Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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[DIGI] Circular Particle Cannons
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3.517 MB
2022. dec. 19., 16:01
júl. 10., 10:03
12 változásjegyzék ( megnézés )

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[DIGI] Circular Particle Cannons

1 syy1125 készítette gyűjteményben
Digits Mods
4 elem
Leírás
Meltdown Update Status: Usable

This mod will load and function in Cosmoteer v0.30.0 (the meltdown update). However, the mod does not meaningfully interact with or make use of new mechanics introduced in Meltdown.

Description

Adds (kinda) circular particle accelerator cannons (actually just requires that the accelerators form a loop). Serves as pure-energy alternative to railguns.

Features

Particle accelerator cannon (PAC) system
  • Controller: The heart of the system. Every PAC system requires exactly one of these to work.
  • Accelerator & Accelerator Corner: Use these parts to accelerate the particle, strengthening the PAC's firepower, and guide particles back to the controller to form a loop.
  • Hyper-accelerators: Much stronger alternatives to accelerators, but makes the entire loop require more power and highly volatile .
  • Launcher: Converts high-energy particles from the accelerator loop into a projectile capable of dealing damage.
  • Output tubes: Allows placing the launcher some distance away from the controller, connected by output tubes.

Future Plans

  • Secondary exits: Additional places where the particle stream can exit the accelerator loop to be sent to launchers, without interfering with the one-controller-per-loop restriction.
  • (Maybe?) Diagonal and turreted launchers

Misc
My other mods: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2920552567
108 megjegyzés
syy1125  [készítő] aug. 26., 12:55 
Start with a controller. Use accelerators to guide the particle stream from the controller's exit back to its input, forming a loop. The third port on the controller should be connected to a launcher.
scripper2002 aug. 25., 13:50 
@syy1125 i mean how does this mode works i juste dont understande of how to use thos parts its confus me
syy1125  [készítő] aug. 21., 13:57 
You'll have to be more specific than that... what mode? where?
scripper2002 aug. 21., 8:27 
@syy1125 how the mode works i dont understande
azicminar aug. 6., 15:29 
I sympathize with what you are going through. While I already took care of most of my compatibility issues during beta testing, I'm taking on the task of building a new network setup by reverse engineering the heat network. Just remember that you have to point the part file to a different one. I made that mistake and couldn't figure out why it was crashing until after I walked away for a while.
syy1125  [készítő] aug. 6., 10:37 
I plan to add overclock capabilities... once I'm out of the "aaaaa all my mods are crashing" phase.
Marmot aug. 5., 16:57 
quick question about the meltdown update, will you add the ability to overclock the launcher and/or the controller?
Achronus júl. 31., 19:21 
I have another suggestion Regarding Firing modes:
The Hyper Accelerator Muzzle.
Uses the improved systems in the Hyper Accelerator to add a new function: Projectile Slewing.
Simply put this exit comes in 2 flavors: Angled (slant ships can use them!) and Normal.
The twist? BOTH versions can slew the bolt a tiny bit off bore-sight (less than half a degree) allowing long range sniping of subsystems without hyper specialized swinging of the firing ship's bow.
Achronus júl. 10., 13:44 
3 suggestions for your perusal
-Burst mode: empties the particle accelerator over time rather than all at once (short burst of small damage packets, maybe count of shots tied to damage multiplier?)
-Short range CHARGED particle mode: does not nuetralize the particle shot as it leave the barrel (~shorter range, but has a very slim shotgun effect with much more EMP effect)
-Mute button. I love the mod and would use them even more if I could mute my charged accelerators... that hum gets old very fast.
azicminar júl. 9., 17:33 
I'm tossing that out as an additional possibility for the lag spikes being found. Also, reason why I introduced gargantuan reactors. Less buffs sending power, less lag spikes. one GCR will usually be less lag than 4 LCRs. This is mostly a 1-2 fps boost for a well layed out ship. If you have 80 PDs, that could be a 5-10 boost. Swapping out 2 PDs for 1 Beam PD when you have about 100 is closer to a 30 fps gain, at least on my computer