RimWorld

RimWorld

108 ratings
True Visual Misses (1.6 r3)
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.6
File Size
Posted
Updated
227.146 KB
8 Aug @ 5:48pm
23 Aug @ 1:10pm
8 Change Notes ( view )

Subscribe to download
True Visual Misses (1.6 r3)

Description
True Visual Misses
Bullets that look like they missed… actually miss.
TVM checks each projectile’s final swept path against a pawn’s visual hit area right before impact so outcomes match what you see. Its not 100% though, nothing in this world is, so expect 90% to 95% functionality, its still amazing.



What it does
  • Last-moment visual gating: Tests the projectile’s swept segment against a body-size–scaled radius. No intersection = visual miss (no vanilla damage). Intersection = normal impact.
  • Fair grazes, fewer ghost hits: Adjustable leniency and motion-aware padding reduce “it clearly missed but hit anyway” moments.
  • Optional damage tuning: Scale direct and (optionally) explosion damage on near-misses for a glancing-hit feel.
  • Smarter moving-target shots (optional): Adds target-leading with aggression/cadence controls so movement matters without magic hits.



Intended use & pairings
Made for vanilla-style ballistics (non-CE). Designed to be played alongside non-CE combat mods and pairs especially well with:
  • Gunplay
  • Yayo’s Combat 3
  • Proper Shotguns
  • RunAndGun, Simple Sidearms, and other non-CE combat tweaks
Not for Combat Extended. CE replaces projectile logic.



Load order (important)
Place True Visual Misses after any combat/verbs/ballistics mods.
Core → (Combat mods: Gunplay / Yayo’s Combat 3 / etc.) → True Visual Misses



Why you’ll like it
  • Looks = outcomes: Visuals finally match hit logic.
  • More satisfying firefights: Shotguns and automatics feel deadlier; cover, angle, and movement matter more.
  • Lightweight: Minimal per-tick math; settings to tune strictness and behavior.



Settings (tweak to taste)
  • Enable/disable quickly
  • Damage scaling for visual near-misses (direct + optional explosions)
  • Trajectory sampling (Every tick / Every N / Impact-only) + falloff shaping
  • Visual hitbox leniency (scale + extra padding)
  • Leading options (analytic intercept, aggression, re-lead cadence, min movement, speed multiplier, max look-ahead)
  • Friendly Fire Options



FAQ
Q: Does this change weapon accuracy or pawn stats?
A: No—only gates the final impact based on the visible path.

Q: Why can a near pass still hit sometimes?
A: The radius accounts for body size, animation, within-tick motion, and sampling cadence. Tight grazes can still connect—dial leniency down for stricter misses.

Q: Compatible with CE?
A: No. Use with vanilla-style combat mods like Gunplay and Yayo’s Combat 3.

TL;DR: If it looks like a miss, it’s a miss. Load after your combat mods and enjoy firefights that finally make sense.
91 Comments
lucky_one 🍀 28 Aug @ 1:59pm 
:er_heart:
Lucio Magno  [author] 28 Aug @ 1:47pm 
yup, thanks bro you a real one <3
lucky_one 🍀 28 Aug @ 1:35pm 
Do you mean the update from the 23rd? Yes it works perfectly fine.
Lucio Magno  [author] 28 Aug @ 1:30pm 
i Would be very grateful if someone could confirm this mod still works with the latest update! I cant test it anytime soon.
Lucio Magno  [author] 23 Aug @ 1:06pm 
Again, that was a problem withing Big&Small that was surfaced by this mod, and not directly caused by TVM, the update i'll be releasing now should fix those types of errors.
Traderathand 23 Aug @ 11:06am 
Hi Sorry!

I was progressing through my run when i had encountered an issue/error, which caused all pawns (Both Colonists and Hostiles), guns and bullets to disappear.

This happened during a raid.

I took a look at the log and saw that error started when "[TrueVisualMisses] Impact gate failed: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
[Ref D22D9BD5]"


Here is my log as well: https://gist.github.com/HugsLibRecordKeeper/f240c59d01a1cda12c742e45269f54a2
Lucio Magno  [author] 20 Aug @ 2:09pm 
huh, maybe... idk either! if you find out which mod it is, please let them know about this.
PanicOregon281 20 Aug @ 1:59pm 
I don't even know where "spinningweapons" is even coming from, it's probably coming from a mod embedding an old library of another mod
Lucio Magno  [author] 20 Aug @ 1:42pm 
PanicOregon281, that error is not being caused by this mod, its being surfaced by this mod because the "spinningweapons" mod you have is using outdated Verse methods no longer present in 1.6! cheers
Lucio Magno  [author] 20 Aug @ 1:34pm 
sorry folks—I’ve been seriously ill for the past three days. I’m back now and will start addressing the reported issues right away.
On performance: some slowdown is expected because this mod uses true ballistic simulation rather than the vanilla game’s simpler RNG-based approach.