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And seems to be ballanced, too.
Even the ranges are the same as in StarSector and seem to fit into SE pretty well.
Awesome!
Anyone got this mod on a DS, i've got this on a server but none of the weapons do any damage at all. let me know if you've had this issue and fixed it, these weapons look cool but would really like them to work.
1.1.25:
- Added descriptions and stats to all weapons, viewable when you are selecting the block from the block menu.
- Dual Hammer Torpedo rack reload time set to 5 mins, now fires a pair of torpedos with one second delay between them before reloading.
This is to prevent torpedo spam using inventory sizes greater than 1x
- Hammer Barrage Reload time nerfed to 30 seconds.
- Lowered energy requirements for Pulse laser (60.8MW) and IR pulse laser (30.4MW) continuous fire.
- Phase lance time before heat dissipation increased to 6 seconds.
- nerfed light autocannon shell from 900 damage to 700
- buffed reload time on heavy autocannon from 1 second to 0.8 seconds
1.1.18:
- New muzzle flash replaces the old explosion flash, now you can actually see what you are shooting at!
- Glowing white tactical laser texture fixed
Interesting idea, it would be nice to do, but my current priority is producing new weapons when i can rather than a load of new useful mounts for the current ones haha
Also, hopefully those camera issues are fixed! Thanks again!
Tiny bug fix:
Camera position should be fixed on the IR pulse laser, Pulse laser, Tactical laser and Phase Lance
I probably ought to mention that the green laser also has view problems, not as extreme but the barrel does get in the way a little bit.
And if I may make a request, could we have broadside-mounted lasers? I'm picturing a 120-160° spherical cap mounted on the hull, with 60-80° movement up, down, left, and right.
I ask because the majority of the large laser's firing arc is blocked by whatever it's mounted on, unless you put it on a tower or along the spine of the ship. If you don't want to, that's alright. I'm just putting the idea out there as something to think about.
Who knows, if I ever stop procrastinating and learn to code, I might be able to do it myself!
Big update guys!
See the patch notes for more information but here is the basics:
- Four new energy weapons! both starwars style pulse lasers and also continuous beam lasers! Just like the PD laser already in the mod these dont require anything but energy to fire.
- Weapon types will now do different damage to Darkstars Defense Shields! Weapons with a grey bullet icon will do 4x MORE damage to shields than to armour blocks (weapons like the heavy autocannon and MK ix), weapons with a red explosion icon will do 4x LESS damage to shields, but make up for it by being more powerful to other blocks (weapons like the light assault gun and hammer torpedos). Energy weapons with the blue laser bolt icon, and the vulcan cannon both do the same damage to shields as armour.
New weapon!
Hammer Barrage, a 5x5 large block only hammer torpedo launcher that has conveyor access and can hold up to 20 hammer torpedos internally. Every five seconds it fires a burst of four hammer torpedos in a slight spread, this makes it potentially the most powerful weapon in terms of HE DPS that will come out for this mod.
Using recoil as an experiment to animate the reloading of the torpedos, hopefully in the future will replace with somthing more advanced.
See patch notes for more information about whats comming next!
Tweeks and bugfixes:
- Fixed all the block pair and block variants for the turrets and guns, should auto switch between large and small ship versions and so on properly now EXCEPT for the heavy autocannon, assault chaingun and heavy machinegun small ship hardpoint mounts, these are seperate icons in the block menu.
Why? Frankly idk, i think its a dumb keen thing this time instead of me.
- Turned off autorotation for all the turrets, hopefully this is not a problem for people heh
As for the lasers, i already have some beam weapon code i have permission to use, Cythons, its being used for the PD laser currently, but the next large group of weapons im going to make will be mostly laser/pulse weapons and some unguided missiles like the hammer i have already included. So there will be a good representation of all the weapon types asside from guided missiles.
Gonna start numbering these cause why not
Patch 1.08:
Added in a new weapon! :
A twin rack of Hammer torpedos, very powerful, but this version does not have any conveyor access, must be reloaded by hand. An auto loading version will come along soonish.
Tweeks and bug fixes:
- Lowered sound volume across the board, going to do some more work on the sfx for the next patch.
- Changed up the damage and explosion radius formula i was using to convert the stats from Starsector into SE. all the weapons are nerfed rather a lot.
Keep in mind that the KE weapons (weapons with grey bullet in the lower right corner of their build menu icon) do much worse than HE weapons (red explosion icon instead) against armour blocks and components. This will be adressed when i work in a shield system into the mod, the idea being that while HE weapons are powerful against the hull of a ship, KE weapons are very strong at taking down shields.