Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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[DIGI] Modular Missiles
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Tags: Mods
File Size
Posted
Updated
3.736 MB
8 Nov, 2022 @ 11:06am
9 Jul, 2024 @ 10:33am
34 Change Notes ( view )

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[DIGI] Modular Missiles

In 1 collection by syy1125
Digits Mods
5 items
Description
Description
Adds a modular missile system, allowing players to build more powerful missile systems. Inspired by From The Depths missile system.

Please see pinned discussion for feedback and bug reports

Features

Modular Missile System - An alternative to the vanilla missile launcher, the modular missile system in its base state is identical to its vanilla counterpart. But the player can add segments to the launcher to make their missiles longer and stronger.
Available segments are:
  • Payload - Increases damage, slightly decreases acceleration, turn rate, and range.
  • Engine - Increases acceleration
  • Maneuvering - Increases turn rate
  • Fuel Tank - Increases range
Player can also choose the launcher type to determine how the missile navigates toward its target when launched.
Available launchers are:
  • Missile - Similar to vanilla HE and EMP missiles.
  • Torpedo - Similar to vanilla Nuke missiles.
The mod also adds a few new types of missiles.
Available new missile types are:
  • HEAT Missiles - Spawn fragments behind several meters of armor to directly impact internals.
  • Frag Missiles - Spawns damaging fragments on impact.
  • Electroshock Missiles - Creates a lingering field that lasts for several seconds, continuously draining energy from everything inside the field.

Modular Mine System - Base on the vanilla mine launcher, the modular mine launcher allows players to augment their mines with addons.
Available addons are:
  • Payload - Increases damage of shrapnels
  • Shrapnel count - Increases number of shrapnels spawned when mine detonates
  • Regulator - Increases amount of time the mine stays on the field
  • Health - Increases durability of the mine
  • IFF - Has special effects relating to friendly fire. See ingame tooltip for details.

Future Plans
  • EMP Missiles Implemented in 1.1.0
  • Mines Implemented in 1.2.0
  • Nukes Implemented in 1.3.0
  • HEAT Missiles Implemented in 1.4.0
  • Torpedoes (one-turn) Implemented in 1.5.0
  • Frag Missiles Implemented in 1.6.0
  • Other forms of launchers, like unguided missiles
  • Other forms of missiles (Cluster, kinetic, etc)

Compatibility
Modular Missiles + Magnetic Mines compatibility patch.
Modular Missiles + Extended Tech Tree Mod (WIP) crossover mod that allows modular missiles to use advanced missiles from ETTM.

Credits
Improved part icons and blueprint sprites by RustyDios

Misc
My other mods: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2920552567
Modular Missiles Unified Parts Fork: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2928466858
Popular Discussions View All (2)
28
17 Jun @ 8:48pm
PINNED: Bugs & Known Issues
syy1125
17
29 May, 2023 @ 10:34am
PINNED: General Feedback
syy1125
152 Comments
syy1125  [author] 12 May @ 10:08am 
Surprised nothing broke in this mod from the new Cosmoteer update.
An update to properly match the new behavior of vanilla missiles will be a bit late, as I'm taking this opportunity to also clean up some internals.
syy1125  [author] 11 May @ 11:17am 
I'll play around with some ideas on adjusting the range of the Heat stream. Likely won't be a module, because I can't think of what it should do for other missile types. A setting on the launcher, perhaps.
Clockwork 6 May @ 10:16pm 
Any way there can be a module that increases the range of the Heat Stream?
Auka Galactic 17 Mar @ 11:39pm 
Thank you very much :)
syy1125  [author] 17 Mar @ 11:37pm 
Sure, go for it.
Auka Galactic 17 Mar @ 8:09pm 
Hello. May I credit this while using this in my ship designs?
Hulk 15 Mar @ 2:16am 
well i found the culprit, it was my incompetence. i had an incompatible mod still actived, that caused the issue. mod works now ignore my previous post.

the mod that was causing this was Better Stats
Hulk 15 Mar @ 1:52am 
hiho any clue what could be the cause of this error im getting with this mod?

Unable to find node at path "<./Data/shots/missile_nuke/missile_nuke_stage2.rules>/Components/BoostAcceleration/Acceleration/0".
syy1125  [author] 27 Jan @ 10:51am 
If you want to play with CRAM cannons, Jani's shipyard beta branch has it. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2981499760
A single communist 26 Jan @ 5:08pm 
CRAM mod when?