UNGODLY

Mod Series — Installation Manual

UngodlyAI v2.17.0 · UngodlyBallistics v3.0.0 · UngodlyGFX v1.0.0 · Killstreak Announcer v1.1.0

by StixsworldHD (StixsmasterHD4k)

Phase Two · Plugin 2 of 3

UngodlyBallistics v3.0.0

UNGODLYBALLISTICS v3.0.0 — Ungodly Madly Vastly Advanced Real Ballistics + Real Penetration Overhaul
Plugin DLL
StixsworldHD.EasyRed2.UngodlyBallistics.dll
GUID
com.stixsworldhd.easyred2.ungodlyballistics
Config file
com.stixsworldhd.easyred2.ungodlyballistics.cfg
In-game window
F7 — rebindable, settings apply live

Vanilla Easy Red 2 flies every projectile on a drag-free vacuum parabola and hands the damage system an impact speed that is always the muzzle velocity — verified line-by-line in the game's own disassembly. A rifle round “arrives” at 900 m with the energy it left the barrel with. UngodlyBallistics replaces all of it with genuine exterior + terminal ballistics, built from each round's real in-game data — the devs shipped authentic grain weights and calibers, and this mod finally uses them.

What it changes

In flight

On impact

Install

REQ

Prerequisite: BepInEx 6 Bleeding Edge (IL2CPP x64) installed and run once — the same build UngodlyGFX and UngodlyAI use (BE.785 tested).

Field Order 01Open the mod archive

Grab EasyRed2_UngodlyBallistics_v3_0_0_StixsworldHD.rar from the Downloads page:

EasyRed2_UngodlyBallistics_v3_0_0_StixsworldHD.rar
|- StixsworldHD.EasyRed2.UngodlyBallistics.dll     <- the entire mod
'- README.md                                         <- full manual & 78-setting reference

Field Order 02Drop the DLL into plugins

Extract the DLL so it lands at:

Easy Red 2\BepInEx\plugins\StixsworldHD.EasyRed2.UngodlyBallistics.dll
Windows Explorer showing the three Ungodly plugin DLLs inside BepInEx\plugins
The reference plugins folder — UngodlyBallistics is the 109 KB DLL in the middle. It coexists with UngodlyAI and UngodlyGFX by design.

Field Order 03Launch and verify

  1. Start the game. The BepInEx console lists 18 individually-guarded Harmony patches as the plugin loads.
  2. In-game, press F7 for the configuration window — solid background, hover any setting for its full battlefield explanation, sliders apply LIVE, SAVE writes to disk, REBIND captures a new hotkey.
  3. First launch writes the fully-commented BepInEx\config\com.stixsworldhd.easyred2.ungodlyballistics.cfg (~30 KB), editable in any text editor.
UngodlyBallistics v3.0.0 in-game configuration window on the Overview tab
UngodlyBallistics v3.0.0 (F7) — Overview tab: real exterior ballistics + real penetration, the master switch, and the multiplayer-safe footer.

The in-game window (F7, rebindable)

Tuning recipes (starting points)

Multiplayer — shooter-authoritative, deterministic, verified

MP

Easy Red 2 projectiles are shooter-authoritative — verified in the disassembly. The firing client creates the one real BulletInstance (canDamage = true) and runs the entire flight → hit → damage pipeline locally; remote clients only ever spawn cosmetic duplicates via Projectile.FakeShoot that physically cannot touch health, armor or modules.

This mod adds, removes, reorders or reformats zero network messages — it only changes the local numbers the shooter's client was already trusted to compute, exactly like the vanilla difficulty multipliers it stacks on top of. All mod randomness is deterministic (spread from the shot's own fire position + direction, wind from the Photon room name, ricochet jitter from the bullet's seed), so two modded clients integrate byte-identical trajectories. Mixed lobbies stay fully playable — worst case is a purely visual tracer divergence on unmodded screens at long range. Want strict tournament parity anyway? [11. Performance & MP] DisableInMultiplayer = true hard-reverts everything the moment you're in a Photon room and re-arms when you leave.

Performance

Zero managed allocations on the hot path (pooled per-bullet state keyed by the bullet's IL2CPP pointer, static drag tables, ~40-flop gust noise); adaptive, meter-capped substeps (default 1.5 m cap ⇒ <1% trajectory error); and a hard ceiling with graceful fallback — beyond MaxSimulatedBullets (default 600, more than the base game + all DLC can realistically fly at once) extra projectiles silently keep the vanilla parabola instead of ever spiking a frame.

Compatibility

Designed alongside and verified against the other Ungodly mods — the three patch sets are fully disjoint. UngodlyBallistics patches only the ballistics / damage / penetration / armor / ricochet / explosion chain (ProjectilesManager, BulletInstance, BulletData, VehicleDamagablePart + its three subclasses, BodyPart, Explosion). It contains zero patches on Photon, Syncher, movement, AI or spawn code. Run all three together freely — and with UngodlyAI v2.17.0 installed, the two link up: AI marksmen read this mod's wind by skill.

Disable / uninstall

Get the archive →Next plugin: UngodlyGFX →