land within just 1 or 2 tiles of where you aim. No massive logs for explosions anymore. The auto mortars seem to struggle when targeting enemy pawns in general, especially moving perpendicularly to the firing trajectory (i,e, not moving towards or away but strafing across). would you be interested, by any chance, The only thing that improves accuracy is more mortars in that if you are firing a bunch one might actually hit Bluejack71 • I need to put into the Tuesday thread mortars that slowly improve with each firing. 50 cal I can direct my pawns to man the mortars, but they won't load or fire them, not even with a spotter. I tried to reload them manually, no option to reload popped up. Then I realized that problem might be that they can't pick up that ammo type because it's not in their loadout. Requires a new save, and cannot be removed from existing saves. The mortars are not inaccurate because of a failing on the dev team behind them. As this is a limitation of CE, and because the current workaround is very clunky, I'd consider having it disabled from spawning. Could be a mod issue as mentioned above. I currently have these mods installed: HugsLib Psychology Combat Extended CE: Guns When a raid happens and I send my mortar squad to work, they just won't fire. These mortars are very accurate, often within 2-3 tiles. With embrasures: due to the cover mechanics, helmets are critical, as headshots can happen more easily from embrasures. Coalition Forces fire mortar rounds, targeting a known ISIS location in southeast Syria, Sept. Centipedes are the heaviest attack platforms deployed by the mechanoids. If the have a high shield, you can EMP it down with a single EMP mortar shell and hammer them with a different, cheap type of ammo. . make sure the zone they're in includes the mortar and the shells. It was like a donut around the target, As well as the other mods people have suggested, I think Combat Extended handles mortars really well. In CE, if you have someone equip the binoculars, and then have them target a location that they can see, then Confirmed I am not running any mods with known incompatibilities with Combat Extended. I've tried drafting and undrafting, restarting the game, reinstalling the mortars in an open spot, deconstructing and rebuilding the mortars, and nothing has helped. Projectile rebalance: Vanilla percentage based shooting system is completely gone. I also don't have any other combat or turrets mods installed. It took me a long time to get to grips with CE combat. After longer testing I was able to recreate the issue, I'm attaching a save ready to trigger the explosions. I've tried lobbing smoke grenades and walking up on the turrets but I get gunned down instantly. If you can kill them before they get into firing range you’ve already won! Ah, the Combat Extended mod! A fantastic mod that completely overhauls the combat system of Rimworld. So I've been having this weird situation with CE where the mortars aim at a target, play the firing sound, use the ammo, pawns reload them, but don't actually fire. ANOTHER NOTE: As of July Hi. Is this the intended behaviour? That's how it's currently working for me Also I have a problem with siege raids: they never seem to use mortars. I've tried drafting and undrafting, restarting the game, reinstalling the mortars in an open spot, I built some mortars and tried to shoot them at stuff, but they just kept targeting and not shooting. I don't really If you don’t want to do that, then I would suggest mortars and a good spotter with binos. If mortars are accurate, then you can turtle up in your base snug and safe and shell things to peices, ESPECIALLY with the mech clusters being introduced. Army photo by Sgt. When using Combat Extended, if a siege brings an artillery gun, shells spawned for it will be for mortars, and because of this can't be fired. I'm referring specifically to the mechanoid faction, specifically the centipedes. I have to say, I like Combat Extended. NOTE: This guide is written both out of boredom and under the assumption that you’re using the default CE settings and that you read CE’s workshop page. Combat Extended (https: Use M72 LAW's and mortars with HE shells if you have the range. So just that I understand this correct: with Combat Extended your pawn operating a mortar needs to have the shells in his inventory, otherwise the mortar will not be loaded. To get an accurate strike, Mortarts don’t fire, they just aim constantly and never shoot I tried alot, like make more mortars or diffrent save games, restarting my pc but Combat extended bug . Rush for Machining and make Simple helmets for your warriors to wear. I can understand not having the tech to hit mortars right off, but after a few shots Link mod combat extended First of all, I'm using Combat Extended mod. Has anyone here encountered a similar problem? Any tips on how I could fix this? In Combat Extended mod, mortars are extreeeemely juicy, especially when combined with binoculars. Aquí nos gustaría mostrarte una descripción, pero el sitio web que estás mirando no lo permite. Yes, as I said in my post, I used 10 volleys of 10 mortars firing. The firing cooldown cone appears and goes away on the mortars, but nothing launches. Matthew Crane. 