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Kroom Nevermind, it must have been a one time error. But I will let you know if it comes up again.

    Raufbold Money is not the only factor i take into account when i do the balancing of parts. I agree that some parts are very powerful in the mod, i would like your feedback about balance changes.
    The small fighter guns are there to make possible very cheap, expendable and spammable ships (ships that dont use shields, very little armor and small engines for example)

    i find it humorous that this mod is "used mainly to make small ships." and yet theres parts for far bigger ships than a "small ship"

    love the mod though, likely will always be a part of my library

    edit: also i was wondering if i needed to download the mod again for the newest update of cosmoteer

    Raider you never seen a dinghy with a cannon firing projectiles as big as the crew?

      GenericUser984 you have a fair point

      edit: but i mostly was meaning the giant engine

      Kroom Thanks for replying, Kroom. I'm actually doing some rework on your mod to suit it to my personal liking, but as I mentioned, this is the most balanced mod so far among the big ones.
      What I am trying to do is to draw some sort of a line between small ship weapons and big ship weapons - in a way that a small ship weapon would be a really good choice for a fighter, but for a bigger ship spamming it would make little sense as opposed to just a bigger weapon.
      Take Laser Blaster vs Heavy Laser for example - Heavy costs and weighs 3x the Blaster, but three Blasters are the same in terms of DPS, have higher speed and use less ammo. BUT you get the surface space as well as crew savings with the Heavy one. So when you have a smalle ship, only 6 blasters as main weapon will make more sense, but on a huge salvo vessel, 10 Heavies vs 30 Blasters will actually be more useful, as they allow to fit more DPS into the same surface space.
      I'm trying to achieve the same with your mod - particularly with fighter-related stuff, but currently in doubt as to which way to balance the weapons - either reduce DPS or reduce range. I also find light weight to be a bit unbalancing as well.
      Will message back when I have figured this out.

      is there a maximum amount of ships you can dock?

      neoshaf If it fits, it sits (meaning you can fit as mush as you want. If you have 2 tiny fighters, you can dock them)

        Raufbold What I am trying to do is to draw some sort of a line between small ship weapons and big ship weapons - in a way that a small ship weapon would be a really good choice for a fighter, but for a bigger ship spamming it would make little sense as opposed to just a bigger weapon.

        I tried to achieve that by using mainly the firing arc and range of the fighter weapons as i think those two factors a very important for big ships. Also i want fighters to depend on speed and maneuverability as its main defense, sadly there is no AI that support evasive maneuvers right now.

        neoshaf is there a maximum amount of ships you can dock?

        You can properly dock one per landing pad.

        Kroom Yeah - I figured that was what you were trying to do. Pretty good job at that - you really did jumpstart this balancing in the right direction. I however was testing fighters made with your mod vs vanilla ones of a similar or larger size (up to 55 t) and similar weapon/armor/shields composition, and found out that for me a laser gun for example, work ok at 160 range and 250 damage - that is with improved medium thrusters for speed (still lower than the vanilla ones), increased overall mass (density 1 for parts other than engines), and reduced shield - proportional to size and coverage. Oh, and removed backwards thrust on vectors... - with all those nerfs the lighter Kroom fighter was still able to closely defeat the more heavy vanilla one. Haven't tested swarms against bigger ships yet. I understand this is not yet enough testing and detail, but suffice to say that there is a case to be made to nerf the fighter parts a bit - they will still be quite fast and deadly, albeit vulnerable - just as fighters are supposed to be.
        P.S. Fighter cockpit is still OP as hell, but I just love the idea too much to do anything with it except for density 1 nerf 🙂

          Kroom is it compatible with 15.9

            Raider I have no issues playing it on 15.9

              Kroom changed the title to Kroom's Forge (0.15.9).

                Kroom I'm working on a few other ideas for fighter weaponry actually. For example, your fighter missiles are quite badass with the ability to place the launcher wherever. BUT - if you make the launcher non-rechargeable, all of a sudden this becomes a very limited weapon. Some other weapons can have limited ammo too. 1x1 reactor can produce a different kind of energy and provide it to all parts in a fairly wide area automatically (kind of like the cockpit does, but even more efficiently). However, this energy could only be used for to power fighter parts/weaponry.

                a month later

                Having a strange interaction/bug with the shields, perhaps as a bug with the new shield linkers.

                Sometimes the arc shields (the non-360 degree shields) will refuse to fully charge -- even when there is more than enough power to be fed into them, and nearby shield linkers are fully charged. I suspect it may be that the shield linkers are actually draining power from the arc shields to power the other linked shielding units.

                Here in this example, you can see that the front shields are not totally charged. Any additional power fed will immediately be drained, keeping the shields permanently at about 75% charge. This effect only seems to happen if the shields are lowered in combat and then are raised again, and if the shield linkers are disabled, the shields seem to be able to be recharged again.

                It's a very odd occurence, and I'm not sure if it is a bug or me just improperly using and/or not understanding the shield linkers. Even more interestingly, this does not occur with the phase shields.

                Thanks in advance!

                  Astrum Yes, that's a problem with the shield linker, i will try to fix it when a have the time to look at the code again.

                  Kroom I have a problem with the platform for hunters, normally It carries the moored vessels in ftl, however it does not work.

                    KaeligRoperhe Can you check if the any of the ships are invulnerable? (the landing pad and teleporters doesn't work with invulnerable ships, i will fix that for the next update).

                      Kroom None of my ships were in invulnerable od; it was in bounty hunter, with the test platform.

                        7 days later

                        I was using one of my old docking ships and the secondary ship didn't want to go onto the Docking bays and it kept just trying to stay away from the old ship. Please help.