RimWorld

RimWorld

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The Dead Man's Switch - Medium Caliber Multi-Purpose AutoCannon Program
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Mod, 1.5, 1.6
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1.876 MB
11 Apr @ 8:26am
3 Nov @ 6:57am
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The Dead Man's Switch - Medium Caliber Multi-Purpose AutoCannon Program

In 1 collection by PolandBall
PolandBall's Weapons and Ammunition Collection
13 items
Description
This mod is an expansion for DMS. CE, Vanilla, HAR, Muzzle Flash compatible. Features like guided munitions and proximity fuze for CE require D-FunctionalAmmunition Library as a pre-mod

Manufacturers proposed the Medium-Caliber Multipurpose AutoCannon(MC-MPAC)project, aiming to optimize weapon selection by leveraging more combat-efficient medium-caliber autocannons. This initiative sought to improve resource utilization and unlock the potential of new ammunition calibers.

30x113mmB and Intermediate-power autocannon ammunition

M230 and M230LF utilize 30x113mmB, which features reduced recoil, compact size, lighter weight, and lower production costs compared to longer rounds. You can find 30x113mmB SAPHEI in My New Ammunition Pack

The handheld version of M230 is fielded as a versatile, bodysize-2.0 weapon, while its Dragoon variant sacrifices some ammo capacity for quicker reloads

30x113mmB is a solution to deliver more sustainable, cost-effective, and efficient 30mm firepower. This approach stems from the fact that 30x173mm or 30x165mm weapons—along with their associated ammunition—are excessively heavy, bulky, and costly, while also suffering from overkill in any missions

Sounds familiar? It’s essentially the same concept as transitioning rifles from full-power cartridges to intermediate rounds

M230 isn’t without flaws. Its accuracy is mediocre, and its rate of fire falls short of cannons like the GAU-8


M230LF: A long-barrel M230 with better range/accuracy but slower fire rate. Fits Mule/ArmySteed/Chelydridae


75mm Telescoped Ammunition and XM274, XM275 Smoothbore Autocannon

XM274 and XM275 utilize 75mm telescoped ammunition (132mm case diameter, 483mm length). In-game, these rounds are more compact than 125mm ammunition

For gameplay balance and personal fondness, I've added theoretically plausible fictional munitions variants, including Canister, Shrapnel , Incendiary, and EMP.


Ammunition shown in the image is from the 75AD MAG system. While its dimensions are smaller than those of the XM274's rounds, their fundamental designs are identical


Photo shows a complete 105x617mmR APFSDS round on the left, with the XM885's sabot and penetrator on the right



In CE, the XM274 firing XM885 APFSDS pens 375mmRHA


Photo of the XM884 and XM885.

The handheld, general-purpose XM274 autocannon in-game is bodysize-3.0 weapon with higher production costs, but its combat effectiveness makes it worth the investment

Similarly, as a large-caliber enthusiast who admittedly doesn't know much about small arms, I've also included a Dragoon Module weapon version of the XM274 autocannon. This variant requires 200 load capacity to operate, which in vanilla gameplay might give balance enthusiasts what could be considered overpowered combat capabilities


The XM275 autocannon is an electrothermal variant of the XM274, firing the same ammunition(fictional weapon).

In-game, the XM275 operates as a fixed turret that consumes 60Wd of power per shot(CE-Only, need D-Lib), delivering slightly greater firepower than its XM274 counterpart.
In CE, the XM885 APFSDS firing by the XM275 pens 457mmRHA

In certain scenarios, manufacturers identified upgrade opportunities for existing combat vehicles. Similar to the issues observed with overpowered autocannons, the main guns mounted on the Chelydridae and Chameleon also exhibited excessive firepower and insufficient sustained combat capability

To address this, manufacturers developed two new turrets equipped with XM274 to improve ammunition commonality, reduce vehicle weight, and enhance sustained combat performance


Q&A:

1.Why does the XM274's 75mm telescoped ammunition have rounded profiles at both ends?
Please refer to the autoloader schematic. The diagram below shows the autoloader mechanism of the 75AD MAG automatic cannon, which operates on the same principle as the XM274. The rotary revolver design of the autoloader dictates this ammunition's distinctive shape

XM274's autoloader does not require the gun to maintain a fixed elevation angle for reloading. With a cyclic rate of 60–120 rpm (0.5–1 second per round), it earned the nickname "antitank machinegun"





2.Is XM274 from real world?

