NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

PRISM Aerospace International
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Update: 30 May @ 2:20pm

0.7.03

HOTFIX: Added missing strikecraft ammo that were gone along SDMs (script is buggy)

Update: 30 May @ 1:36pm

0.7.02

- Manually blacklisted SDMs that were automatically added by the game
> The point is to use the other tools at your disposal to deal with strikecrafs: 250mm Ocelots, 120mm sandshots, 350mm CTF bombs, Sculions.
> If those tools need a buff, I'm all ears! (I suspect bombs could use a bump)
- Hui-class carrier internal hangar capacity increased to 36 spaces total (was 30)

Update: 29 May @ 11:56am

0.7.01

HOTFIX: Modified landing pattern to prevent spinning loops

Update: 29 May @ 3:27am

0.7.00

Added Dedekind-class medium torchship carrier conversion
Added Hui-class heavy torchship battle-carrier
> Both are using ANS strikecrafts as placeholders
> YES there is some clipping, no it won't be an issue once custom crafts get added
> Descriptions are not done
> I'm open to suggestions for hull buffs

Update: 22 May @ 10:25pm

0.6.93

Added tips for new PRISM players

COLDFIXES:
- Missiles updated to the new signature script
- Ships' AI hints fixed for better usage of their angled armor

Update: 11 Feb @ 11:42pm

0.6.92

HOTFIX: Zoetrope range reduced to 10km (was 100km)

Update: 6 Feb @ 12:22am

0.6.91

Missiles:
- Adjusted wall thickness to new units

Ships:
- Added AI hints for priority attack/defense angles
> prepare for top-down bomber strikes

Spinet/Muselar rocket launchers:
- fixed them not able to fire rockets
> kept them able to fire missiles because why not

Update: 5 Feb @ 1:08am

0.6.90

COMPATIBILITY Update

Zoetrope Dazzler:
- Range increased to 10km (was 6)
- Cone reduced to 15deg (was 20)
> Maybe that way it will be useful against scouts with optical lock?

Update: 16 Nov, 2024 @ 9:05am

0.6.56

SGM 2 S Dart:
- Engine tuning toward speed cost up to 1.5 additional points
- Engine tuning toward maneuverability cost up to 0.5 additional point
- Radar signature increased to match vanilla S2 (was -15% from the side, -33% from the front)
- Body space reduced to 10 units (was 11)
> One thing left on the table for now is to raise the programming time to 8s to match the vanilla S2.
> I'll wait to see if that is necessary after these significant changes have been tested.
> The engine cost changes do not apply to the S1A scullion with S2S engine
- UHTSH ammo: flight speed increased to 650m/s (was 500)
> More reliable armor stripping will also make the existing mid range 250mm ammo more effective against ANS
- Medium DC Storage: stats increased to 250hp/20dt (was 250/15)
> Large DC locker is 200/15, Large DC Storage is 300/30 so this should be a fitting middle-ground
- Removed Small Energy Regulator from the available modules
> Effectively lowers railgun builds RPM by about 25%, I will keep an eye out if further changes are needed.
- Spinet rocket launcher: new taller model with significant elevation range.
> This help alleviate more cases of the weapon not firing,
> The issue stem from a vanilla bug preventing ships from rolling to unmask turreted launchers
- Euler-class light torchship: removed +1 missile programing channel hull bonus

Update: 4 Nov, 2024 @ 2:33pm

0.6.55

- SGT3 EP Specter: Turn rate almost tripled
- OD20.S2 Spinet: Added 5 degrees of elevation motion and loose aim requirements
> This somewhat alleviate the issue of spinets not firing when seemingly being on target
- OD14.350 Arquebus: Dramatically improved the base muzzle accuracy
> The low accuracy was fine with the original proxy ammo, but the Plasma-like UHTSH shells were barely usable