Overheating
Simulates heating of weapons when firing with the following effects:
- The hotter a weapon gets, the more likely a jam occurs.
- Ammo can cook-off when exceeding
m_fGunpowderAutoignitionTemperature(see Settings). - Temperature-dependent muzzle dispersion (i.e. weapon accuracy drops with temperature)
- Barrel of MGs start glowing when exceeding
m_fMinGlowTemperature(see Settings).
Try Clearing Jam
Section titled “Try Clearing Jam”- Try clearing jam with LShift+R (ACE default)
Check Temperature of Barrel
Section titled “Check Temperature of Barrel”- An interaction for checking the temperature is visible on the barrel in weapon inspection mode.
Swap Barrel
Section titled “Swap Barrel”- An interaction for swapping the barrel is visible on the barrel in weapon inspection mode.
- Swapping barrels is only available for machine guns.
- Barrel is not an inventory item yet, so you currently don’t need to carry anything to execute the action.
Cool Barrel in Water
Section titled “Cool Barrel in Water”- An interaction for cooling the barrel is available in weapon inspection mode when standing in water.
Settings
Section titled “Settings”Certain aspects of this mod can be configured in the mission header section of a server config file. An overview of available fields is given below in the table:
| Field | Value | Description |
|---|---|---|
m_fHeatingScale | Type: float**Range: 0 to ∞ Default: 1.0 | Scales the heat transferred to the barrel by a shot. The larger, the faster the temperature of the barrel increases. |
m_fDefaultAirCoolingScale | Type: float**Range: 0 to ∞ Default: 1.0 | Scale for how quickly a weapon gets cooled down by air. Cooling rate is multiplied by this scale. |
m_fOpenBoltAirCoolingScale | Type: float**Range: 0 to ∞ Default: 1.3 | Scale for how quickly a weapon gets cooled down by air for open bolt weapons. |
m_fWaterCoolingScale | Type: float**Range: 0 to ∞ Default: 18.0 | Scale for how quickly a weapon cools down in water. |
m_fJamChanceScale | Type: float**Range: 0 to ∞ Default: 1.0 | Scale for how likely a weapon jams. |
m_fClearJamFailureChance | Type: float**Range: 0 to 1 Default: 0.1 | Probability for clearing jam to fail. |
m_fGunpowderAutoignitionTemperature | Type: float**Range: 0 to 1300 Default: 473.15 | Temperature at which ammo can cook off [K]. |
m_fBaseHeatTransferCoefficient | Type: float**Range: 0 to ∞ Default: 125.63 | Base heat transfer coefficient for cooling of barrel from other channels than radiation and convection from wind and rain. |
m_fBarrel2BulletMassScaledTemperatureRateConstant | Type: float**Range: 0 to ∞ Default: 2.031 | Mass-scaled temperature rate constant for heat exchange between barrel and bullet [g/s]. The larger, the faster a chambered bullet will heat up to barrel temperature. |
m_fMuzzleDispersionScale | Type: float**Range: 0 to ∞ Default: 1.0 | Scales the additional temperature-dependent dispersion of shots. Set to 0.0 to turn it off. |
m_fMinSmokeTemperature | Type: float**Range: 0 to 1300 Default: 500.0 | Temperature above which barrel starts smoking [K]. |
m_fMinGlowTemperature | Type: float**Range: 0 to 1300 Default: 800.0 | Temperature above which barrel starts glowing [K]. |
** Note that floats need a decimal point to get properly read.
Example for the missionHeader in a server config:
"missionHeader": { "m_ACE_Settings": { "m_ACE_Overheating_Settings": { "m_fHeatingScale": 1.0, "m_fDefaultAirCoolingScale": 1.0, "m_fOpenBoltAirCoolingScale": 1.3, "m_fWaterCoolingScale": 18.0, "m_fJamChanceScale": 1.0, "m_fClearJamFailureChance": 0.1, "m_fGunpowderAutoignitionTemperature": 473.15, "m_fBaseHeatTransferCoefficient": 125.63, "m_fBarrel2BulletMassScaledTemperatureRateConstant": 2.031, "m_fMuzzleDispersionScale": 1.0, "m_fMinSmokeTemperature": 500.0, "m_fMinGlowTemperature": 800.0 } }}Modded Weapons Support
Section titled “Modded Weapons Support”Base Requirements
Section titled “Base Requirements”ACE_Overheating_BarrelComponentas a child component ofMuzzleComponenton the weapon prefab (already present if prefab inherits fromRifle_Base.et,Handgun_Base.etorMachineGun_Base.et).
Additional Requirements for Muzzle Dispersion
Section titled “Additional Requirements for Muzzle Dispersion”ACE_Overheating_HelperAttachmentComponentslotted withACE_Overheating_HelperAttachment.etas a child component ofMuzzleComponenton the weapon prefab (already present if prefab inherits fromRifle_Base.et,Handgun_Base.etorMachineGun_Base.et).SCR_WeaponStatsManagerComponenton the weapon prefab (already present if prefab inherits fromHandgun_Base.et,MachineGun_Base.etorLongRangeRifle_Base.et).
Additional Requirements for Glowing
Section titled “Additional Requirements for Glowing”-
ACE_Overheating_BarrelGlowEffectComponentas a child component ofMuzzleComponenton the weapon prefab (already present if prefab inherits fromMachineGun_Base.et). -
Emissive map on the weapon’s emat with
Emissiveattribute bound toACE_Overheating_BarrelGlowEffectComponent.m_vColorviaRefs(see BIKI for docs onRefs)Example override of
M60_Body2.emat:MatPBRBasic : "{51F0B466B57B2722}Assets/Weapons/MachineGuns/M60/Data/M60_Body2.emat" {Emissive 0 0 0 1EmissiveAbsoluteLV 0EmissiveMap "{E65ED29824A4834C}Assets/Weapons/MachineGuns/M60/Data/M60_Body2_EM.edds"Refs {"Emissive" "ACE_Overheating_BarrelGlowEffectComponent.m_vColor"}}
Additional Requirements for Smoking Muzzle
Section titled “Additional Requirements for Smoking Muzzle”ACE_Overheating_SmokeEffectComponentas a child component ofMuzzleComponenton the weapon prefab (already present if prefab inherits fromRifle_Base.et,Handgun_Base.etorMachineGun_Base.et).