NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

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Nationless Yards (Formerly: State Yards Surplus)
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File Size
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89.261 MB
6 Jul, 2022 @ 4:49am
2 Aug @ 11:05am
71 Change Notes ( view )

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Nationless Yards (Formerly: State Yards Surplus)

Description
State Yards Surplus is a private enterprise that has been distributing export military hardware for decades. Lately the company has taken a keen interest in the hotbed that is the Alliance Civil War. Their local facilities have rapidly expanded and their spokespeople have apparently been talking of offering entire warships in lend-lease style agreements.

Not much is known about their internal structure, the nature of their supplier, or why either would take such an interest over this conflict, but given the economic climate preceding the civil war, few doubt that one or both sides will soon be taking up these offers in earnest.

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Adds the State Yards Surplus faction and all the hardware they peddle, more to come.
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Thanks to AGM-115Kite (P) Pilot for all their help and all of the custom scripting they did to help realize my impractical dreams.

Thanks to Tartiflette for his invaluable modding guide, without which I'd have never gotten this mod working.

Thanks to MesoTroniK for his custom sounds to adequately top off this whole endeavor: https://soundcloud.com/mesotronik
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=Known Issues=

None that have made any noise recently...
170 Comments
Gwyvern  [author] 9 Aug @ 7:53am 
SYS was my first nebulous mod and is thematically incompatible with what I want to be doing right now. Nebulous modding is a lot of work in particular. Time spent making new ships for a mod that was always intended to be exploratory is time I'm not spending making stuff for Sovereign Incident, or any of my other mod projects.

I'll keep the lights on, but if you want anything fancy, you'll have to commission me for it, or convince Highscore (The person who has commissioned every recent content update to this mod) to hand it over to another modder, which he does not want to do.

He is commissioning a PD corvette at the moment, but no mention has been made about carriers.
MisterIgor 7 Aug @ 11:57am 
Your models are very good, are the carriers really not going to be made?
Gwyvern  [author] 1 Aug @ 7:06am 
Ah, that error should be harmless, and was caused by an intentional change. I'll look into removing the error.
JavelynnXIII 1 Aug @ 6:47am 
Loading into the game with this mod gives me this error. Doesn't stop the mod from being used, but idk how severe the effects could be.

https://pastebin.com/rEpF1QWP
Gwyvern  [author] 1 Aug @ 6:42am 
They were meant to be removed for the time being until we could figure out what we wanted to do about them.
Hammy 31 Jul @ 9:40pm 
the 65EIN PSC shells used by the m3-65 just act like normal proximity fuse shells in the base game and do not penetrate armor
Shit lizard 5 Feb @ 4:52am 
Mods not showing up in my modlist?
Thourq 27 Jan @ 1:41am 
@Ishkibibble

The weird hitch angle you're talking about is present even in vanilla for dual purpose rounds, at least for me even before I started playing with mods. But yeah I've encountered the same issue as you where the M3-65 ALC would fire on my own ship's hull because of it.

@Gwyvern

There's an odd bug with the Compact Plasma Driver. It's listed max range is 6km but my ship only fires once it's within 4.2km. No other issues with any of the other Plasma Drivers. Is it using it's own FCR range instead of the ship's FCR? Since it's the only Plasma Driver with it's own FCR. I haven't tested using a Bullseye since I've mostly used either the Parallax Radar or the Epaullette's FCR module for targetting, all of which have a max range of 9km at least.
Justicier10-7 17 Jan @ 11:00pm 
Also Gwyvern, thank you for keeping this ship pack alive, I've always loved these designs!
Justicier10-7 17 Jan @ 10:59pm 
Not sure if anyone else is noticing this as well, but I am hearing a noticeable "click" or "popping" sound with some of the custom engine sounds used in this pack. It sounds like when the sound loops, there is a disparity of the waveform at start and end... resulting in the popping sound every loop cycle.