Avorion

Avorion

Cruise Missile Launcher (2.0)
55 Comments
SpectreWolfie 29 Dec, 2024 @ 3:40pm 
should make the projectile targetable by PD kinda like torpedo's since thinking it's like a cruise missile it'd be bigger than a normal missile/rocket from a rocket/missile turret
Drazhill  [author] 28 Jul, 2022 @ 6:15pm 
I've experienced that too, though not since before 2.0. Granted I don't play much anymore.

And it is really just a modded missile launcher. Different values and such.

Also, a rocket launcher of 5 slots and above have a chance to be coaxial, it's not a seperate entry in the code.
Drazhill  [author] 10 Apr, 2022 @ 8:48am 
Mod has been updated for 2.0... I think *fingers crossed*
Beast 17 Oct, 2021 @ 11:01pm 
Man, im gonna really miss that mods for more weapons, for me avorion have too low amount of weapons, so me and my friends loves your mods, we are sad thats we cant use it anymore, but we understand, maybe in future. Still thanks for all your awesome and beatiful work.
Drazhill  [author] 2 Oct, 2021 @ 12:40pm 
Well, if I ever get really into Avorion again, I'll definitely try and get either this or a similar mod up and working again. But I'm not particular good at coding and the recent changes have made it really hard for me to figure out how to get everything to work as I want it to...
But as I said, for now I've given up.
Raxos149 2 Oct, 2021 @ 11:46am 
Oh poo... this got me through a lotta hard times. I will miss it. Thank you for your work.

Will you develop any more like it?
Drazhill  [author] 2 Oct, 2021 @ 2:32am 
I'm afraid I can't get the mod to reliably work with 2.0, so I've given up on updating it. Sorry.
Raxos149 1 Oct, 2021 @ 5:02pm 
Could you update the mod version?
Meesmaalt 11 Sep, 2021 @ 1:13pm 
I am however also using Elongatet turret factory mod, perhaps it could have something to do
Meesmaalt 11 Sep, 2021 @ 1:12pm 
Latest Stable branch issue:
Having this mod breaks turret factories. https://imgur.com/a/Xa8lDWp
Drazhill  [author] 8 Sep, 2021 @ 5:28pm 
I'm hoping to be able to get all my mods updated come weekend.
Vanover_Lord 8 Sep, 2021 @ 12:05pm 
Please update this for 2.0
> Borland 25 May, 2021 @ 10:30am 
Pirate frigates sometimes appear in groups, each of which can be armed with these missiles, so that they can only be identified after the launches, but the launches can be in bursts of 2-6 missiles, so the chances are low.

I understand the difficulties in fixing it, but unfortunately, it becomes unplayable for small alliance ships under the control of AI in these regions.

Anyway, cool mod, thank you for your work.
Drazhill  [author] 25 May, 2021 @ 10:20am 
The bypassing of shields is a bug, dunno how to fix that.
As for maneuverability, don't know if I can reduce that, other than reducing the speed of the missiles.
I also know pirates using these launchers can be a pain to deal with. Ideally I'd like to be able to set a cap on how many cruise missile launchers a pirate can be equipped with, however I have no idea how to implement such a thing... Don't want to outright remove the ability for enemies to use them, so for now I kinda see it as a priority enemy to deal with if they show up using these launchers.
> Borland 25 May, 2021 @ 5:18am 
For such damage and the lack of the ability to evade them in general, given the fact that from time to time the missiles hit bypassing the shields - it would be good to reduce the maneuverability of the missiles.

And also when I reached the barrier, I encountered widespread pirate frigates spamming these missiles in bursts, which becomes a big problem for any ships that are not equipped with something like this and do not have an impressive supply of shields + high speed.
Drazhill  [author] 18 Apr, 2021 @ 1:08pm 
I use the dev debug menu in creative.
Laserzwei has neat mod that makes it easier to bring out "Laserzwei's Admin Toolbox" or you can use the debug command "/run Entity():addScript("lib/entitydbg.lua")"

or you could just enable dev mode... either way makes it easier to test stuff out
Raxos149 18 Apr, 2021 @ 10:57am 
I haven't yet. Thank you for testing that out. I will likely start a new instance when the next update comes out and avoid the issue.

