Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

70 ratings
Adjustable Fighter Components
   
Award
Favorite
Favorited
Unfavorite
Tags: Mods
File Size
Posted
Updated
43.027 MB
13 Aug, 2023 @ 2:39pm
6 Sep @ 8:32am
17 Change Notes ( view )

Subscribe to download
Adjustable Fighter Components

Description
What is this?
This is an update to the Fighters and Components mod, taking it past the 0.30.0 Meltdown update. It doesn't alter much from the original but alot of things have been balance passed and made adjustable, some new functionality added.

Fighters are small nimble ships, most of the components here are 1x1 or 1x2 in size and around 5k in price.
They can take normal power batteries but are best powered from the Fighter Reactors which can power them by proximity, without crew carrying batteries.

Features
  1. New group for Fighter Components.
  2. Career mode tech/blueprint progressions
  3. Build and Battle PVP choices
  4. Overclocked Part Unlocking
  5. Example Fighter Ship library
  6. Reworked, fixed and updated sprites, based on vanilla assets.
  7. Reworked, balance changes
  8. 15 new components!
  • 1x Fighter Cockpit: The heart of any fighter craft. Comes equipped with an airlock, fire extinguisher and crew bed
  • 1x Fighter Lasers: Small lasers that can target ships and missiles. Do not require crew. Colourable.
  • 1x Fighter Deck Disruptor: Small deck based weaponry providing an anti-shield option.
  • 1x Fighter Flare Mine Launcher: A single stack of 8 rapid deploying mines. Externally stocked only.
  • 1x Fighter Mining Laser: A solo beam version of the larger mining laser. Copied exactly to the smaller scale, including it's atrocious overclocked heat management. (Not available in Build and Battle Mode)
  • 3x Fighter Reactors: Compact reactor designs providing crew-less, wired power to other Fighter Components
  • 1x Fighter Hyperdrive: Miniature hyperdrive for fighter craft, has an installed airlock for Hyperium deliveries
  • 3x Fighter Afterburners: Adequate thrust for these ships, get a 300% power boost if built nearby to a Cockpit
  • 2x Fighter Shields: Two shield designs for small craft. Arc and Radial. Colourable.
  • 1x Fighter Thermal Cell: Provides adequate buffer heat storage for various heat producing Fighter Parts

Most fighter components can take doors if needed, there are some exceptions for balance.
Due to the wired power though they don't need to have doors, or even crew access.
Fighter Components leave behind either structure or nothing when moved.
Some fighter components have a "max per ship" restriction.
Some fighter components have a "proximity" restriction.

Please see screenshots for costs.
Screenshots may not be updated to current balance.
Screenshots may showcase other mods.

In Build and Battle PVP mode you can utilise the parts as normal, but you can also make use of the explosive charge part to attach up to four (based on number of cockpits) small designed fighters to your main ship. Blow the charges after the match starts to control your fighter wing as separate ships. I will not be held responsible for poorly placed and designed structure connections...

~~ Confirmed working post MELTDOWN update 0.30 ~~
Overclocks for the parts do some amazing things.
The Lasers and Disruptors when overclocked get a dynamo-enabled power source. Meaning they no longer need to be in range of a reactor to function. Shooting under dynamo power produces heat.
The ARC Shields get an extended range and radius. The RAD Shields become a hardened shell, doubling in strength and being less affected by EMP.
The Solo Miner gets the same AoE Buff as its bigger brother. And the same ramp up in heat production!
The Afterburners gain an increased boost to thrust force proportional to the amount of heat they expel. Yes, they open valves that allow them to expel heat, much like a radiator.

Known Issues
Should correctly override and replace parts from the original mod.
Can not be used with the original mod.

Make sure you have the pre-req mod Pipe Caps Coloured , the game is likely to crash without it.

Fighter afterburners show the Radiator Exhaust Line when being built/blueprinted even when NOT OC'ed .. the Radiator/exhaust vent ONLY works when OC'ed ... if the afterburner is OC'ed, it can have a pipe connected, the graphic for this is a pretty substantial difference to be able to know if it's oc'ed correctly or not, oh and it will also start expelling heat is another indication it's working/OC'ed ..

Crew are stubborn and only ever want to sit in the cockpit hot seat. You might need to turn OFF the cockpit and manually assign a restock order from a storage to the mine launcher (if designed to carry more parts) to get them to do it. Crew WILL get mine parts, use the cockpit airlock and restock the rack, they just need a push to do so. Restocking from a station/delivery does not have this issue. Using a normal crew bunk with access to the cockpit//any airlock does not have this issue.

