From The Depths

From The Depths

208 ratings
Missile gauge, stronger missiles 2.16 [OBSOLETE]
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
26.912 MB
17 Oct, 2017 @ 8:37pm
10 Jul, 2018 @ 12:19pm
18 Change Notes ( view )

Subscribe to download
Missile gauge, stronger missiles 2.16 [OBSOLETE]

Description
Expanded and balanced gruntmaster1's awesome Missile expansion mod[www.fromthedepthsgame.com].
Also props to Gladyon for the ProtecTech Industries's plugins tools (this mod needs it).
Test ship is the Blast Tyrant.

This mod already contains an improved version of missile hatches!
Remove that before using gauged missiles.

Manual install, in case you have trouble getting it to work:


Features:
Missile gauge
  • Small/medium/large missiles
  • Small: each 1x1 launcher has 4 missiles, each gantry holds 4x4 missile modules.
  • Medium: each 1x1 launcher has 1 missile, gantries have 2 modules
  • Large: each 2x2 launcher has 1 missile, gantries hold 1 module
  • Scaling is set up so you can get 8 small modules for 1 medium(same time, materials and ammo), 8 medium ones for 1 large.
    M has 10x the stats of an S, L has 10x the stats of an M. This means for shorter missiles smaller gauges are better(less overhead for guidance and the like),
    on longer ones going up a gauge increases efficiency.
  • Missiles expire after 10/20/40 seconds (20/40/80 without a shortrange or variable thruster)
  • Adjacent missile modules of the same type are merged to make them nicer. Fuel tank mesh is replaced with body.

Much more expensive missiles
  • Launchpad costs up from 40 to 300 (1200 for the large one). Gantry costs up from 10 to 100(400 for large). Launchpads that also contain a gantry cost 400.
  • Lua transceiver cost up from 60 to 1000(yep, you can get another 1-2 S/M launchers if you skip lua).
  • Ammo use increased: S is 25 for each m of length, M 100, L 400. Sustained ammo consumption is much higher, depends on gantry length(~15-40/second for most missiles, from ~6).
  • Lua receiver modules cost 4x as much ammo
  • Launchpads got really compact but you'll need a lot of ammo crates to be able to reload.

Much stronger missiles
  • All warheads have linear scaling
  • S heads do 500 HE/EMP damage, M 5000, L 50000
  • Frag warheads toned down a bit relative to HE/EMP (~20-30% weaker than before). Each warhead holds 60 frags, S is 5 AP/240 damage, M 10/1200, L 20/6000 (all values at 360° and now that's the default).
  • Now all missiles do minor speed based thump damage even without a thumper head. Body modules count as warheads, they increase that impact damage. Thumper head counts as 2 bodies for damage purposes.
    At 200-250 m/s bodies do a bit less than half the damage of other warheads, to compensate for their HP boost and smaller drag.
  • Reload times: 10 * SQRT(LENGTH_IN_METER) seconds.
    This means ~14-20 seconds for short missiles, 20-30 for medium length and large ones take 25-45 sec to reload.

Much more durable missiles
  • Module hitpoint system: S modules have a base HP of 25, M 250, L 2500
  • Warheads, lua receivers and shortrange/variable thrusters only have 20% the base HP
  • Fuel tanks have 50% the base hp
  • Thumper heads and body modules give double HP
  • Reenabled HE warheads killing missiles instead of pushing them, radius rescaled to DAMAGE^0.3
    That's roughly ~6-15m for S, 13-25 for M, 25-45 for L
  • Safety fuse prevents warheads from going off if the missile is shot down

Interceptor changes
  • Each interceptor holds 2/4 charges(S/M, there's no L interceptor head). On hetting close to the main target they release all at once, doing damage to 1/3 additional random enemy missiles within their radius.
  • Damage is 1500/15000 max in a 40/80 max radius. Damage decrease is linear as you get further from the center.
  • Interceptors coordinate, they'll split up between targets and assign enough damage to each one to ensure a kill.
  • They try to target larger missiles if possible.
  • The reason for change is that old mechanic was worst against LAMS's worst case, swarms.
    With new interceptors in the picture it's a balancing act: too little stagger and a fraction of the cost in interceptors murders everything, too much and LAMS gets them.

