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Ultranova Sorry, mister. Want me to build you something even stronger as compensation? You'd probably have to paint it yourself tho.

    CursedPh4nt0m Oof, only saw this today.

    The short answer is 'nah', but the long answer is 'well... maybe'. The reason I'm not leaping to this opportunity is that I don't want ships to be invincible in the Rebel or R-UPA campaign, but I'm quite happy to have some strong ships for the Hall of Fame campaign (which is coming soon, as in a while).

    Ultranova Guess you wouldn't mind me donating some ships then?
    I've got way too much free time to fill it with outside acivities, so...

      CursedPh4nt0m Go ahead! The more the merrier.

      I have a friend who finds it problematic that none of the projectiles in this mod are intercepted by the Flak Cannons, is that intentional?

        thegamer318 Yes. If he finds it problematic he can code health into the bullets him/herself.

          @Ultranova Uh, when reading the main post, i saw the beam cannon, and, the argument for the fact it cant be mounted on a turret.... one word. Space.

          No gravity and thus heavy would only mean slow to turn, just pointing that out idc of it, jst thought one would like to know things like that are in their mod lore.

          Tyaestysu

          Ok, so before we get started here, it's important to remember artificial gravity is common on these ships, especially since they are military vessels and it's better for the crew's bone density and muscular system to have the artificial gravity. Consequently, this means that the interior weapons have gravity exhibited on them, meaning that the motors that turn the weapons still have to account for gravity.

          My second argument against a Beam Cannon turret is that the components used for it all have to be directly attached to the Centralised Beam Charger (The middle section of the beam cannon). The crew on the left and right sides of the beam cannon are actually controlling the left and right Beam Chargers. The components which connect all the Beam Chargers have the best efficiency at that size, where all of the beam chargers are directly next to each other. If you were to mount it all on a turret, the entire thing would have to swing around, not just the beam emitter. This would not agree with the first part of the lore, with the artificial gravity.

          I do have a third, less public argument against the beam cannon which is more balance than lore. Let's suppose I did allow there to be a turreted beam cannon. This would mean that they can turn to aim at targets. However, as I noticed with the small Laser Beams, this also means you can focus fire the beams, which destroys parts extremely fast. Imagine if you could do that with the Beam Cannon. It's already got double the damage of the vanilla Ion Beam Emitter (which isn't a turreted weapon) and if it could focus fire, it would completely obliterate ships.

          You may not take the time to read through all of this, but good for you if you do.

          Oh your mod page is over 600 comments! Are you planning on trying to get to the major mod list?

            And he has clearly said against Prisms specifically for BCs.

              Ultranova Also, after downloading the 14.8 compatible version, i enabled it along with KSF Kroom's decal and normal armor expended and it crashed, must get the log file and even then idk how to post it here for extra details on how tf

                Tyaestysu That's not a problem with compatibility, the amount of decals on both cause the game to crash.

                  RedAndCosmoteer Oh ok, thks for the info tho that's quit annoying

                    image https://i.imgur.com/prt6ee6.jpg
                    my ship made with the best mod I've seen

                      sir_potato M8, that's an actual brick with some weapons, nothing anyone slightly experienced would call 'ship'.
                      You've clustered reactors, spammed doors, spammed tons of crew, placed your thrusters wrong and packed your control room with explosive parts...
                      Guess I've got to give you some points for adding backwards thrust, varying armor and getting the fireing angles right, but that's about it already.
                      [Placeholder for actual ship]
                      [Actual ship for comparisation:]
                      image https://i.imgur.com/6EKcSrG.png
                      (I'm not too happy with this design, it has too many thrusters for its size and therefore lacks some weapons, but it beats your ship and the R-UPA ships with similar prices.)

                      Prior warning: Due to excessive amounts of lag with tests, the weapon buff, factory buff and sensor buff are going to be removed.

                        Ultranova so what will be buffed (assuming this is about the bridge)

                        chief_chaman478 Yes, this is with the bridge. I'm thinking about making it that the bridges will have to be required to place some of the larger parts, like the Frigate Bridge is needed to place Large Turrets and the Large Roof Rocket Launcher and the Cruiser Bridge is required to place Capital Turrets, Beam Cannons and the upcoming Destroyer Cannon and last of all, the Capital Bridge is required for Super Weapons.

                        Ultranova so this is kinda like ABH, also do we need all the bridges to unlock all the weapons or can we just place the highest tier one and unlock everything?

                        Ultranova also you do know you'll have to rework a lot of your ships if you do this