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I guess I should change my thrusters to match your heat dissipation as well, except for the vectored internal thruster. (which I guess wouldnt work anyway due to blockage) and the micro-thruster which would lack the mass needed.
No worries about the mining laser, just wanted to make life easier for you. I do really like your sprites and work on it and your unique take on it.
Thankyou for your understanding on these points.
I'm not going to reduce the prohibit restriction of the heavy afterburner, as that is part of the new balance of the thrust/power/heat. I'm sorry but you'll have to adjust your designs (I'm also tempted to turn the Lights back up - they're just too small and easy to abuse at the shorter range, it's throwing the balance of their power/usage off to me). Please consider I'm just trying to balance this mod on it's own merits and some design changes might be inevitable over time.
Also about the radiator, I forgot that your thrusters now act as radiators too which is a cool idea. It's really strong though as you can overclock the thrusters and they can heatsink themselves with extra sinking to spare. Basically thrusters are now 4x more powerful for free. You may consider tweaking the numbers so that overclocking the thrusters is not quite "free" and does build up heat, even if slowly.
I saw you made a mining laser which is pretty similar to mine. If you ever want to pull one of my parts into the base mod, just let me know and if you want to tweak it, fine by me.
I don't want to get rid of mine because I don't want to break any designs or save games. I do like how you balanced yours with turret speed and rotation and CPs, vs my method of pulsing it to be 1/3rd strength.
I just uploaded my major overhaul so everything is working again. Overload will take longer.
Do you want to consider making a smaller radiator for the base mod? The big one is kind of overkill and pricey. If not, Ill consider how to make one.
The disruptor might need more nerfs, yes. BTW it's 'normal' fire mode is a hybrid of the larger ones non&overclocked modes. it does minimal damage, just the penetrating lingering EMP. It's purpose is to be a purely supportive weapon. If it does need more nerf's the first thing it will get is a slower RoF, before I consider other measures....
I'm not sure when or why I changed the light afterburner to three tiles, it might have been whilst I was getting the radiator heat expel working. I have set it back to ProhibitBelow =1 :) ((for the next update ~ about 1hrs time, just finalising some screenshots :) ))
Disruptor still seems crazy to me but you can always adjust as you playtest it. But it is getting a full strength Overclocked disruptor effect all the time with no heat, in a protected tiny turret, with a slight range nerf as the only drawback. With dynamo you can literally stick it anywhere and it doesn't even need power.
One more request: Can you please change the light thruster back to a 2 tail? By now there are a ton of designs out there that expect this and use the light ones backwards and/or internally and this change breaks all these designs which causes a lot of misery for a fairly minor balance change that doesn't seem necessary IMO.
And I will re-link your mod, sorry for cutting it out in the description re-write must have slipped past me.
Overclocked afterburners serve two purposes a) massive speed increase, this ships are meant to be darting in and out of combat, they lack health and even the shields get ripped apart in 4-5shots, 1 from a deck cannon.. speed is thier defence.
b) Overclocking the afterburners opens the valves and turns them into a radiator - every afterburner becomes a radiator. Whilst not much, it quickly adds up with the full 'free 8' lights, and some heavies ...
Dynamo on lasers and disruptors are working as intended and you got the right idea with them.. it's so they can sit outside reactor range and still fire. The disruptor bolt is 100% working as a lingering penetrating effect even non-oc. I've already nerfed the ranges down to 150 and the disruptor firing time up by 2/3rds
Thanks for the kind words on the shields, I spent a lot of time on those
Finally, would you mind re-linking my mod in your description since I have it sorted out and at least functional at the moment. Thanks!
I will start making changes to my mod parts in accordance with what you have going on.
Also note that your stats are kind of hard to read if you have GUI magnification on. Be nice if we could widen the info panels a bit.
Your shield effects on overclock are awesome. I love it! You blew my efforts away by making your arc shield 8x directions pickable.
A few things jumped out at me to mention. Thrusters are kinda OP in that overclocking gives the 4x the thrust instead of 2x with a lot less heat than normal thrusters. Probably would want heavy ones to generate more heat than regular ones too.
The Disruptor turret is interesting. Seems OP. Would reduce range and shield dmg. Also, the overlock seems to actually add the penetrating AOE disruptor effect instead of the stated dynamo effect. Which would be fine maybe but it does linger when you turn off the overclock.
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@RustyDios
Joemama1512's Expansion for Adjustable Fighters and Components
Link above in the mod description ...
.. are you on the beta/test branch? Because I can't update the mod for that until the beta/test branch becomes the stable release ...
The issues appeared after the main game updates to a)MRT's and b)dynamo thrusters
.. I'm not 100% sure what the game changed to do with thrusters but I'm now comparing the fighter thrusters to base game, and there is a few new/changed things
nevertheless, this makes fighter building SOOO much easier and thank you again :D
BUT if you wish to do so you can use This Mod Here to do exactly that :)
can you add a feture to remove the balancing of 4 reactors?
I did this (no doors) so the fighter-shields are limited/linked to the fighter reactors, and the fighter reactors are limited to 4 per ship. This is to encourage players to not "spam" their ships with fighter-shields (especially the bubble kind), which is quite unbalanced.
Why are the fighter lasers not restricted like this as well? This is because they are roughly the same power level as standard point defence, so I felt those should have a door/access and the option of a normal battery.
Are shields not intended to work with larger reactors?
Specifically for the Arc and Radial shields.
it no longer works because of the update so i was wondering if i changed to this version whether i could still use my ships i had made with the old one in my career