Yes, though it has been modified in-game for gameplay purposes ;) In reality, this cannon was developed as part of the Medium Caliber Antiarmor Automatic Cannon(MCAAC) program and was tested on the HSTV-L(High Survivability Test Vehicle Lightweight) experimental vehicle

The XM274 was designed by the legendary Eugene Stoner (November 22, 1922 - April 24, 1997), best known for creating the AR-10 and AR-15 series - the latter of which evolved into the U.S. military's standard-issue M16 rifle and its variants






Last photo shows RDF-LT

3. What about the M230 and M230LF?

M230 chain gun uses the M789 HEDP as its main ammunition(pens 51mm RHA,90°). It is mainly mounted on Apache-series helicopters. The M230LF is a version with an extended barrel and reduced rate of fire. M1 AbramsX also features an M230LF weapon station






M230LF Weapon Station and 30x113mmB Ammunition, Along with a Comparison of This Caliber to Others

4.Compatible with both Vanilla and CE? Can we join this mod mid-game?
Yes, compatible with both. And you can join it mid-game

5.Will enemies use these weapons?
Yes. Allow the universal/handheld variants of the M230 and XM274 to spawn on Mechanoid enemies from DMS series, with proper ammo generation in the CE environment.

6.About the balance?

This mod is designed to favor player enhancement, especially in vanilla gameplay - since I haven't played vanilla in years and it lacks an ammunition system. But with Combat Extended (CE), you'll have a much smoother experience in every aspect

My original vision for this mod was simply to create something I'd enjoy playing myself, while sharing my favorite weapons and their real-world background with everyone. That said, I absolutely welcome any suggestions for improvements!


DLL: DsW-4
XML: PolandBall
Textures: RHO-915, FLY-SF

Special thanks to an anonymous friend for his tremendous support.
And special thanks to AOBA for his assistance with the APFSDS sabot separation effects in Vanilla environment.

Eugene Stoner Interview: XM274 Automatic Cannon
https://www.youtube.com/watch?v=W-Enm75WnDU

Information on WarThunder Forum
https://forum.warthunder.com/t/hstv-l-has-an-undeveloped-ammo/43343
Popular Discussions View All (2)
22
11 Aug @ 10:12am
Bug Report & Suggestion(错误报告和建议区)
PolandBall
0
18 Apr @ 6:11pm
PINNED: New Functions and Precautions(新功能与注意事项)
PolandBall
166 Comments
PolandBall  [author] 19 hours ago 
The aforementioned issues have led to the temporary suspension of updates for the RimThunder series.

以上这些问题导致了RimThunder系列的暂缓更新。
PolandBall  [author] 19 hours ago 
The previous recoil animation bug in the CE environment was as follows: Vehicle weapons utilizing the recoil animation feature failed to fire.

之前的CE环境管退动画Bug则是:使用了管退动画功能的载具武器无法开火。
PolandBall  [author] 20 hours ago 
The Vehicle Framework team doesn't seem to take bugs in the Combat Extended environment seriously, and the same goes for the initial updates of version 1.6. It feels like they pushed the updates without proper testing. This perfunctory attitude has made me lose a lot of confidence in this framework. After they fixed the recoil bug, new bugs emerged (note: both the recoil bug and the new bugs mentioned below are issues with the Vehicle Framework itself and are unrelated to CE).

The new bugs are as follows:
If your vehicle weapon has no ammunition in reserve, you won't be able to reload the vehicle weapon or switch ammunition types. You have to use developer mode to load at least one round into the vehicle weapon to keep it functioning (but if it's a multi-ammo weapon with only one round in reserve... well, I'm speechless).
PolandBall  [author] 20 hours ago 
@Earl

载具框架对Combat Extended环境的Bug不太上心,同时1.6版本的前几次更新也一样,就像是未经测试就直接更新了一样,这种敷衍的态度让我对这个框架失去了不少信心,他们修复了管退Bug之后又产生了新Bug(注意,管退Bug和以下的新Bug都是载具框架自己的问题,跟CE没关系)。

新Bug如下:
如果你的载具武器没有备弹,那就无法为载具武器装填弹药,也无法切换弹种,你必须用开发者模式为载具武器装上至少一发弹药才能勉强维持工作(但如果是只有1发备弹的多弹种武器,哈哈哈,我无话可说)。
Earl 20 Oct @ 4:53am 
大佬搞个57MM的载具炮塔出来吧
牛牛 18 Oct @ 12:23am 
nice
我勒个参考文献啊
夏莱偷跑王小木兆 21 Sep @ 7:42pm 
太有考据了哥
veoba 7 Sep @ 8:21am 
So...im still in confuse - how balance breaking is this?
雾梦 30 Aug @ 6:53am 
太有考据了哥