NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

KUIPER Shipworks (Depreciated)
204 Comments
Everstorm 23 Oct, 2024 @ 6:38pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3351596672

Kuiper Shipworks: Refit is live! assuming you haven't seen the workshop page recently lmao
Everstorm 19 Oct, 2024 @ 1:40pm 
@pseudo.Random yes, it will be

@EvilMonkeyPaw Thank you for the recognition, and fair winds to you as well!
pseudo.Random 16 Oct, 2024 @ 2:41pm 
Is the mod going to be branching into a new workshop item?
MAC 9 Oct, 2024 @ 9:50am 
I'm waiting for the update
EvilMonkeyPaw  [author] 22 Sep, 2024 @ 10:45pm 
Update: Kuiper Shipworks in it's current form is being depreciated. Further development was handed over to a team from the discord that will be able to give this mod the time and dedication it deserves. It wasn't a decision made lightly, and it still feels strange knowing that Kuiper is no longer my mod, but I know they will take good care of it.

As such, the title of this mod was changed to reflect that it is now well and truly out of date.

It was a pleasure, both to create this mod and see it enjoyed, and I look forward to seeing where the new team takes it. Please keep an eye on the workshop page for when Kuiper Shipworks makes it's return, I will be sure to put out an update on this page as well once it does.

Fair winds, everyone.
✠ Ulrich von Hutten ✠ 14 Sep, 2024 @ 2:31pm 
best mod ever pls update needed :steamthumbsup:
Clubshogun 20 Aug, 2024 @ 4:03pm 
@Everstorm Thanks! I was wondering if the H coilguns were underpowered
Serfs 3 Aug, 2024 @ 4:45pm 
Would love to see more from this mod. I don't think there is a single other modded faction I enjoy playing with besides yours
Everstorm 17 Jul, 2024 @ 7:01pm 
@EvilMonkeyPaw anything to update us about? If you can't update the mod I am sure there are community members who would gladly maintain it for you until you could come back.
Everstorm 3 Jul, 2024 @ 9:55pm 
@EvilMonkeyPaw Hey, I had a question and I wanted to get in contact. I've sent you a friend request here on steam in the hopes you'll see it.
Everstorm 1 Jul, 2024 @ 4:03pm 
@Clubshogun Still works fine, but last I had heard the heavy coilguns were either bugged or severely underpowered. Regular ANS 450s work fine if you don't mind the travel time.
Zuleahbh 18 Jun, 2024 @ 4:18am 
It works fine for me and I love the designs! I hope you can continue it!
minerunknown 17 Jun, 2024 @ 7:22pm 
If you can't come back to the mod you could always upload the source files so someone could continue it in your stead.
Clubshogun 31 May, 2024 @ 4:28pm 
does this mod still work fine ? <3
Abraxas 13 Apr, 2024 @ 9:06pm 
<3\^<^\
Waffles Alter 13 Apr, 2024 @ 1:26pm 
Thank you for all the work you put into the mod, best of luck with everything in your life
nextjr 11 Apr, 2024 @ 1:22am 
all good! Have a great year, best of luck to you, ill just have to put nebulous on the back burner for now! thanks for everything EMP! :Khappy:
kcccr 3 Apr, 2024 @ 12:20pm 
Can't be disappointed by someone spending their free time to give me awesome content :)

Take care!

Will be awaiting your return if you feel like it!
FullMoonRage 2 Apr, 2024 @ 8:55am 
Its alright man, life comes first.
EvilMonkeyPaw  [author] 2 Apr, 2024 @ 2:39am 
Unfortunately, due to work/life/other projects, Kuiper Shipworks is on indefinite hiatus. I apologize to all of you that were looking forward to an update, but until the summer break rolls around at the very least, there probably won't be one.
nextjr 23 Mar, 2024 @ 2:03am 
I'm so excited! I check almost every day to see if there has been an update! hopefully some day soon! my ships aren't terrifying without their missiles!
kcccr 29 Feb, 2024 @ 4:33pm 
Long time no see! Just came to ask if you were planning on adding logistics ships to the mod after seeing the recent devlog? I'm so excited to take this mod into the campaign mode when it comes out :D
Waffles Alter 27 Feb, 2024 @ 7:07pm 
Late contribution but agree on the gunships. They personally seem a bit too survivable for the weapon packages they offer in combination with the small radar signature.

