Avorion
Cruise Missile Launcher (2.0)
55 comentarii
SpectreWolfie 29 dec. 2024 la 15:40 
should make the projectile targetable by PD kinda like torpedo's since thinking it's like a cruise missile it'd be bigger than a normal missile/rocket from a rocket/missile turret
Drazhill  [autor] 28 iul. 2022 la 18:15 
I've experienced that too, though not since before 2.0. Granted I don't play much anymore.

And it is really just a modded missile launcher. Different values and such.

Also, a rocket launcher of 5 slots and above have a chance to be coaxial, it's not a seperate entry in the code.
Drazhill  [autor] 10 apr. 2022 la 8:48 
Mod has been updated for 2.0... I think *fingers crossed*
Beast 17 oct. 2021 la 23:01 
Man, im gonna really miss that mods for more weapons, for me avorion have too low amount of weapons, so me and my friends loves your mods, we are sad thats we cant use it anymore, but we understand, maybe in future. Still thanks for all your awesome and beatiful work.
Drazhill  [autor] 2 oct. 2021 la 12:40 
Well, if I ever get really into Avorion again, I'll definitely try and get either this or a similar mod up and working again. But I'm not particular good at coding and the recent changes have made it really hard for me to figure out how to get everything to work as I want it to...
But as I said, for now I've given up.
Raxos149 2 oct. 2021 la 11:46 
Oh poo... this got me through a lotta hard times. I will miss it. Thank you for your work.

Will you develop any more like it?
Drazhill  [autor] 2 oct. 2021 la 2:32 
I'm afraid I can't get the mod to reliably work with 2.0, so I've given up on updating it. Sorry.
Raxos149 1 oct. 2021 la 17:02 
Could you update the mod version?
Meesmaalt 11 sept. 2021 la 13:13 
I am however also using Elongatet turret factory mod, perhaps it could have something to do
Meesmaalt 11 sept. 2021 la 13:12 
Latest Stable branch issue:
Having this mod breaks turret factories. https://imgur.com/a/Xa8lDWp
Drazhill  [autor] 8 sept. 2021 la 17:28 
I'm hoping to be able to get all my mods updated come weekend.
Vanover_Lord 8 sept. 2021 la 12:05 
Please update this for 2.0
> Borland 25 mai 2021 la 10:30 
Pirate frigates sometimes appear in groups, each of which can be armed with these missiles, so that they can only be identified after the launches, but the launches can be in bursts of 2-6 missiles, so the chances are low.

I understand the difficulties in fixing it, but unfortunately, it becomes unplayable for small alliance ships under the control of AI in these regions.

Anyway, cool mod, thank you for your work.
Drazhill  [autor] 25 mai 2021 la 10:20 
The bypassing of shields is a bug, dunno how to fix that.
As for maneuverability, don't know if I can reduce that, other than reducing the speed of the missiles.
I also know pirates using these launchers can be a pain to deal with. Ideally I'd like to be able to set a cap on how many cruise missile launchers a pirate can be equipped with, however I have no idea how to implement such a thing... Don't want to outright remove the ability for enemies to use them, so for now I kinda see it as a priority enemy to deal with if they show up using these launchers.
> Borland 25 mai 2021 la 5:18 
For such damage and the lack of the ability to evade them in general, given the fact that from time to time the missiles hit bypassing the shields - it would be good to reduce the maneuverability of the missiles.

And also when I reached the barrier, I encountered widespread pirate frigates spamming these missiles in bursts, which becomes a big problem for any ships that are not equipped with something like this and do not have an impressive supply of shields + high speed.
Drazhill  [autor] 18 apr. 2021 la 13:08 
I use the dev debug menu in creative.
Laserzwei has neat mod that makes it easier to bring out "Laserzwei's Admin Toolbox" or you can use the debug command "/run Entity():addScript("lib/entitydbg.lua")"

or you could just enable dev mode... either way makes it easier to test stuff out
Raxos149 18 apr. 2021 la 10:57 
I haven't yet. Thank you for testing that out. I will likely start a new instance when the next update comes out and avoid the issue.

I will try an individual test sometime. Do you use creative mode to test or is there a dev function for it?
Drazhill  [autor] 18 apr. 2021 la 8:42 
So, did a quick test with the advanced turret factory mod, and only my weapon mods enabled. Findings are as follows:

1. CML seems to function, all CML's do damage. Ones created from the highest tier of the normal turret factory works. Ones created from all tiers from the Advanced turret factory also works.

2. Components required for manufactoring are randomly generated, as the advanced turret factory mod runs custom component requirements for it's turret tiers, thus meaning turrets modded in don't have a preset list of components. Dunno if this can affect turret properties when increased or decreased, as I may have altered the component list and properties in my mod, which might not be represented in the Advanced Turret Factory mod.

Though I know there have been instances with no damage dealt with one shot and then next shot deal damage as per normal.


TLDR:
I can't seem to replicate the issue.

Have you tried in a clean game with only the two mods installed?
Raxos149 18 apr. 2021 la 5:04 
Generally yes, you have one of the most stable weapon mods out right now, but this one instance is failing me.

The exact mod is something like "advanced turret factory".
Drazhill  [autor] 18 apr. 2021 la 2:07 
Hmm... don't know that mod, I'll look into it later when I got some time.
Does the normally available ones do damage?
Raxos149 17 apr. 2021 la 18:58 
I built 12 legendary cruise missiles from the super turret factory mod. They are doing no dmg, is there a recommended way of changing this?

