Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Modular Laser Beam v2.27a
   
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Tags: Mods
File Size
Posted
Updated
18.236 MB
16 Dec, 2022 @ 7:25am
3 Mar, 2023 @ 4:24pm
20 Change Notes ( view )

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Modular Laser Beam v2.27a

In 1 collection by swefpifh
[Cosmoteer] My others mods
15 items
Description
Compatibility : Cosmoteer v0.21.00+

[discord.gg]


This mod is intended for personal use but open to the community. The purpose of this mod is to add new weapons modules with a laser beam system.

SWEFHEIM Technologies is proud to present its latest laser beam based weapon design :

SHT Heimdall-S
SHT Heimdall-M
SHT Heimdall-L
SHT Heimdall-XL

These turrets inflict average damage to your target's armor and remain very effective against energy shields. The overheating generated by the laser beams will allow for increased localization of damage to minimize the loss of resources once the target is down.

The technology is very similar to that of mining lasers. But it is optimized for combat. Therefore, you won't be able to mine automatically, you will have to do it manually. It should also be noted that the "Heimdall" laser will be less efficient than a laser really dedicated to mining.

But beware, this technology has a price. It requires a lot of energy.

⚠️ SWEFHEIM Technologies is a personnal fictional manufacturer. I use it in all the mods I make involving new technology.


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Mod Pack Permissions : Anyone can use this mod in their mod compilation without the author's consent, but the author must be named for his work.Mod Assets Permissions : You must get the author's consent before altering/redistributing any assets included in this mod.








Popular Discussions View All (1)
1
10 Jan, 2024 @ 11:14am
PINNED: Report a problem
swefpifh
38 Comments
swefpifh  [author] 6 Oct, 2024 @ 1:02pm 
I'm sorry, but I'm not modelling for Cosmoteer at the moment. I'll update, but I can't give a date at all...
trekkie1701c 22 Jun, 2024 @ 9:35pm 
So for the people (like me) that don't want this to just insta-destroy shields - if you go to steamapps/workshop/content/799600/2902503029 in wherever your steam install is, or otherwise open the mod folder from Cosmoteer, you'll find a "stats.rules" file. This has the basic functions of each size of laser.

For each size of laser there's a line called "TreatShieldAsPart" (and a second XL line in the XL sized laser). This is set to true by default. Change it to false.

You can also change the firing arc and damage done in this file.

Hopefully this helps anyone that was otherwise waiting on the mod author to update it or provide another option.
Medium Bot 9 Jun, 2024 @ 12:49am 
(especially considering this singular aspect of your weapon causes it to be further overpowered when considering how it plays with other mods like oversized shields, power cables (+shield delay) odin shield and many more which are completely countered when facing your weapon causing armor spam to be the only solution late game.

Everything else about this thing is Awesome, the damage is great for its size, the size of the module and amount of people needed to run it is awesome, even the firing arc is just perfect for a weapon like this. Your mod is seriously good and feels just (insert patcha perfect meme here) perfect except for that one thing

As always, keep being awesome man :) your mods adds something which is sorely missing from cosmoteer and are massively appreciated. Hope this reaches you well
Medium Bot 9 Jun, 2024 @ 12:49am 
Hey love the mod concept, just a quick thing the shield busting capabilities is a bit insane, if you have an array of these things even super defensive blocks of shields just crumble to them, Ide suggest to fix the busted shield busting by simply increasing damage to shields similar to the ion beam (maybe 2x - 3x), that way it can work along side vanilla weapons rather than completely tromping them. as others have said the current state of things if this weapon is on another ship, its better to just turn all shields off and try and out dps the other ship. really awesome concept though I love the idea of a laser which EMPs a shield but having it handled as a direct EMP weapon (like the shield busting EMP rockets) or handled like an ion weapon (increased damage to shields) are probably the way to go for balance purposes
AstriaTheFox 31 Mar, 2024 @ 10:04am 
All good just figured I'd mention it. I did also look it up and found a possible fix if you do ever feel like bothering with it as it effects both this and your thrusters.

"The warning just means that some components of the vector are being ignored as it is converted to another type with less components(for example V4 to V3). In a script, instead of writing

float3 a = float3(1, 2, 3);
float2 b = a;

(which will give your a warning) you can simply write

float3 a = float3(1, 2, 3);
float2 b = a.xy;

The behavior is the same, but the warning is gone."
swefpifh  [author] 30 Mar, 2024 @ 6:24am 
At the moment, I really don't have the time to fix the problems with the mods on Cosmoteer. I'm sorry for the inconvenience.
AstriaTheFox 30 Mar, 2024 @ 5:03am 
This has a shader problem(It's doing this with all the colors):

06:25:07 | Output compiling shader 'C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\2902503029\laser_beam_deck_small\red\laser_beam\laser_beam.shader' (vert):
06:25:07 | ./Data/common_effects/base_beam.shader(82,30-213): warning X3206: 'calculateWorldVertexLoc': implicit truncation of vector type
06:25:07 | ./Data/common_effects/base_beam.shader(92,24-82): warning X3206: implicit truncation of vector type

06:25:07 | Output compiling shader 'C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\2902503029\laser_beam_deck_small\red\laser_beam\laser_beam.shader' (pix):
06:25:07 | ./Data/common_effects/base_beam.shader(82,30-213): warning X3206: 'calculateWorldVertexLoc': implicit truncation of vector type
06:25:07 | ./Data/common_effects/base_beam.shader(92,24-82): warning X3206: implicit truncation of vector type
Sirpantsless 27 Dec, 2023 @ 10:54am 
The turret wont track while shooting, if the target moves
SpartanB145 13 Oct, 2023 @ 5:51pm 
Figure I'd ask here, but with your turret mods you have is there a way to allow them to fire over one another/through? I managed to build a design that is meant to be using the bulk of it's weapons forwards, but as soon as the enemy ship gets where it needs to be most turrets fire in to one another. Be it the laser beams, or other energy weapon turrets you have.

In other words the projectiles collide with other deck turrets.

If there was a separate mod to enable firing through turrets I'd be grateful, or if you could relay instructions on how to do that!
Mexican 30 Aug, 2023 @ 10:55pm 
Or can you make a option to change the firing ark on the laser like you did with the colors?