It seems that when using RBM combat module alongside some mods which add ranged weapons with their item_usage in the xml file other than bow, longbow, crossbow, crossbow_fast and throwing (in my case CA: Blood and Smoke, which adds cla_pistol, cla_musket and some more), their initial missile speed become 10, rendering some of them completely useless. I believe that's because the default branch of the function CalculateMissileSpeed() in utility.cs is set to 10. I didn't do any research but I think changing the default value to something like drawWeight (which should be equal to the missile speed defined in xml files, and unaffected by ammo weight since most mods use only one or two types of ammos) will make these ranged weapons work like vanilla, and can be easily patched into more realistic values by users.
Contact us on discord regarding this, we can create new calculations for ńew item usages added by different codes, for example we are doing so for OSA sling at the moment.
It seems that when using RBM combat module alongside some mods which add ranged weapons with their item_usage in the xml file other than bow, longbow, crossbow, crossbow_fast and throwing (in my case CA: Blood and Smoke, which adds cla_pistol, cla_musket and some more), their initial missile speed become 10, rendering some of them completely useless. I believe that's because the default branch of the function CalculateMissileSpeed() in utility.cs is set to 10. I didn't do any research but I think changing the default value to something like drawWeight (which should be equal to the missile speed defined in xml files, and unaffected by ammo weight since most mods use only one or two types of ammos) will make these ranged weapons work like vanilla, and can be easily patched into more realistic values by users.