Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

[DIGI] Modular Missiles
170 kommentarer
lelapindalbi 1. okt. kl. 14:14 
jai un bug au lancement
lelapindalbi 1. okt. kl. 14:14 
Reference "/COMMON_EFFECTS/MissileDeliver" at node "<G:\SteamLibrary\steamapps\workshop\content\799600\2949628816\resources\torpedo_part\torpedo_part.rules>/StackReceiveMediaEffects" could not be resolved.
kOiGuhn 29. sep. kl. 13:46 
OKAY NEVERMIND I JUST HAD TO UPDATE THE MOD, I'M SO SORRY I'M SO SORRY
RustyDios 17. sep. kl. 11:49 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3254291043 Jani's PVP Visibility mod that causes issues with this, just thought I should link it :)
RustyDios 16. sep. kl. 12:13 
I haven't been able to get this mod to work for me for ages. But it's because of some weird compatibility issues with Jani's PVP Visibilty mod. Unfortunately (and especially in PVP) the QoL sprite changes from Jani's mod are more essential than this .. and even more so because you can't get/unlock these in Build and Battle mode (no tech option for that mode exists, and they are not part of the whitelist)
syy1125  [ophavsmand] 16. sep. kl. 9:56 
*hair tearing noises*
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 I'm trying to determine if something weird is happening on my end, or if it's because some user's mods are outdated. Steam sometimes doesn't update workshop content that quickly, leading to outdated mods.
kOiGuhn 14. sep. kl. 16:20 
Sorry Hotfix 0.30.1a Patch Notes tried to patch up mods again and only caused this mod to crash.
TBCN 14. sep. kl. 5:20 
No thermal missiles :(
syy1125  [ophavsmand] 13. sep. kl. 17:21 
Yup sorry for the delay, I was out of town for the past few days.
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.
kOiGuhn 11. sep. kl. 15:37 
Sound update bugged everything up. Sorry.
19rrnoah 10. sep. kl. 16:06 
is this gitting updated
KABOOomm22 10. sep. kl. 8:53 
need update ??
Lock&Load98 9. sep. kl. 19:32 
CTD with sound update. Can share log files if you need them, but assuming you will just boot it up yourself to get it.
AnonaCraffter 16. aug. kl. 9:25 
Thermal canister missiles compatibility please
LyntRoller 10. aug. kl. 19:02 
It's on the loader itself. You select them the same way you would select the vanilla HE, EMP, or nuke launcher types by clicking on the loader and selecting what you want.
WolfgangTheSecond 9. aug. kl. 21:16 
I can't figure out where the alternative missile modes like HEAT are. Is it the ammunition, or a module?
RustyDios 7. aug. kl. 0:57 
~~ Confirmed working post MELTDOWN update 0.30 ~~

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'
syy1125  [ophavsmand] 24. juli kl. 15:03 
Unsurprisingly, the meltdown update breaks this mod. I'm working on a patch. I *should* have it ready before meltdown releases.
syy1125  [ophavsmand] 12. maj kl. 10:08 
Surprised nothing broke in this mod from the new Cosmoteer update.
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.
syy1125  [ophavsmand] 11. maj kl. 11:17 
I'll play around with some ideas on adjusting the range of the Heat stream. Likely won't be a module, because I can't think of what it should do for other missile types. A setting on the launcher, perhaps.
Clockwork 6. maj kl. 22:16 
Any way there can be a module that increases the range of the Heat Stream?
Auka Galactic 17. mar. kl. 23:39 
Thank you very much :)
syy1125  [ophavsmand] 17. mar. kl. 23:37 
Sure, go for it.
Auka Galactic 17. mar. kl. 20:09 
Hello. May I credit this while using this in my ship designs?
Hulk 15. mar. kl. 2:16 
well i found the culprit, it was my incompetence. i had an incompatible mod still actived, that caused the issue. mod works now ignore my previous post.

the mod that was causing this was Better Stats
Hulk 15. mar. kl. 1:52 
hiho any clue what could be the cause of this error im getting with this mod?

