This Mod takes a new approach at a more flexible shielding System that uses 2 main categories of parts:
- Shield Generator
- Shield Conductor
The Generator is responsible for creating the force field that absorbs the Damage. It can can do so in one of two ways:
- Internal Shield Mode
- External Shield Mode
Using the internal Shield mode will create a fixed radius bubble around the Generator at ist Center. The external Shield mode passes the Energy on to Shield conductor parts within the Generators range. A Special armor plating variant will guide the force field to smoothly adapt to the custom shape of your ship while still providing the same protection as regular armor even if the Generator has been disabled.
Using multiple Generators will increase the effectiveness of all Shield conductor within range.
This Mod is intended for lategame vanilla use since the parts might be slightly overpowered for early game. There might aswell be balance issues in use together with other mods.
The parts of this Mod were implemented during the development of a larger "Stargate Atlantis"(SGA) Mod.
The parts contained in this Mod are already part of the SGA Mod. installing both Mods might cause a crash.
Check out the Development of my SGA Mod here:
https://forum.cosmoteer.net/d/10774-stargate-atlantis-sga-mod
!! Please note before clicking on the links:
- For the historical versions, directly clicking the links doesnt work, the Forum page Shows a "Page not found" error. This can be solved by copying the link and directly pasting it into a new browser tab.
- The latest Version is displayed in a GoogleDrive document box, which should Show a link Icon in the top right corner when you hover your mouse Cursor over it. Clicking this should open a new browser tab with the download menu.
!! Please note before reporting bugs:
- Please don't post the entire error message, since relevant Information is (usually) contained within the first 5 to 10 lines.
- If i Need the rest of the error message for further Investigation, i will notify you with a Reply.
This is the first full release(1.6.0) of this mod, which is considered "complete". However Updates for new game versions and aditional stuff will still be added along the way...
!! Known Bugs (not yet fixed):
- unpredictable crashes at explosiveDamage (missiles, etc.) using shieldArmor
| at Cosmoteer.Ships.Parts.Defenses.ArcShield.OnHit(Vector2D bulletLoc, Int32 damage)
| at Cosmoteer.Simulation.HitEffects.ExplosiveDamageEffectRules.Proxy.OnHit(…)
This bug is in the game's code and causes a crash when the part the shield originates from is destroyed at the same time as the shield gets hit. Explosive damage (missiles, flak, reactors, ...) are usually the cause. The game tries to reference an object that does not exist anymore when it tries to play the hit effect. the same effect was observed with vanilla shield generators (reduced shield radius). <Thanks to @StealthDrifter for helping me figure this one out>
latest Version downloads: ModVersion / [compatibleGameVersions]
1.6.3 / [0.15.17a - 0.15.17b]
historical versions: ModVersion / [compatibleGameVersions]
1.6.0 / [0.15.5 - 0.15.6]
https://drive.google.com/open?id=1KPyG8gDTXwKbOEBRxgKC57KEH5WyV4PH
1.6.1 / [0.15.6 - 0.15.7]
https://drive.google.com/open?id=175dB--XSthmMaOk9Pt_fEVG02aytvCRd
1.6.2 / [0.15.7 - 0.15.8]
https://drive.google.com/open?id=18Dso0fMoGh_LJ267xtAWXs5Vn2jpj_bL
contact me:
tsamsiyu.yt@gmail.com
(please excuse the autocorrect on my pc or my bad english)