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Btw I can't believe I forgot to say it but this mod is AWESOME! I cannot wait until the Sovereign Navy is fleshed out more and the Raiders have their buttons fixed. I've already been having an incredible amount of fun with it. Best mod in Nebulous in my opinion! Nobody else is nearly this creative. This must have taken a ton of work.
i just run them in duos w/ modC TC for use as artillery
...but its really tempting to run them w/ hangars for rocket support from VS-18s, though thatd necessitate replacing a power reg. with extended mag space and leave you unable to use DEWs on them - on that note i feel like the power regulators and extended magazine could use some additional dmg threshold with how much ive had them sniped while using the saltwraith
Also yeah fleet orders for the systems are still bugged, im hoping AGM figures that out.
It seems to be some sort of heat management controls but the heat fills up to max so fast when I use any that they don't seem to be useful. There's some sort of heat sink ammo but I have no idea what launches them or how to use them. And the controls do not apply to formation despite holding shift unlike every other control it seems. A guide or info on how that's supposed to work (or just a description for the buttons) would be really good because I love the idea of heat management but don't understand how it's really meant to work atm.
Also what do the extra buttons on the Raider faction do? They have no description and seem to not work with formations?
What is a good build for these munitions? Or is this how they are intended to work?
I also don't really maintain a proper gallery, but I do occasionally post worldbuilding pieces on my bluesky: https://bsky.app/profile/gerardriley.bsky.social
It includes a few other bugfixes but the IRPAL is currently bugged.
https://prnt.sc/54aLeFmtqMrn
The results were grim. Shots Fired per the Battle Report for the IRPALs is 2301, while hits is at 74, for an accuracy of ~3.2%.
Battle Report available here: https://drive.google.com/file/d/1AwH_4QbmBwSQaeDfvDN0YdNcJ3ZR8_sM/view?usp=sharing
The target was an FLV with 6 IRPALs along its lower surface, with the launch platform being another FLV with the coil set to High power. The target was equiped with the "Cat armor composite" from the cat technology mod to ensure that it survived testing.
The missiles were fired from a distance of about 7km, ahead and ~30 degrees below the target, to ensure that all IRPALs could fire on the incoming missiles during the entirety of their flight.
12 LMH-200 missiles (speed set to 225m/s, no evasive manuvers, free approach) per standoff fuse were launched (12 with 250m fuses, 12 with 500m fuses, ..., and 12 with 5000m fuses.)
12 NSC-200 charges (speed set to 300m/s) per standoff fuse were launched (12 with 250m fuses, 12 with 500m fuses, ..., and 12 with 5000m fuses.)
36 NSC-300 charges (speed set to 300m/s) were launched, 12 each for the 1000m, 2500m, and 4000m fuses.
The default speed For an SMHM-200 is 217m/s. With the IRPAL's range of 5000m that comes down to an engagement time of ~23sec, which with its fire rate means 4 salvos of 3 shots for a total of 12 shots. The expected value of missiles killed is 12*(1/16), or 0.75. This means that you can cannot reliably expect an IRPAL to handle a single basic missile. For a salvo of 3 missiles you'd need 4 of the things.
I get that as a DP weapon it needs to be worse at PD than dedicated PD weapons, but the numbers here are a bit much. Maybe up the accuracy a bit or let it be buffed by mount gyros and gun plotting centers?
One more thing i noticed, nuke cans are launched with a delay. I mean after being programmed they leave ship, get missile icon, and hover for some time before boosting forward with (roughtly) half of velocity from missile editor. Like they had cold launch enabled (i double checked to set them to hot launch).
Issues:
1. Birdshot cannisters create errors when hitting targets (Error - Attempted to instantiate a Lightweight Kinetic Munition but the selected munition template with GUID babdd89c-dad4-4d4e-8ea5-10139fb3db58 is not the correct type.
2. Buckshot can empty whole 125rnd magazine supply in single salvo (null reference exception).
Suggestion: Lock out cans from fighters loadout, as they try to perform attack from missile range (250m?), and they can't do it, as they are too close.
Overall great mod, at first i was sad there were no old riders (i loved their rain of lead), but these are even better. It would be cool to add them as another faction (unless these mods are compatible, then only mention they are)
The Reloading gantry can only refill missing components of the loadout the ship entered combat with, and only if the reloading ship has the munition in question.
so if if the loadout calls for 5x Missile Y, the ship to be reloaded has 3, and the reloading ship has 1, it will give that missile to the ship to be reloaded and then it cannot reload that missile anymore.
This is largely down to coding and game design limitations, doing fully variable reloads is technically possible but it would be a lot of work, be likely to break between updates, and add micro to an already micro heavy mod.
I'm trying to understand how the Gantry's function on the large Raider ship. Do the repair ones only target fully broken components, or only external damage? I'm gonna try testing stuff with my friends later but i thought I'd ask how they are intended to function and if there's supposed to be an animation or not I'm supposed to see to tell me it's working.
Sorry for the big blob of words haha
All vanilla features will be supported -eventually- Please be patient.
By contrast, Sovereign smallcraft will be very high quality (The void diver is currently underperforming massively, but me and some testers are working on it)
There will also be better navy ships for fighter deployment eventually, but no fleet carriers.