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[Pause maintenance][暂停维护]更好的轨道打击(Better Orbital Strikes) V2.9.0

A Mod for Helldivers 2
[Pause maintenance][暂停维护]更好的轨道打击(Better Orbital Strikes) akl_mod_preview_image
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主要功能
轨道空爆:
单轮轮空爆射击次数 1 → 3
单轮空爆的射击间隔随机在 0.5 ~ 1.5 秒
轮与轮间隔 4 秒 → 5秒
CD 100s→120s

轨道炮攻击:
现在轨道炮有两种可选项切换
[1] [默认选项]快速装弹机
冷却时间180→60秒
内外半径爆炸范围 2.5→5 m, 冲击波 10→20 m
[2] 3联装舰炮
初始拥有3发,每过120秒装填一发,装填进度不会被射击打断
短冷却时间:2s→10s
内外半径爆炸范围 2.5→5 m, 冲击波 10→20 m

轨道加特林火力网:
现在轨道加特林火力网有两种可选项切换
[1] [默认选项]
大容量高爆弹链
冷却 70→60秒;
每轮60→100发;加特林发射弹药总数350/200→450/250;
高爆弹药 每4发一颗→每 2.5 发一颗;
爆炸伤害(仅限于高爆弹药) 350→400。
注意:增加每轮弹药数量意味着该项战备的持续时间将会变长
[2]实验性穿甲燃烧弹链
冷却 70→60秒
撞击爆炸附加Massive级火焰(G-10燃烧手榴弹弹同款)


我设置了随机的射击间隔,这使得射击效果非常炫酷,希望你能喜欢这个改动:)
当然,队友是看不到格外的射击特效的
需要注意的是,由于短时间内特效比以往多了整整三倍,可能会在低性能电脑上造成一定的卡顿

问题反馈

请提供:完整包名、游戏版本、其他 MOD 列表、复现条件,以及本次运行的 OrbitalAirburst3x.log。 日志位置:%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\OrbitalAirburst3x.log 状态文件:%TEMP%\OrbitalAirburst3x_STATUS.txt(第一行会直接写结论与原因) 分享日志前请检查个人信息。

感谢 CowboyBingus 的 Bingus Shared Loader 提供 addon 加载与日志基础设施; 感谢 xypwn/FileDiver 的明文 datalibrary(与游戏内存逐字节一致),本 MOD 的实体定位与字段偏移全部由它离线算出。 本 MOD 使用 DS V4.1 制作。
───────────────────────────────────────────────────────────────
Main Functions
Orbital Railcannon Strike:
Airburst attacks per salvo increased from 1 to 3
Length of each salvo's 3 shots randomised 0.5 ~ 1.5 s
Time between salvos changed from 4 s to 5 s
CD 100s→120s

Orbital Railcannon Strike:
There are currently two options for switching between railguns
[1] [Default Option] Quick Loading Machine
Cooling time 180 → 90 seconds
Explosion range with inner and outer radii of 2.5 → 5 m, shock wave of 10 → 20 m
[2]3 Combined naval gun
Initial possession of 3 rounds, reload every 120 seconds, and the reload progress will not be interrupted by shooting
Short cooling time: 2s → 10s
Explosion range with inner and outer radii of 2.5 → 5 m, shock wave of 10 → 20 m

Orbital Gatling Barrage:
There are currently two options for Orbital Gatling Barrage
[1] [Default Option]High-Capacity HE Belt
Cooldown 70→60 s; impact blasts ignite Massive-grade fire (same flamechain as G-10 napalm; proven in-game). Pick one belt.
Cooldown 70→60 s;
60→100 rounds/salvo;
HE every 4→2.5 rounds;
bullets 350/200→450/250;
explosion 350→400.
Attention: Increasing the number of ammunition per round means that the duration of this combat readiness will be longer
[2]Experimental AP-Incendiary Belt
Cooldown 70→60 s
impact blasts ignite Massive-grade fire (same flamechain as G-10 napalm)

I set a random shooting interval, which makes the shooting effect very cool. I hope you like this change:)
Of course, teammates won't be able to see any special shooting effects
It should be noted that due to the three times more special effects in a short period of time compared to before, it may cause some lag on low performance computers

Problem Feedback

Please provide: the complete package name, game version, list of other mods, reproduction conditions, and the OrbitalAirburst3x.log from this run. Log location: %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\OrbitalAirburst3x.log Status file: %TEMP%\OrbitalAirburst3x_STATUS.txt Please check your personal information before sharing your blog.

Thanks to CowboyBingus for providing the Bingus Shared Loader, which offers addon loading and logging infrastructure; Thank you to xypwn/FileDiver for their plaintext data library (which is byte-for-byte consistent with game memory). The entity positioning and field offsets for this MOD were all calculated offline using it. This MOD is created using DS V4.1.
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Uploaded by
Arisu
Downloads
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Comments
66
Views
9,104
First release
Last update
Platform
PC 
Version
V2.9.0
Total Size
199.2 KB
Rating
5.00 star(s) 3 ratings

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5.00 star(s) 3 ratings

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Latest updates

  1. Content update

    Added a track Gatling firepower network
  2. oops! I forgot to upload this version

    I made some balance adjustments and attempted to fix the hud display bug of the railgun, but it...
  3. Balance restoration

    Noticing that the railgun and orbital airburst are too strong, a certain degree of weakening...