Unable to find node at path "<./Data/shots/missile_nuke/missile_nuke_stage2.rules>/Components/BoostAcceleration/Acceleration/0".
syy1125  [ophavsmand] 27. jan. kl. 10:51 
If you want to play with CRAM cannons, Jani's shipyard beta branch has it. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2981499760
A single communist 26. jan. kl. 17:08 
CRAM mod when?
Wulf Hymir 19. jan. kl. 12:27 
when you do I will love you greatly for it as for now? I will wait for it with love in my heart <3 take all the time you need my good sir!
syy1125  [ophavsmand] 19. jan. kl. 11:16 
Yeah I'll take a look at making an ETTM compatibility addon. It will take some time though. Adding new types of missile and missile ammo to the launcher generally takes a good amount of work.
Wulf Hymir 16. jan. kl. 20:56 
is there a way you could try to make a compatibility for Extended Tech Tree Mod for the advanced HE /EMP/big boi nuke?


mod link just in case you need it https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2946411143&searchtext=Tech+tree
renegade_sock 7. jan. kl. 23:21 
Wait, the maximum range is 400%? It's such a shame that there are some cool mods for this game but the balance for them is all comically bad. Max range should be capped at 600 and it should then be much weaker than the Gauss cannon given that takes up a lot of space to reach 600m range.
syy1125  [ophavsmand] 6. aug. 2024 kl. 18:00 
Glad you are liking the mod!

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.
Dertin 5. aug. 2024 kl. 7:31 
i had some big plans with this mod in mind but i had to realize that the range is capped.

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
syy1125  [ophavsmand] 4. aug. 2024 kl. 16:17 
I've certainly thought about other modular weapons. But I feel that we already have quite a few modular systems (railguns, ions, and this mod, as well as MRT), and I don't see what other weapon systems need a modular variant, so for now I'm not planning more modular weapons.
Strickove 30. juli 2024 kl. 0:06 
This is so dope, can you possibly do this kind of cofigurable-modularity for other ship components? This basically brings up the missiles and mines to the flexibility in handcrafted ship personality that ions have in vanilla.
syy1125  [ophavsmand] 23. juli 2024 kl. 15:42 
Can you share a design, or what modules you are using?
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%.
Vank 19. juli 2024 kl. 20:42 
Hey i have an issue with missle range being stuck at 10% no matter how many fuel parts i add
Malte 9. juli 2024 kl. 15:14 
Ah okay. Thanks for the detailed response! :)
DOBBY 9. juli 2024 kl. 14:20 
YES!!! YES!!! THANKS FOR THE UPDATE SIR! ; )
syy1125  [ophavsmand] 9. juli 2024 kl. 10:46 
Save loading issues should be fixed in v1.7.2
syy1125  [ophavsmand] 9. juli 2024 kl. 10:44 
@Malte yeah the buff icon priority system is pretty weird. Based on what I've been able to figure out, here's how it determines which buffs to display.

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.
syy1125  [ophavsmand] 9. juli 2024 kl. 10:28 
Sorry for the save loading issues! Working on a fix. Should be ready soon.
DOBBY 9. juli 2024 kl. 9:15 
hello i'm really enjoying your mod, but having some issues when loading my save.
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
terran space police 8. juli 2024 kl. 20:26 
after last update mod causes crash when loading ship using mod in creative mode
Malte 8. juli 2024 kl. 15:58 
hey quick question, how did you manage to show multiple buff pictures at once? Got the same issue and currently writing with some devs but if there is already a solution I guess that would speed that up a bit :).
syy1125  [ophavsmand] 7. juli 2024 kl. 16:36 
Again, if you can send me the full crash log I may be able to find out more about the crash. You can find me on Cosmoteer discord.
Also, if anyone else is using the compatibility patch, please let me know if it's working as intended.
ZzZombo 6. juli 2024 kl. 21:35 
If that's the case then how may I ever play with all these mods?
syy1125  [ophavsmand] 6. juli 2024 kl. 9:54 
When I tested I have this in my logs as enabled mods

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.
ZzZombo 5. juli 2024 kl. 20:24 
OK, could it be that thr mod order is incorrect? What is yours?