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This thread is for downloading related issues of the mod. For anything else please check existing FAQs or error and trouble shooting threads.
Latest version is at the end of the page! Please read before downloading.

wiki page: https://wiki.cosmoteer.net/index.php/Abh_Mod
parts quick overview https://wiki.cosmoteer.net/index.php/Abh_mod/List_of_Ship_Parts

For older versions (v0.1 to v0.4.5) :
https://forum.cosmoteer.net/d/299-abh-mod-v0-1-to-v0-4-5-oudated/

version 0.4.6 RC1 (Release Candidate) (2017 August 3)
for Cosmoteer 0.12.8, some part may crash with 0.12.9
See update post for more Lafiel .

version 0.4.6 RC2 (Release Candidate) (2017 August 6)
Compatible with Cosmoteer 0.12.8.
Tentatively compatible with 0.12.9 & 0.12.10RC2 but some parts may still crash.
All tech level factions are now in their own menu and the Terran offering it all. Adding "Repulsor Wave Expander" as requested in https://forum.cosmoteer.net/d/1418-gravity-repulsor-gravity-cannon/

version 0.4.6 RC3 (Release Candidate) (2017 August 13)
Compatible with Cosmoteer 0.12.10RC2
A few fixes, adding "shield projection cannon", "kinetic wave pulse cannon", escape pod/berth 2, explosive bolts can now the turned on but need enemies to work(or not, kind of fickle for some reason).
Singularity drives remain a problem when making a FTL jump. It's best to turn them off when jumping.

version 0.4.6 RC4 (Release Candidate) (2017 August 15)
Compatible with Cosmoteer 0.12.10RC3
Minor adjustments. Added "firecontrol station hubs", "briefing ready room", and unlocked "gravity mine launcher".

version 0.4.6 (2017 August 18)
It's for Cosmoteer 0.12.10 and due to changes to the script code is not compatible with 0.12.8 or 0.12.9 or any previous Cosmoteer versions!

All singularities are now upside down from the original design. This was necessary to ensure even if the game's crew pathing is bugged they shouldn't cause pathing crashes despite coded precautions. This means previous builds have to reorient their singularity parts. The connecting point is now at the bottom. Also singularity drives should no longer crash when FTL jumping.

Tractor beams and antiproton cannons toggling between pulling/pushing and pulse/beam have been replaced with individual buttons for each of the firing modes. You can turn off one mode and activate the other and vice versa. It's not ideal but it ensures better working controls. And this will avoid cancellation conflict with tractor beams forces.

The Bioenergetic beam projector now has two firing modes, too. However, the game still produces the beam displacement bug (the beam doesn't spawn at the point coded in the script).

Big Antiproton cannons, medium antiproton gun, antiproton PD now require antimatter. You can use the Particle Accelerator from Skynet's MatterMatters mod for antimatter production. The antimatter tanks only serve as a temporary solution if you don't want to use the accelerator.

Other parts will transition to their intended ammo when multi-ammo use and mod-dependencies are available in the game.
Water tanks, and Torpedo bays are not use yet, but will be at some point. I have added them so you can plan for future designs and reserve space. Water production is achieved by using the Water Condenser. Likely all antihydrogen drives will be using water and antimatter soon. Graphical details: Lafiel

http://www.mediafire.com/file/cju8a4owhrfayp6/Lafiel.Abh_mod0.4.6.zip

version 0.4.7 (2017 August 25)
It's for Cosmoteer 0.12.10. It may not work for previous 0.12.x version.
This is an optimization version. It will load faster and for certain cases require less memory.
A way was found which made organizing the Ship class sub-menus possible without becoming incompatible.
A (bunch) number of parts were added including a block with fire blast doors "Fire Block Bulkhead", this will allow control of access to different ship sections or in combination with the "Airlock Changing Room" control access to other ships. Only works with an enemy around Ship-to-ship transfer is not supported by the game yet. Also a new Non-Explosive Reactive Armor was added. More options for antimatter and water tanks for e.g. smaller ships. See for more details: Lafiel

http://www.mediafire.com/file/7uqes2ppfs6czv0/Lafiel.Abh_mod0.4.7.zip

It crashes,leaving this message

I am not familiar with coding,so don't expect me to do some modification to the folders and magically repair the mod in the first try,i may screw the situation i am in more,it may take some tries,what do i need to do?

Katharine This is the wrong thread but whatever. You got a graphic problem, please consult the Cosmoteer Tech Support section: https://forum.cosmoteer.net/t/tech-support
My guess is your computer has a problem or doesn't support DirectX 11.

    Will AI ships spawn with abh mod weapon? or it is only player can use it? because in bounty mode it is like cheat if only player use abh mod weapons

      selform Someone is working on a mod which would spawn Abh modded ships. I don't know about its progress atm but I know it's working but not complete yet.

        Katharine
        You seem to have less than 2 GB of RAM, ahd Abh mod itself requires more than 3 GB (according to my resource monitor), so i believe you can't use it.

          tc248 pff,okay

            Please do something about the weapons. For some reason they feel tacky. Like add recoil animation and make everything a wee bit more vanilla please.

              Abraxos What exactly do you have in mind? I'm leaning on building parts that are "realistic" and from an engineering/building view point useful. For example a 20x20 part that is overall less efficient, hence, could be surpassed by vanilla by building just more wouldn't be worth the effort. Launchers and most pure energy weapons do not recoil so I won't fix these just for fanciness. As for the railguns, the real thing weighting 100 tonnes at 10m barely recoils.
              youtube : b8kZo2xByPY

              youtube : D_ampb7dcyA
              My ordinary railguns are at least two times heavier and although they should be able to penetrate 1000-2000 meters of RHA but for the game's sake they only do 2 meters. So a realistic little recoil would be hardly noticeable but I'm willing to compromise here. The Abh ones are meant to be 600m and launching at 0.01c but got likewise cutdown to be playable.

                Lafiel Its just, for me they feel tacky. I don't know why.

                  I'm guessing it due to the roofs. Well, I kind of don't like how windows get in the way of decals and it's painful doing lots of sprites so I save myself as much work as possible. Doing sprite takes way too much time away from actually modding.

                    Lafiel changed the title to Abh Mod Download v0.4.6.

                      No idea how to get the mod to work, when I downloaded off of the last link, it simply said it couldn't open the file, however for other mods it opened right away. I tried to install it on cosmoteer, and it didn't work. Did I choose the wrong link or?

                        Milesofgaming Just checked myself, downloading and opening works fine for me. Try downloading again. Downloads can fail sometimes when your connection or drive react slow or when you run out of memory. The file would end up corrupted.

                          Lafiel I'll try again, I'll repeat it a few times and let you know what happens. I'll add Gyazo screenshots if possible to show what happens.

                            Milesofgaming Try opening it with winrar, it's free.

                              Lafiel I did that already, and it did the same message.

                              When I try to extract with WinRar, it says the archive is corrupt.

                                Milesofgaming Then I don't know, I ran a check with my winrar and no error showed up. Perhaps there's a problem with account access right?