I will try an individual test sometime. Do you use creative mode to test or is there a dev function for it?
Drazhill  [author] 18 Apr, 2021 @ 8:42am 
So, did a quick test with the advanced turret factory mod, and only my weapon mods enabled. Findings are as follows:

1. CML seems to function, all CML's do damage. Ones created from the highest tier of the normal turret factory works. Ones created from all tiers from the Advanced turret factory also works.

2. Components required for manufactoring are randomly generated, as the advanced turret factory mod runs custom component requirements for it's turret tiers, thus meaning turrets modded in don't have a preset list of components. Dunno if this can affect turret properties when increased or decreased, as I may have altered the component list and properties in my mod, which might not be represented in the Advanced Turret Factory mod.

Though I know there have been instances with no damage dealt with one shot and then next shot deal damage as per normal.


TLDR:
I can't seem to replicate the issue.

Have you tried in a clean game with only the two mods installed?
Raxos149 18 Apr, 2021 @ 5:04am 
Generally yes, you have one of the most stable weapon mods out right now, but this one instance is failing me.

The exact mod is something like "advanced turret factory".
Drazhill  [author] 18 Apr, 2021 @ 2:07am 
Hmm... don't know that mod, I'll look into it later when I got some time.
Does the normally available ones do damage?
Raxos149 17 Apr, 2021 @ 6:58pm 
I built 12 legendary cruise missiles from the super turret factory mod. They are doing no dmg, is there a recommended way of changing this?

I really want stuff to work here. This is my favorite mod.
Drazhill  [author] 12 Feb, 2021 @ 2:03am 
Big-red-one, I don't have any issues with the mod.
Have you tried starting a new game with only the Cruise missile launcher mod enabled?
I also know that some mods, like SDK's overhaul mod makes load times much longer, so maybe try waiting longer? (don't know how long you've waited before)
Big-red-one 11 Feb, 2021 @ 10:56pm 
seemss to no longer work , wont make it past the loading screen
Drazhill  [author] 18 Jan, 2021 @ 1:57am 
baksy2k, I have no issues with normal launchers (guided or not) and my cruise missile launchers in my games, so my guess would be some sort of compatibility issue
baksy2k 17 Jan, 2021 @ 11:26pm 
Unfortunately, as it just replaces guided missile launchers instead of adding a new turret type to the game I had to remove it from the server (at least all standard missile launchers with guided mod disappeared and couldn't be spawned at all + turret factories showed no difference when I maxed targeting cards. It wasn't the only mod I used to overwrite turret behavior, so it may be the compatibility issue). It's a wonderful idea, but needs some adjustments and higher aoe to hit enemies in case it explodes a bit far from the enemy.
Drazhill  [author] 18 Nov, 2020 @ 1:22am 
well... I didn't have any luck replicating it either during my testing... I'll keep an eye out tho.
Riftmaster 17 Nov, 2020 @ 11:29pm 
Yet it's working fine today.
I have no idea why.

