NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

Modular Laser
40 Comments
Retro 21 Sep @ 5:57pm 
This is my favorite weapon mod on on the workshop, it would mean the world to me if it could be updated to work on the latest version!
nextjr 1 Nov, 2024 @ 2:53pm 
causing errors on load, is this till workin?
Nyx (She/Her) 28 May, 2024 @ 6:50pm 
Thank you
someusername6  [author] 28 May, 2024 @ 6:44pm 
@Nyx -- should now be fixed for today's update, let me know if there are issues
Nyx (She/Her) 28 May, 2024 @ 5:33pm 
Broken as of today's update.
AsunoHikari 4 Mar, 2024 @ 7:34am 
Thanks for the update! I think I have figured out that the continuous firing laser VS damage resistance mechanism can't be balanced in a simple way, once the damage is greater than DR, effectiveness can increase very fast, by scale of 5 for 0.2 time step.
Current status at least fair enough on large ships. It can do higher damage at close range, the advantage has been balanced out by fragile modules because any modular laser or energy block lost will result in power decrease and the laser cannot fire. Redundancy has been limited by ship module slots rather than price.
Maybe modular capacitors controlling the firing time / damage / reload time can solve the balance problem and make this mod more fun. The idea comes from a game names From the Depths, take a look if you still interested in modular weapons.:steamthumbsup:
someusername6  [author] 2 Mar, 2024 @ 8:38am 
Thank you all for feedback on balance.

I just pushed version 0.2.9, doubling component damage (but keeping armor penetration the same).
AsunoHikari 2 Mar, 2024 @ 4:32am 
So +1 feedback on these lasers are too weak. I like the concepts of modular laser and agree with
that this mod makes Duel-Purpose / butterblade / sniper lasers. Maybe the balance remains unable to test by a persuasive way but once you try it it would be very easy to find out. In case you have no spare time......at least this is another 1 vote on balance issue.
Cann 3 Feb, 2024 @ 7:17am 
the beams definitely dealt too little damage ime. their DPS should be well worth the internals sunk into them, you can definitely justify them being as powerful as beams on the larger ships
Nyx (She/Her) 31 Jan, 2024 @ 9:03pm 
main issue just seemed to be they don't really deal with armor well at all. 23 minutes on target, on one target, and it barely noticed all the way up to the optimum range of the laser (8km). It took a friendly 450mm barrage to actually put it down...and it was just TF - Oak...
Iirc at some point a chance was done to how damage models work and I cant remember if that was before or after this mod came around
someusername6  [author] 31 Jan, 2024 @ 9:00pm 
@Nyx current balance is a result of balance feedback, before some interest in this mod came down. I think key parts of the feedback were that this offers more flexibility than vanilla beams, since you can keep kiting from longer range, and so they should be more powerful than vanilla beams when taking in same power and attacking a target at the same range.

I'm unlikely to change the balance based on a single piece of feedback, but I may revisit the balance of this if there's consistent feedback in one direction.
Nyx (She/Her) 31 Jan, 2024 @ 8:41pm 
For context, putting a 15Mw power drain of a 400nm laser setup into a ship with a single LE8 yielded a laser that underperformed vs a vanilla beam despite a 100% uptime of ~23:00 on target.
Nyx (She/Her) 31 Jan, 2024 @ 8:39pm 
revisiting this a year late and the modular lasers really feel under powered for their power costs, honestly. This is something that hasn't ever really been addressed I'm sure. Mainly the issue is that you can't make a laser that outputs even close to vanilla beam damage levels without spending 5x the power and points to do it. And emitter efficiency is still so bad that lasers beyond 600nm wind up borderline uselessly weak without spending tons of extra points to pack your ship with emitters. Laser PD (LE1/2/3) is also impeded by the efficiency of emitters being fairly bad, making it excessively difficult to justify spending points or power on it vs just using vanilla PD.
PrismatrixRabbit 8 Dec, 2023 @ 9:35pm 
Can anyone give a recommendation for a template?I'm racking my brain and can't figure out how to get one.
JustSteve 3 Aug, 2023 @ 11:09am 
This mod is terrifyingly difficult to use lol
someusername6  [author] 29 Jun, 2023 @ 6:53pm 
@Mann gegen Mann -- infinite resource consumption may mean the laser is trying to consume resources that are not being produced in the ship. The mod expects a ship to use Laser Emitter modules to transform Power into laser energy of a specific wavelength, and then the turrets / mounts can use laser energy for that specific wavelength to shoot.
Mann gegen Mann 29 Jun, 2023 @ 6:48pm 
The lasers seems not work for me, they are not generating output at all. i put 500nm for 10 output and the ship full of power dont work.