Flak
  • Flak damage up, from 20% of explosive damage to 60%
  • Flak radius down to 70% of the previous value

Thrust/agility changes
  • you can only have 1 thruster/prop, in the back of the missile
  • fuel tank capacity doubled
  • max thrust output reduced to 300/3000/30000 (this further discourages silliness like 30m S pencils)
  • the above 2 changes improve overall missile speed/range, +cut back the max so phasing through armor is less of a problem
  • shortrange thrusters can only work for 2.5-5 seconds, but have double the max thrust output of variable
  • torpedo props have the same max output as variable, with only 40% fuel usage
  • turnrate from fins reduced(roughly half, +see below)
  • turnrate is now also reduced by SQRT(MISSILE_LENGTH_IN_METERS). Larger missiles will be inherently clumsier
  • missiles turn faster at lower speeds(only at 30% base at 400m/s)

Detection
  • Torpedo props are now picked up by passive sonar
  • Air detection is based on SQRT(thrust), ~150-500 for small missiles, 450-1550 for M, 1000+ for L

Countermeasures
  • Stacked warheads will make all sizes of missiles fragile, the other extreme is accepting a heavily reduced damage output with only bodies to break through defenses.
  • S missiles usually have ~100-600 HP, combined with their small detection range continuous LAMS and flak works best.
  • M missiles are in the 1000-5000 range, flak murders the low end, 4Q low-med, for high you need a BIGASS 4Q or preferably interceptors.
  • L missiles are in the 10Ks. With another 25% step up in total HP/cost over M you really want some interceptors against the more durable ones, LAMS won't cut it.

Dumbfire/ejector changes
  • you can set a projectile speed in missile controller, it'll aim as if it was a cannon
  • short/variable thrusters give 25/50/100 m/s ejection speed (S/M/L)
  • each ejector addon gives 12.75/25/50 m/s ejection speed

Hatches, gantry durability
  • Changed up gruntmaster1's hatch mod so waiting for hatches doesn't reduce firerate and you can also follow the missile with caps lock
  • Gantries and launchpads have 15 armor and 300 HP/volume, metal weight
  • Light gantries have 50% the HP/25% the weight of normal ones
  • Hatches have 500 HP/volume and 40 armor, the same cost as launchers and half HA weight.
  • The large 4x4 hatch has 40 armor and half HA weight with 16000 HP, only costs 800 since it doesn't give any modules.

Misc changes
  • Relative firepower reading in the customizer: the launcher will do damage of this many small warheads/second
  • expected velocity at 0m and 300m altitude
  • expected turnrate at 0m and 300m altitude, at max velocity

Related:
  • Mostly fixed the EMP pathing bug[www.fromthedepthsgame.com] in HA beams.
    EMP is still useless but at least the bigass 200K charges will do more than 20% their rated damage.
Popular Discussions View All (6)
65
3 Sep, 2018 @ 7:52pm
PINNED: Having trouble?
Draba
7
1 Jan, 2018 @ 11:05am
Help! How to unistall mod!?
Argon
4
28 May, 2019 @ 9:43am
Too strong missiles???
jah1985
409 Comments
< blank > 2 Jul @ 2:16am 
shadowcat89 "C:\Users\*user name*\Documents\From The Depths\Mods"
shadowcat89 28 Apr, 2024 @ 4:29am 
how to uninstall?
Imhotep 25 Jul, 2022 @ 12:10am 
that's insane
SerbiaOfficial 24 Jul, 2022 @ 1:40pm 
@soviet goose draba is a dev
Goose 31 Mar, 2022 @ 3:19pm 
seeing mods make it into the game makes me happy but also sad, just the fact that the person who made these epic mods which makes it into the main game, they get no attention to those who got the game after the mod was implemented into the game.
charlesryan9 17 Nov, 2018 @ 7:17pm 
great job mate!
TangerineSpaceRaptor 31 Oct, 2018 @ 4:52pm 
Congrats on your mod being added to the base game!
Jaden.H 9 Oct, 2018 @ 2:14pm 
Thanks a bunch Mate. Also, Well done, both on getting your mod into the main game, and also for making such a wonderfully functioning and greatly fun mod in the first place.
Draba  [author] 9 Oct, 2018 @ 10:55am 
It's in devtest now, a beta branch with the password "onlymeonlyme"
Admiral Siloy 9 Oct, 2018 @ 10:43am 
i just want to use it now