I really want stuff to work here. This is my favorite mod.
Drazhill  [autor] 12 febr. 2021 la 2:03 
Big-red-one, I don't have any issues with the mod.
Have you tried starting a new game with only the Cruise missile launcher mod enabled?
I also know that some mods, like SDK's overhaul mod makes load times much longer, so maybe try waiting longer? (don't know how long you've waited before)
Big-red-one 11 febr. 2021 la 22:56 
seemss to no longer work , wont make it past the loading screen
Drazhill  [autor] 18 ian. 2021 la 1:57 
baksy2k, I have no issues with normal launchers (guided or not) and my cruise missile launchers in my games, so my guess would be some sort of compatibility issue
baksy2k 17 ian. 2021 la 23:26 
Unfortunately, as it just replaces guided missile launchers instead of adding a new turret type to the game I had to remove it from the server (at least all standard missile launchers with guided mod disappeared and couldn't be spawned at all + turret factories showed no difference when I maxed targeting cards. It wasn't the only mod I used to overwrite turret behavior, so it may be the compatibility issue). It's a wonderful idea, but needs some adjustments and higher aoe to hit enemies in case it explodes a bit far from the enemy.
Drazhill  [autor] 18 nov. 2020 la 1:22 
well... I didn't have any luck replicating it either during my testing... I'll keep an eye out tho.
Riftmaster 17 nov. 2020 la 23:29 
Yet it's working fine today.
I have no idea why.

To be clear, today I'm not having any issues with coaxial cruise missile launchers mounted on the bottom of my ship.
It's the same ship, even.
Drazhill  [autor] 17 nov. 2020 la 3:40 
hmm... I'll see if I can figure anything out
Riftmaster 16 nov. 2020 la 21:17 
Nope, even that doesn't work some of the time.
Riftmaster 16 nov. 2020 la 21:16 
Was able to get the coax cruise missile launcher working again by removing it, leaving build mode, going back into build mode, attaching it again, and then leaving - but only to fire once, I may have to do this repeatedly to get it to fire.
Riftmaster 16 nov. 2020 la 20:54 
Have an odd bug I've encountered, where I mounted two coaxial versions of these cruise missile launchers on the bottom of a ship, and fired them once - they have refused to fire since.
Drazhill  [autor] 24 oct. 2020 la 22:39 
No, they do not. It's still a work in progress, tho I haven't touched it in a while :/
Mufloni 24 oct. 2020 la 13:33 
Do point defenses shoot these down? because if not, might be a little too good, the server I play installed this mod today so I havent tested yet if PD:s do indeed shoot at them or ignore them
Drazhill  [autor] 29 aug. 2020 la 16:01 
Yeah, I've experienced that too... Not sure what's causing it :/
Qirkly 29 aug. 2020 la 14:12 
So the missiles seem to randomly not do any damage, as if they explode early before hitting the target. Not sure what this exact issue could be.
Arrax Shadowfang 15 aug. 2020 la 14:44 
aperently my server was under overload so i take it all back :P
Drazhill  [autor] 15 aug. 2020 la 13:22 
So after a quick testing, for me at least, it still does damage to enemies.
Drazhill  [autor] 15 aug. 2020 la 13:11 
Hmm... I'll look into it tomorrow
Arrax Shadowfang 15 aug. 2020 la 7:43 
they don't do any damage anymore after the patch,
Dulce.loves.colours 25 iun. 2020 la 11:42 
Don't worry about it, I can still throw them together in research and hope for decent outcomes :gordon:
Drazhill  [autor] 25 iun. 2020 la 10:34 
I was refering to those looted and not build. Build can always get independent, just a matter of targeting systems. It's adding it to those random loots that will be problematic, at least for me. Someone better at coding might know a way to do it. :<
Dulce.loves.colours 25 iun. 2020 la 8:43 
huh i dont see an issue, at least in game i can just put in a few targeting systems when building them in a factory and they have independant fire enabled. I just wished that launchers i find from loot are also of some worth to me, as of now i cant be bothered to point and shoot manually^^
Drazhill  [autor] 25 iun. 2020 la 6:23 
well... the thing is this is a coaxial turret, and they are not really able to get the automatic targeting specialty, even with all turrets independent mod (which still excludes coaxial turrets).

Sure it can be done, but I don't know how to do it without causing issues with compatability with other mods chainging specialties, sorry.
Dulce.loves.colours 25 iun. 2020 la 5:11 
This is my absolute favorite mod so far, well done!
I was wondering, if you could create a compatability patch for the 'all turrets independant' mod, I'm not paying a bunch of dudes for sitting idle in my ship after all :tgrin:
Drazhill  [autor] 8 iun. 2020 la 1:33 
Hmm... they shouldn't have shield pen. I'll look into it.
KeeperOf42 8 iun. 2020 la 0:53 
Enjoy the mod not sure if it's a bug or not but the cruise missiles tend to ignore shields even the detailed tooltips don't note shield penetration. Perhaps a slight nerf to damage as well they're a little too good for the bang for the buck. But I think without shield peentration it's fine.

Overall excellent mod this is what I think launchers should have been.
crazyscientist 22 apr. 2020 la 10:03 
One way is to copy the specialty function, rename it and tweak values and remove unnecessary ones and use that for the weapon.
Drazhill  [autor] 22 apr. 2020 la 9:06 
Yeah, right now i'm testing it with 1 or 2 shots with 15 or 30 sec cooldown. Might remove some of the specialties, tho i like the varity
crazyscientist 22 apr. 2020 la 6:42 
The stock addspecialty function in turretgenerator.lua has lot of tendency to make things overpowered. You can increase the cooldown by increasing the coolingTime-value in turretgenerator.lua or weapon.fireDelay in weapongenerator.lua
Blodhelm 21 apr. 2020 la 22:34 
Thanks for this, I made a turret for launching cruise missiles but had to build custom turrets every time I wanted to use it XD