To be clear, today I'm not having any issues with coaxial cruise missile launchers mounted on the bottom of my ship.
It's the same ship, even.
Drazhill  [author] 17 Nov, 2020 @ 3:40am 
hmm... I'll see if I can figure anything out
Riftmaster 16 Nov, 2020 @ 9:17pm 
Nope, even that doesn't work some of the time.
Riftmaster 16 Nov, 2020 @ 9:16pm 
Was able to get the coax cruise missile launcher working again by removing it, leaving build mode, going back into build mode, attaching it again, and then leaving - but only to fire once, I may have to do this repeatedly to get it to fire.
Riftmaster 16 Nov, 2020 @ 8:54pm 
Have an odd bug I've encountered, where I mounted two coaxial versions of these cruise missile launchers on the bottom of a ship, and fired them once - they have refused to fire since.
Drazhill  [author] 24 Oct, 2020 @ 10:39pm 
No, they do not. It's still a work in progress, tho I haven't touched it in a while :/
Mufloni 24 Oct, 2020 @ 1:33pm 
Do point defenses shoot these down? because if not, might be a little too good, the server I play installed this mod today so I havent tested yet if PD:s do indeed shoot at them or ignore them
Drazhill  [author] 29 Aug, 2020 @ 4:01pm 
Yeah, I've experienced that too... Not sure what's causing it :/
Qirkly 29 Aug, 2020 @ 2:12pm 
So the missiles seem to randomly not do any damage, as if they explode early before hitting the target. Not sure what this exact issue could be.
Arrax Shadowfang 15 Aug, 2020 @ 2:44pm 
aperently my server was under overload so i take it all back :P
Drazhill  [author] 15 Aug, 2020 @ 1:22pm 
So after a quick testing, for me at least, it still does damage to enemies.
Drazhill  [author] 15 Aug, 2020 @ 1:11pm 
Hmm... I'll look into it tomorrow
Arrax Shadowfang 15 Aug, 2020 @ 7:43am 
they don't do any damage anymore after the patch,
Dulce.loves.colours 25 Jun, 2020 @ 11:42am 
Don't worry about it, I can still throw them together in research and hope for decent outcomes :gordon:
Drazhill  [author] 25 Jun, 2020 @ 10:34am 
I was refering to those looted and not build. Build can always get independent, just a matter of targeting systems. It's adding it to those random loots that will be problematic, at least for me. Someone better at coding might know a way to do it. :<
Dulce.loves.colours 25 Jun, 2020 @ 8:43am 
huh i dont see an issue, at least in game i can just put in a few targeting systems when building them in a factory and they have independant fire enabled. I just wished that launchers i find from loot are also of some worth to me, as of now i cant be bothered to point and shoot manually^^
Drazhill  [author] 25 Jun, 2020 @ 6:23am 
well... the thing is this is a coaxial turret, and they are not really able to get the automatic targeting specialty, even with all turrets independent mod (which still excludes coaxial turrets).

Sure it can be done, but I don't know how to do it without causing issues with compatability with other mods chainging specialties, sorry.
Dulce.loves.colours 25 Jun, 2020 @ 5:11am 
This is my absolute favorite mod so far, well done!
I was wondering, if you could create a compatability patch for the 'all turrets independant' mod, I'm not paying a bunch of dudes for sitting idle in my ship after all :tgrin:
Drazhill  [author] 8 Jun, 2020 @ 1:33am 
Hmm... they shouldn't have shield pen. I'll look into it.
KeeperOf42 8 Jun, 2020 @ 12:53am 
Enjoy the mod not sure if it's a bug or not but the cruise missiles tend to ignore shields even the detailed tooltips don't note shield penetration. Perhaps a slight nerf to damage as well they're a little too good for the bang for the buck. But I think without shield peentration it's fine.

Overall excellent mod this is what I think launchers should have been.
crazyscientist 22 Apr, 2020 @ 10:03am 
One way is to copy the specialty function, rename it and tweak values and remove unnecessary ones and use that for the weapon.
Drazhill  [author] 22 Apr, 2020 @ 9:06am 
Yeah, right now i'm testing it with 1 or 2 shots with 15 or 30 sec cooldown. Might remove some of the specialties, tho i like the varity
crazyscientist 22 Apr, 2020 @ 6:42am 
The stock addspecialty function in turretgenerator.lua has lot of tendency to make things overpowered. You can increase the cooldown by increasing the coolingTime-value in turretgenerator.lua or weapon.fireDelay in weapongenerator.lua
Blodhelm 21 Apr, 2020 @ 10:34pm 
Thanks for this, I made a turret for launching cruise missiles but had to build custom turrets every time I wanted to use it XD