Compatibility
If you want your fighters to do clean up / resource collection, I highly recommend the Solo Collector and More Storage Sizes mods
... the MiniMiner example ships use parts from these mods too, the ships still function without the parts - you'll just get some blank spaces when loading them in ...

Added some minimal compatibility with;
More Control Rooms by Swefpifh
Expanded Tech Tree by SirCampalot
Diagonal Cockpits by SirEvans
  • The 1x2 "Fighter Cockpits" and 1x1 "Tiny Cockpit" from these mods should be able to take Fighter Reactor Power and will count towards the limited number of "Fighter Cockpits" per ship ... but won't have the built-in airlock, fire extinguisher, manoeuvring thrusters, thruster-boost buff or crew bed ... of the "true" Fighter Cockpit. I don't change anything else about them and they won't be found under the fighter category either.
There may be other mods with "Fighter Cockpits /parts" that do not work with this mod...
There may be mods that do work with this, such as this extension by JoeMama1512

If you don't like the balance restrictions on parts you can use this mod to remove them Adjustable Fighters Unlimited

Credits
Many thanks to Tyrosr for the original mod.
Huge appreciation to Swefpifh for his Coloured Laser Bolt mod, which I took some inspiration from.
Shield colours inspired by my Adjustable Shields , Adjustable Ions and the Colourable Parts mod (which is not a requirement!)

Many thanks to the fine people of the Cosmoteer discord for help, advice and guidance!

~ Enjoy !! and please buy me a Cuppa Tea[www.buymeacoffee.com]
Popular Discussions View All (1)
1
28 Aug, 2023 @ 11:07pm
PINNED: Known Fighter Designs
RustyDios
138 Comments
joemama1512 4 hours ago 
Ok. Ill add a note on my page that some designs may need some re tuning due to the heavy thrusters. I did not fully realize that your thrusters did dissipate heat as well so smaller radiators probably aren't necessary tbh. I misread it and thought when they were overclocked they radiated heat elsewhere.

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.
RustyDios  [author] 6 Sep @ 3:52pm 
I'm not going to add a 1x1/1x2/tiny radiator at this time. The Afterburners are working for the purpose of heat expulsion and the idea is a unique thing to the mod as far as I'm aware. I'm not saying there isn't going to be balance changes in the future to them but currently they are working as intended (including running 'cold' with the OC active). In testing designs it is still easy enough to overload the heat dissipation with the other weapons and shield-thermals-on-hit that a poorly designed fighter can catch itself on fire.

Thankyou for your understanding on these points.
RustyDios  [author] 6 Sep @ 3:52pm 
I didn't know your mod had a mining laser in its myriad of new parts, sorry for any overlap caused. Your mod does kind of "do everything", so any new part ideas in this mod are bound to be similar. I had thought the smaller mining laser was a new concept and I kitbashed the new sprites from the ground up.

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.
joemama1512 6 Sep @ 9:27am 
Oh hey, can you please make the same change for heavy thrusters to reduce them back to 3? They also got bumped up in plume size making a lot of ships illegal.

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.
joemama1512 6 Sep @ 9:08am 
Thanks for changing the light afterburner. Nice to have legal designs again! :-) No worries on the shields...Ill just go with whatever the base game does.

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.
RustyDios  [author] 5 Sep @ 3:13pm 
I spent almost two weeks slaving over those shield designs and effects, so I would rather they stayed in this mod.. for now at least. I'm sure you can understand the effort that goes behind this stuff, I'd like some of it to remain exclusive for more than a week :) :)

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 :) ))
joemama1512 5 Sep @ 2:31pm 
Do you mind if I use your shield graphics when I get around to adding overclock effects to mine? They are sooo cool.
joemama1512 5 Sep @ 2:30pm 
Oooh. I did not know you could ALT-scroll. That is great to know and makes sense. I only saw the basic reactor stayed at 3. I do see the star reactor bumped to 5. Ill keep the heavy at 4 so it offers more brute force but gives the advanced a valid place as well.

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.
RustyDios  [author] 5 Sep @ 1:43pm 
Also not much I can do about UI issues.. Meltdown improved them alot with ctrl/toggle for overclock and alt/hold for scroll ... but yeah, we're limited to the width walt gives us
RustyDios  [author] 5 Sep @ 1:15pm 
All reactor ranges were increased so people could build slighter bigger fighter designs, with many parts (including yours!) :) I'm hoping the relaxed restrictions from the pre-meltdown settings helps people better utilise the fighters.

And I will re-link your mod, sorry for cutting it out in the description re-write must have slipped past me.