NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

49 ratings
320mm gun batteries
   
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5.172 MB
2 Jul, 2022 @ 12:58am
31 Aug, 2024 @ 10:30am
25 Change Notes ( view )

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320mm gun batteries

Description
A series of gun batteries, inspired by the Mk66 and Mk68, but using 320mm shells.

Node on faction compatibility: This mod modifies the shared equipment lists of other factions to allow RPF rounds for other factions that support RPF explicitly (e.g. Prism). In order to do so, you need to make sure this mod is loaded *after* other faction mods.

Contains 5 weapon mounts and 3 ammo types:
  • Mk65-A, a Class 3 gun with a single 320mm gun barrel
  • Mk65-B, a Class 4 gun battery with 2x 320mm gun barrels
  • Mk65-C, a Class 4 gun battery with 3x 320mm gun barrels
  • Mk65-D, a Class 5 gun battery with 4x 320mm gun barrels
  • Mk65-S, a spinal mount with 6x 320mm gun barrels
  • 320mm AP Shell
  • 320mm HE Shell
  • 320mm HE-RPF Shell
Thanks to Tartiflette's hull shaders and modding guide, to Baboli for balancing feedback (again at version 0.15!), and to help from the mod-development discord channel.

Current version: 0.16.5

Change Log
- 0.16.5: Increase game version, restore Mk65-S size to depth 10 instead of 12
- 0.16.4: Increase DT and health on mounts
- 0.16.3: Update asset bundle to LZ4 compression -- larger file but faster load
- 0.16.2: Reduce size of Mk65-S from 4x12x4 to 4x10x4. This should have no impact unless you are using a mod to remove faction restrictions, in which case it would allow it to be mounted on a OSP monitor.
- 0.16.1: Increase on target angle of Mk65-S from 0.5 degrees to 2.5 degrees
- 0.16: Update status for 320mm HE-RPF in line with progression from 120mm, 250mm.
- 0.15.2: Update game version to 0.3.1
- 0.15: Increase reload time of Mk65-A to 15s, of Mk65-C, Mkk65-D and Mk65-S to 20s, and time between firings for Mk65-S to 1/3 s.
- 0.14.1: Enable access to HE-RPF shells for all factions with explicit access to stock HE-RPF shells
- 0.14: Fix bug with audio source on turret turnings, add Stock/Alliance faction keys to turrets and HE-RPF shells
- 0.13: Tag mod as compatible with game version 0.3.0
- 0.12: Reduce armor penetration of 320mm HE-RPF from 30cm to 25cm
- 0.11: Update cost category breakdown to 'Weapons'
- 0.10: Reduced max range of 320mm shells from 11.25km to 10km
- 0.9.1: Minor graphical update to keep intended munition VFX display size
- 0.9: Added the Mk65-S as a spinal weapon
- 0.8: Added the Mk65-A as a class 3 weapon
- 0.7.1: Update weapons to have dual role (offensive + defensive)
- 0.7: Increased HE penetration from 50 to 53, and added 320mm HE-RPF shells
- 0.6: Removed faction keys, updated critical event chance on 320mm HE shells
- 0.5: Updated to work with newest version of game, updated stats to remain in between 250mm and 450mm after main game updates to 450mm
- 0.4: Using code to copy visual effects, audio sources from stock
- 0.3: Updated volume occupied by shell from 0.10666 to 0.3
- 0.2: Added mod image
- 0.1: Initial version
37 Comments
Lenfield 18 Jan @ 4:58pm 
Fantastic mod! Btw while the mod still works from what I can tell with the current patch it would be great if it could be updated for the current update :)
CaptainTakuya 31 May, 2024 @ 4:46am 
Is the value "penetration depth: 40 m" for the AP rounds intentional? because the 120s, 250s and 450s AP rounds dont have this.
Cyprian#0130 22 Aug, 2023 @ 7:53am 
Great mod!
Jungfaha 22 Jul, 2023 @ 4:23am 
this still work?
someusername6  [author] 27 Apr, 2023 @ 12:37pm 
@RZU147 indeed, proximity shell properties don't seem to be in line with current values for 120mm and 250mm HE-RPF. Will push an update, thank you.
RZU147 27 Apr, 2023 @ 11:00am 
There seems to be something wrong with the RFHE Shells, i just shoot 200 at a shuttle, they explode, but no damage at all.

It did do SOME when i shoot at a Lineship, could it be that there is something not right with the fuze distance? (If thats even a thing) where the shells go off to soon?
someusername6  [author] 5 Mar, 2023 @ 5:51pm 
@Guardian audio for turret turning should be fixed now
someusername6  [author] 5 Mar, 2023 @ 5:25pm 
@Guardian currently working on fixing sounds for turret turning
Guardian 5 Mar, 2023 @ 3:58pm 
Whenever I use them the noise for the turrets turning seems to be map wide, causing a very loud and grating whirring noise whenever the turrets are used.
someusername6  [author] 26 Feb, 2023 @ 9:07am 
@Aquilar yes, these will be renamed (and I will add a bit of lore about conflicting naming conventions)