there is infinite sing on the laser output and it just dont show the fgeen numbers of output power

what might be the problem?
VoodooFan 13 Jun, 2023 @ 4:15pm 
@Winton036 - hoping the modders do balance their mods.
Jungfaha 13 Jun, 2023 @ 3:46am 
Keep it up this is awesome. Id like to show case this mod on my teams YT channel pls add me :)
Star_Kindler 9 Jun, 2023 @ 12:15pm 
@someusername6 Thank you!
Winton036 9 Jun, 2023 @ 9:54am 
@VoodooFan- and your point is? What do you gain by pointing out the obvious?
someusername6  [author] 9 Jun, 2023 @ 9:32am 
@Star_Kindler -- this is good feedback, thank you; I will add some guidelines to the description. Formulas themselves may change as we keep balancing this mod -- but it makes sense to also just display them as they are now.
Star_Kindler 9 Jun, 2023 @ 8:57am 
First of all, this mod is absolutely awesome, definitely my favourite Nebulous mod that's not a map. I didn't know Nebulous combat was really missing anything until I found this mod. I especially love the invisible wavelengths, they're VERY fun although I haven't yet figured out a configuration that manages to do good damage with them.

I'm wondering though if the description could be updated with more information about the mod, such as basic instructions on how to make good weapons and the strengths of different wavelengths? For example, from what I can tell UV lasers seem to be only good at doing very light damage over time at long ranges, and killing DC teams, almost solely as a support weapon due to their very low damage. Kind of like Alliance railguns.

Would it be possible to get specific descriptions and/or formula of how things such as the damage to DC teams work at different wavelengths, to help with designing lasers?
VoodooFan 6 Jun, 2023 @ 7:33am 
It's a good idea, but as long as this mod ignores balancing, like many other mods out here, I won't use it.
Murmur 6 Jun, 2023 @ 6:00am 
Very cool.
Mr. Oddly Fox 2 Jun, 2023 @ 11:26pm 
Now that's a cool aspect to tackle! Way to go!
Please Don't Say The Gravitas 2 Jun, 2023 @ 7:38pm 
I figured there was a reason, its just on ships like the Solomon the larger turret sizes seem to struggle with convergence.
someusername6  [author] 2 Jun, 2023 @ 7:05pm 
@Please Don't Say The Gravitas -- a vertical limit of 0 was causing turrets to get stuck on being masked by hull in testing; I seemed to get better behavior this way. Happy to change it to -5 if I figure out why that was happening.
Please Don't Say The Gravitas 2 Jun, 2023 @ 6:10pm 
is there a reason all the turrets have a vertical limit of 0 degrees and not -5 ? it seems to cause issues with targeting especially at closer ranges with more then one turret
someusername6  [author] 31 May, 2023 @ 6:52pm 
@Max.Throtle That doesn't sound very balanced if it's that only change, but I fully support you making mods however you like.

I'm adding a fair amount of custom code to make this mod work -- you are welcome to decompile it / try to figure out on your own, but the easiest way may be to directly ask me or others if you have questions. Come over on to the official discord in #mod-development, we are friendly :)
Max.Throtle 31 May, 2023 @ 6:33pm 
I would like to make an version of this mod where it only takes one L3 to make a turret run at full power. however i suck at unity and i must have fucked something up. When I know more I may try and join your DC.
Nyx (She/Her) 30 May, 2023 @ 4:23am 
that said yea probably wait for the event
Nyx (She/Her) 30 May, 2023 @ 4:23am 
I can't make this work for BBs tho. Like...the numbers just will not add up to a usable offense, and takes dedicating too much for even a usable defense
someusername6  [author] 30 May, 2023 @ 2:58am 
@Nyx (She/Her) -- I'm not convinced this is usable as more than PD for ships smaller than light cruisers; anyhow, I posted some sample fleets to the workshop. I will hold off on any balancing changes until the event I mentioned on the other comment, though.
someusername6  [author] 30 May, 2023 @ 2:56am 
@D0gbert we are going to have a event focused on this mod on the official discord (https://discord.gg/nebulousfc) this Saturday, June 3, 2023, 5 PM PST -- you could come if you want to play with this mod in multiplayer
Nyx (She/Her) 29 May, 2023 @ 9:37pm 
the scaling on these makes them...borderline impossible to use, even when using large emitters and dedicating a third of a ship to power generation.

the efficiency of conversion feels way too low, even if that's realistic; and the range math is painful (anything longer than 700nm is basically a combat knife, anything shorter than 300nm can't hit harder than a wet noodle)
D0gbert 27 May, 2023 @ 8:01pm 
anyone played with it in multi yet?
I would imagine the near-infrared lasers being quite terrifying as all the receiving end sees are sparks as the beam hits.
That said, most ships than can power such a weapon tend to be very large as well, but still....
someusername6  [author] 27 May, 2023 @ 6:42am 
@Raki_Makoto this doesn't match my testing in game -- can you share an example / send me a screenshot via discord?
Raki_Makoto 27 May, 2023 @ 6:23am 
The Laser Emitter Modules are only giving 1/10 the amount of power they say they are.
D0gbert 25 May, 2023 @ 1:30pm 
Man, this is fun. Destroyers that can very slowly melt enemies from, like 8 km away...