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Rapporter et oversættelsesproblem
Can you check that the mod is version 1.7.6 and game is version 0.30.1b? The mod loads and runs correctly for me. If the mod version is older, unsub and resub to force an update.
If anyone else is able or unable to get the mod to load, chime in as well. I'm trying to determine if something weird is happening on my end, or if it's because some user's mods are outdated. Steam sometimes doesn't update workshop content that quickly, leading to outdated mods.
Should be fixed for the sound update (v0.30.1) now. Though the updated mod will break on Cosmoteer v0.30.0.
If there's need for a v0.30.0 compatible version let me know. This fix was pretty rushed and doing just the bare minimum; once I get the rest of my mods to stop crashing I can make some adjustments to make the mod work on both 0.30.0 and 0.30.1.
Nice that you had it ready at launch of meltdown! I only just now got around to re-enabling it. :)
A bit of a shame that it doesn't interact with heat/overclock ... BUT it is a modular version of the normal launcher which, to me at least, is already an 'overclock'
An update to properly match the new behavior of vanilla missiles will be a bit late, as I'm taking this opportunity to also clean up some internals.
the mod that was causing this was Better Stats
Unable to find node at path "<./Data/shots/missile_nuke/missile_nuke_stage2.rules>/Components/BoostAcceleration/Acceleration/0".
mod link just in case you need it https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2946411143&searchtext=Tech+tree
Yeah range multiplier is capped at 400%, which I think is enough for most purposes. Also, if I'm understanding vanilla code correctly, anything further than 2500m from a player ship gets put into stasis, effectively removing them from simulation. That's pretty much a hard limit on how far your weapons can fire.
If you have suggestions, feel free to make a discussion post, or find me on discord.
i would love to use this mod to make a huge missile with stupid range that i can then fire from a space station somewhere to a ship my scouts are engaging.
i also have some suggestions for new stuff and i would like to help implementing them if i can help somehow.
just contact me if interested. dont need any mentioning in your mod i just want to talk about cool ideas and may make some happen and your mod makes a good base for some of my ideas
some feedback would be nice and i love your mod. keep it up
Payload modules decrease missile range, so having too many of those will cripple your missile stats. That's the only reason I can think of for missile range to stay at 10%.
For the part you are hovering over, it only shows the highest priority buff, no way around that.
For other parts that it's buffing, it goes by buff providers. For each buff provider on the current part, it finds the highest priority buff on the target part and displays the icon for that buff.
What this means is if you have multiple buff providers on the current part, each one sort of gets its own "channel" for displaying buffs, and on other buffed parts all of the channels show up at the same time.
I abused this system by using dummy buffs and chaining them from the loader and through the segments to the launcher. In the launcher, final values for missile buffs are still computed using the actual buffs, but I set the ChainsFromBuffType field to the dummy buffs.
I don't experience crash but can't load my save with this message,
"An item with the same key has already been added key: HEMissileSpritesA"
is there any solution? or work it out on my on?
plz..sir this mod is way too good for me.. I don't wanna throw it away.. OTL
Also, if anyone else is using the compatibility patch, please let me know if it's working as intended.
07/05/2024 09:55:27 | Enabled mods:
07/05/2024 09:55:27 | [Workshop ID 2942207280] - cosmoteer.mag_mines (1.1.7)
07/05/2024 09:55:27 | [Workshop ID 2886141879] - syy1125.modular_missile (1.7.0)
07/05/2024 09:55:27 | [Workshop ID 3012942417] - syy1125.modular_missiles_mag_mines (1.0.0)
So magnetic mines, then modular missiles, then the compat patch.
AFAIK there is no way to affect the mod load order though.