Arisu

Modder
Modder
Members
Sep 17, 2026
137
42
Can you do one for the 380 and the 120?
Firstly, other Modders already have mods with similar effects (double firepower, I don't want to be limited to just more firepower). Secondly, I have other high priority combat readiness needs to be developed (orbital self aiming strike)
But don't worry, 380 and 120 are on my list of plans, they just need some time
 

carcano

Members
Members
Sep 18, 2026
11
2
一局最少卡个两三次,一卡就只有20多帧,除了卡还挺好玩的
 

Arisu

Modder
Modder
Members
Sep 17, 2026
137
42
一局最少卡个两三次,一卡就只有20多帧,除了卡还挺好玩的
虽然大概率是因为增多了3倍特效的锅,不过可以的话可以将日志发我,我看看是不是mod本身引起的
 

KquanS

Members
Members
Sep 30, 2026
43
3
您好,有计划做轨道加特林吗?
 

Arisu

Modder
Modder
Members
Sep 17, 2026
137
42
关于轨道炮攻击(Orbital Railcannon Strike)修改:
我非常沮丧,原本在我设想中应该修改为每隔1秒发射一次的3联发自瞄轨道炮,这样更有大型战备攻击的压迫感,并且能更好的承担反制重型单位的作用(需要注意的是,不修改伤害的轨道炮需要2发才能击杀ATAT)。但是让轨道炮有着像轨道空爆一样的轮次进攻涉及了引擎层面的改动,并且可能会被反作弊侦测,也就是说只要光能族不操纵箭头大脑去下放引擎代码层权限,我就没办法在比较安全的层面达到我预想中的目标,并且为了各位的账户安全,我也不会去触碰涉及红线的改动。原谅我这次仅仅只是修改了冷却CD的改动(扩大爆炸范围只是想让它体现出应有的威力,别靠太近!)
Regarding the Orbital Railcannon Strike modification:
I am very frustrated. In my original plan, it should have been modified to launch three rounds of self aiming railguns every second, which would have a greater sense of pressure from large-scale combat readiness attacks and better withstand the role of countering heavy units (it should be noted that a railgun without damage modification would require two rounds to kill ATAT). But allowing the railgun to have a round attack like an orbital airburst involves engine level modifications and may be detected by anti cheat measures. In other words, as long as Illuminate does not manipulate Arrowhead's brain to delegate engine code layer permissions, I will not be able to achieve my expected goals at a relatively safe level. For the safety of your accounts, I will not touch any modifications involving red lines. Forgive me for only modifying the cooldown CD this time (expanding the explosion range is just to make it show its expected power, don't get too close!)
 

C4enjoyer

Members
Members
Aug 4, 2026
6
3
关于轨道炮攻击(Orbital Railcannon Strike)修改:
我非常沮丧,原本在我设想中应该修改为每隔1秒发射一次的3联发自瞄轨道炮,这样更有大型战备攻击的压迫感,并且能更好的承担反制重型单位的作用(需要注意的是,不修改伤害的轨道炮需要2发才能击杀ATAT)。但是让轨道炮有着像轨道空爆一样的轮次进攻涉及了引擎层面的改动,并且可能会被反作弊侦测,也就是说只要光能族不操纵箭头大脑去下放引擎代码层权限,我就没办法在比较安全的层面达到我预想中的目标,并且为了各位的账户安全,我也不会去触碰涉及红线的改动。原谅我这次仅仅只是修改了冷却CD的改动(扩大爆炸范围只是想让它体现出应有的威力,别靠太近!)
Regarding the Orbital Railcannon Strike modification:
I am very frustrated. In my original plan, it should have been modified to launch three rounds of self aiming railguns every second, which would have a greater sense of pressure from large-scale combat readiness attacks and better withstand the role of countering heavy units (it should be noted that a railgun without damage modification would require two rounds to kill ATAT). But allowing the railgun to have a round attack like an orbital airburst involves engine level modifications and may be detected by anti cheat measures. In other words, as long as Illuminate does not manipulate Arrowhead's brain to delegate engine code layer permissions, I will not be able to achieve my expected goals at a relatively safe level. For the safety of your accounts, I will not touch any modifications involving red lines. Forgive me for only modifying the cooldown CD this time (expanding the explosion range is just to make it show its expected power, don't get too close!)
我群里的一些科研mod类似多背包重叠多武器携带和狗上车不回收都需要跳过gg检测甚至特地为此除了lua注入,只能说设计这种底层代码的修改就不得不干掉gg,也导致这类mod只能小范围享受了,可惜,或许您感兴趣的话可以进q群1121678573一起科研探讨,在群内分享类似的模组,专门的跳过gg检测只在管理通过审核后提供给群员
 

Arisu

Modder
Modder
Members
Sep 17, 2026
137
42
我群里的一些科研mod类似多背包重叠多武器携带和狗上车不回收都需要跳过gg检测甚至特地为此除了lua注入,只能说设计这种底层代码的修改就不得不干掉gg,也导致这类mod只能小范围享受了,可惜,或许您感兴趣的话可以进q群1121678573一起科研探讨,在群内分享类似的模组,专门的跳过gg检测只在管理通过审核后提供给群员
我貌似可能找到了一种方法可以不绕过反作弊而依然能达成我的目的,还是得实验几天