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can you also make mod that fix weapons on big speed? like projectiles dont get speed from creation, and if you fly faster than projectiles you just hit yourself
Reduced volume on larger explosion SFX.
It still feels very large
But all mods change that existing number that Keen gives us built into the game. Therefore, this mod here will work with any basic speed mod, as in one that doesnt change *other* things such as physics writ large
Thanks a bunch for the quick reply!! I'll figure it out! In the meantime I'll just keep setting off explosions and sitting back LOL
But yes, you can always just set the the speed modifiers in the Config.xml to -1 to disable them and use a normal speed mod if that's easier.
Let me start by saying this mod (and nukes) is FUN AS HECK! We've been having a blast setting off chain nukes. Nothing like realizing you underestimated the size of the boom boom LOL.
I am having an issue currently. I've set the top speed for small and large grids via the config file on our dedicated server and when we fly in a ship the speed indicator caps at 100m/s.... it FEELS like you are accelerating more BUT it lags a lot in the process.
It initially did not do this, I was wondering if we could somehow figure out what is going on OR if it would be good enough to just set the mod to default speed and load in a speed mod??
Just had a possible idea for a workaround... is it possible to toggle the "Enable Voxel Destruction" setting (from the 'advanced world settings' menu) without a world restart? Even if it's with a command or something, being able to toggle it manually would work perfectly fine for me. If it'd be possible for you to look into this at some point, I'd really appreciate it. Thank you very much for your time :)
Last year, I asked about the possibility of a mod that disables voxel damage caused by collisions and explosions. Here's what you had to say;
"I may check a bit later if there's a way to do what you're suggesting by manipulating the damage handler, but that would be a separate mod."
Just curious, have you had a chance to look into that at all?
@Lt. Ruben (AUT) That isn't a bad idea, but this mod shares an general explosion system with the Nuclear Weapons mod and is intended to cover all more general explosions, not just kinetic ones. Also, that would pretty much require reworking every aspect of this mod, which I'm not going to do at this point.
For example my carrier flying at 200m/s and docking my shuttle when the diff. between them would be at its peak 5m/s?
Not sure if it's possible, but wouldn't it be better to cause damage forwards and backwards from the impacting object? That way the impactor and impactee both get damage in a line, and it looks like penetration instead of a thermonuclear explosion.
I got it working
I made sure its installed, used it speed settings to raise the speed limit which worked
But when I drop a block for orbit it still just clips through the planet
It was going about about just over 400 m/s, is that too fast?
@goofball305 It should work with Darkstar's shield mod.
The reason I intended do collisions at this speed was to more accurately depict starship collisions rather than just have them fuse together.
If you want to see the explosions at 100 m/s, you will need to drop the minimum speed even lower (~50 m/s) and increase the energy multiplier significantly. In general, this mod is designed more for handling extremely high velocity collisions, though, so you won't generally see anything at vanilla speeds without significant tweaking.