10, 2018. Hold fire is off, the shell is in the mortar, and I just don't know what is wrong. I've called in an allied faction and the empire, but they all get wiped out. All missed the single target. U. It adds completely new shooting and melee mechanics, an inventory system and rebalances the health system. Mortars are not "Direct Fire" weapons and you should be targetng the "Ground" (area) where you want the mortar shell to land/explode. Colonists can't move while firing a burst, so be cautious! 3. Successfully merging a pull request may close Combat Extended seems to be working fine now. Even trees and rocks can be used as cover in the field, and this will save lives. Combat extended is no joke. I'm using combat extended, and when my colonists try to fire a mortar it makes the firing sound and uses up a projectile but no shell comes out and there's no explosion. Then repeat. Reported via Steam, including video of issue: Yah it could be a zoning issue. Use mods. I tried some mods to make pawns equips weapons, but this just resulted in Mortars are your friend here, and the binoculars let you mark a target making them much more accurate. Stockpile and mortar side by side, no restrictions on movement, etc. Intro. Causing the mortars to sop firing indefinitely, during this no additional shells will be dropped. Never tried the mod that allows your mortars to become more accurate, but it sounds like you should definitely go for it :) The game is as balanced as you want it to be ;) It's another reason to play with combat extended, where you have binoculars that eliminate misses altogether (assuming you have a pawn with a direct line of The soldiers were able to easily pick off the stunned mechs. Combat Extended Mod features Shooting. Also check to make sure they haven't built a roof over it by mistake. Incompatible with Combat Extended:. S. To combat their range, I like to build a . I've tried bombing with mortars the one day the shield is down recharging but couldn't reliably hit anything, even with a spotter with binoculars. The best weapon in CE is range. That's not eventful CE combat is decisive and intense. Combat Extended completely overhauls combat. By giving a pawn binoculars, you can have them guide fire and use the spotter’s shooting skill. Disabled Combat Extended and attempted to reproduce the behavior without success. Restarting the game (Not) A short guide to Combat Extended. Solved! Mortarts don’t fire, they just aim constantly and never shoot I tried alot, make sure that they arent restricted in away so they are not allowed to go to the stockpile That's definitely not the problem. Bait - Use things for bait, such as turrets, animals, animals, and animals. I cannot begin to stress this enough. I'd choose Combat Extended Combat Extended is a pretty cool mod, but prepare for it being a little unfair at times because unarmored foes get downed incredibly easily. Im glad mortars aren’t completely useless. Mortars have been tweaked several times and this is where they want the to be. Description If Siege spawn in with different shell types, such as incendiary and HE, siegers will fire all the HE shells but refuse to fire the incendiary shells. Guns feel deadly. Capable of shrugging off damage from The ammo type determines how much sharp penetration the bullet has (measured in mm) Generally speaking most mechanoid things require at least 20mm, usually more for the bigger things. However, there is one little hurtle that has made me completely disable the mod for the foreseeable future. A firing line of good shooters will waste insectoid attacks, It is worth mentioning I use combat extended guns though, because the RPG-7 I like that pawns can shoot and actually hit things, even those that aren’t great. Mortars are not accurate, and they are not fast, but don't underestimate the ability to drop explosions and CC Combat Extended version: Latest Your operating system: Win10 Your mod list: just ce. So I noticed that my turrets are not being reloaded. Heavily armed and armored, they resemble early tanks and specialize in the direct assault of fortified positions. I am new to CE so I don't know if this is a bug or intended behavior but when a colonist runs out of ammo they will un equip their weapon, then later get more ammo, reload the weapon in the inventory, but not re equip it, leaving them unarmed. qzvg skrq tvw gjhltj gveqk tjwmeo rptwb sqyikzd tnzz fpubo fuhqp uexym npycgr rffo xpyq