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Atarlost this might be why we have a tournament.

    do you have an discord related to the mod ?

      Atarlost I agree that factories on fighters aren't good, i usually prefer to use the space and money to add more missiles or torpedoes for a better alpha strike. I have no plans to modify vanilla parts, aside for parts that give buffs, like the targeting terminals.

      I'm not sure how i feel about cannons on fighters, i don't see them as very useful unless used for ramming less agile ships. For EMP missiles i was thinking in something smaller than vanilla, like a fighter vs fighter emp missile.

      Friendly_hoovy No, i don't feel that the mod deserves one yet.

        Kroom In my PvE experience ramming less agile ships is most of what fighters do. Or circling them while a larger, more distant ship shoots them in the back when it passes if they choose to try to focus on the fighter.

        I don't think a fighter vs fighter EMP missile would be useful because fighters always use phase shields and phase shields are buffered. Sustained energy drain as from electrobolts can mess up their energy budget, but I don't think single use missiles would accomplish much compared to just using normal missiles to go after shield HP.

          Atarlost I don't think a fighter vs fighter EMP missile would be useful because fighters always use phase shields and phase shields are buffered. Sustained energy drain as from electrobolts can mess up their energy budget, but I don't think single use missiles would accomplish much compared to just using normal missiles to go after shield HP.

          in a fighter duel, normal missiles and torpedoes arent very useful, if you use them at the start of the fight they only damage the shield (and generally not enough to take it down) and if you wait to bring down the shield to use them, it's often too late
          they are "good" to do damages in a burst, but not for dps

          an EMP torpedoes would be better for taking down shields, and would allows the missiles that follow them to do actual damages

          i think i found a bug with the torpedo's range

          it should be the same than the missiles (270 meters) but they disappear too soon

          kwhwwymwn You're thinking about vanilla shields. Phase shields don't drop when they lose power, they just don't regenerate.

          Torpedoes are useless because they don't track. They can hit a target a few meters away, which is why in PvE for 4 out of the 5 levels of systems the job of fighters is to ram or nearly ram larger ships and put torpedoes into their unarmored bits. large budget Kroom PvP could also include ships large and slow enough for that tactic to be useful, but I will be shocked if anyone makes them work in a fighter tournament.

            kwhwwymwn I think that the problem is that torpedos dont have acceleration, i will try adding a bit and see what happen.

            Atarlost EMP missiles are very powerful against fighters as usually only one vanilla missile is enough to completely disable them for several seconds, that's why i think it could be useful to have one, smaller than vanilla, to use as a fighter vs fighter weapon.

              Kroom EMP missiles are very powerful against fighters as usually only one vanilla missile is enough to completely disable them for several seconds, that's why i think it could be useful to have one, smaller than vanilla, to use as a fighter vs fighter weapon.

              Vanilla EMP missiles are effective because they fire another missile as soon as the fighter starts to re-power and stun lock it, but kwhwwymwn is talking about shield breaking. Something like this takes 11 full size EMP missiles to get one of the shields down (not all missiles to the same shield because it spins out of control once the cockpit is depowered so performance will vary). With the shield linker powered down before the test it still took 5 EMP missiles to drop one of the shields. It takes 5 missile racks to completely drop the shields hitting where they overlap, or 4 is the linker is shut down.

              A less capable EMP missile that was also single shot and thus unable to stun lock does not seem like it would be competitive with the existing fighter missiles. Not giving any regen time will reduce the numbers of missiles a bit, or probably quite a lot in the case of an active linker, but they'll take quite a few to shieldbreak if the guns are struggling and be less versatile.

              You can try making it if you want. Underpowered options don't much effect game balance. I just don't think it's going to achieve what you hope and trying to make it do so might negatively effect game balance (eg. removing the HP buffer on phase shields might cause problems on fighters with tight haulage budgets).

                Atarlost I can do two type of emp missile: one to deplete phase shields but not energy and a more vanilla-like that deplete energy but not phase shields.

                  Kroom It would be a better idea to add one that depletes phase shields rather than energy, because we already have vanilla emp missles, so there would be no point in making another vanilla-like emp missle. Also, if you add a missle that depletes phase shields, it will be very usefull against people that spam phase shields and shield linkers.

                    Roasted Vanilla emp missiles on a fighters are not viable, they are too big and costly and adding the option to change the missile type from phase shield depleter to energy depleted is not difficult to do.

                      i am missing some twin weapons and turrets:
                      plasma, ion pulse, tachyon and vulcan aren't available as such.
                      also a 1x1 cockpit with a path to the front would make many slender ship designs possible that currently aren't.
                      all else is awesome!

                        PvtPirate They're all made to balance them. Twin guns of those types would be too op.
                        As for the cockpit,it can supply power to it's front and sides,so no need for crew to pass through. Besides,every control room in this game cannot have doors at the front because of thr control panel

                          ah, ok, that explains.

                            a month later

                            Yo Kroom, your mod isn't compatible with 0.15.11RC

                            08/23/2020 13:06:23 | System.Exception: Error loading mod: Kroom's Forge
                            08/23/2020 13:06:23 | ---> Halfling.ObjectText.OTNavigateException: Unable to find node at path "<shots/tractor_beam/tractor_beam_pull.txt>".
                            08/23/2020 13:06:23 | at Halfling.ObjectText.OTNode.FindAtPath(String path, Boolean dereferenceFinalNode)
                            08/23/2020 13:06:23 | at Cosmoteer.Mods.ModAddAction.ApplyAction(OTFile rulesFile)
                            08/23/2020 13:06:23 | at Cosmoteer.Mods.ModInfo.ApplyPreLoadMods(OTFile rulesFile)
                            08/23/2020 13:06:23 | --- End of inner exception stack trace ---
                            08/23/2020 13:06:23 | at Cosmoteer.Mods.ModInfo.ApplyPreLoadMods(OTFile rulesFile)
                            08/23/2020 13:06:23 | at Cosmoteer.Data.Assets.ApplyPreLoadMods(OTFile rulesFile)
                            08/23/2020 13:06:23 | at Cosmoteer.Data.Assets.LoaderThread()
                            08/23/2020 13:06:23 | at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
                            08/23/2020 13:06:23 | at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
                            08/23/2020 13:06:23 | --- End of stack trace from previous location where exception was thrown ---
                            08/23/2020 13:06:23 | at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
                            08/23/2020 13:06:23 | at System.Threading.ThreadHelper.ThreadStart()
                            08/23/2020 13:06:27 | Actual data hash: b7db05d0514cbd2e282344124000be5b
                            08/23/2020 13:06:27 | Expected data hash: b7db05d0514cbd2e282344124000be5b

                              Updated for Cosmoteer 0.15.11_rc2.

                                Kroom changed the title to Kroom's Forge (0.15.11).

                                  Docking pads no longer work for me in the latest version of Cosmoteer.

                                  what is the problem? Can't dock ships or teleport stuff?