But regardless, one of my favorite mods for Nebulous! Would appreciate if you're able to allow EO seekers and HEKP for the missiles.
Everstorm 13 Feb, 2024 @ 5:36pm 
@EvilMonkeyPaw What about structure strength? Some attribute that makes the structure super weak, like it'll survive the first shot but nothing else?
EvilMonkeyPaw  [author] 12 Feb, 2024 @ 11:00pm 
@Everstorm I tried that and it didn't work, for some reason damage reduction doesn't work in reverse. I may just end up increasing the price of it.
nextjr 1 Feb, 2024 @ 8:42pm 
YES thank you evilmonkeypaw! :Khappy:
Everstorm 24 Jan, 2024 @ 7:21pm 
I have only one complaint regarding the balance of the gunships: I think, even as they are, they should have some trait that makes them take 50% more damage from all sources. Spinal particle beams and size 3 missiles for a mere 500-700 points seems just a smidge powerful. Just my two cents on the matter and I could just be coping but every time I've used them they feel just a little too powerful for what they are.
EvilMonkeyPaw  [author] 24 Jan, 2024 @ 2:32am 
@Space Flyer Yeah, it's been a while since I've updated the mod so it's still using the old damage models and underperforming. I'll be updating the mod in the coming weeks to address that.
Space Flyer 21 Jan, 2024 @ 2:34pm 
I play on a modded server and I've heard a lot of complaints regarding that size 4 and 5 coil guns have a bugged damage model or something, resulting in them being combat ineffective (Really low damage).
Everstorm 9 Jan, 2024 @ 8:14pm 
This is easily my favorite mod for Nebulous. Sometimes I forget it isnt basegame lmao. Only gripe is that HEKP and EO seekers got bonked when the devs took them from the OSPN. Also wish the particle lance was a bit of a direct upgrade with a significant point penalty rather than being a direct downgrade from the beam cannon that is also compatible with practically every ship with a spinal mount.
zygBeee 26 Dec, 2023 @ 7:12am 
Kinda sad the charge lance is a straight downgrade from the beam cannon.
nextjr 25 Dec, 2023 @ 1:26am 
I seriously lost 26 fleets and 36 missiles all designed just gone ;^;
nextjr 25 Dec, 2023 @ 1:18am 
@EvilMonkeyPaw, is there any way you can add back EO sensors and Kinetic penetratiors to this mod? It's my favorite faction/ships and my missiles are still broken. :hatty::KSad:
EvilMonkeyPaw  [author] 17 Nov, 2023 @ 12:42am 
@Wyan It should. I have not received any reports of it not working.
Wyan 6 Nov, 2023 @ 2:05pm 
jw does this mod still work even if it hasnt been updated
Abraxas 1 Sep, 2023 @ 9:51pm 
Nothing ya'll haven't heard before but the detail work is immaculate and the modeling on the nyste cannons in particular completely blew me away :D

Hyped for the dreadnought hitting the black - keep kicking ass gangsters <3\(^<^)\
Cooldude101011 28 Aug, 2023 @ 3:31am 
Part 2:

You could also make a more Jack of all trades loadout with 2 auroras, 2 Sarissas, 2 defenders, 2 rebounds and a stonewall (along with a bullseye and vls1).

It also has enough 3x3x3 module slots to create a really good RCC buffed rebound and stonewall flak boat if you want to go full Battlestar Galactica.

I do find the hull bonuses to DC team movement speed and repair speed a bit unique but they definitely are useful for repairing any damage from missiles that get through or moderate gun damage.

Simply put, this ship has a dedicated role and it really excels at it.
Cooldude101011 28 Aug, 2023 @ 3:31am 
My thoughts on the Helendir.

It’s an amazing Point Defence escort ship (it’s stated role) with its 8 C1 and 3 C3 mounts. Although you can mount ship to ship weapons on the C3s it really shines when you put point defence on those as well. It also has enough module slots and power generation capacity to fulfil a variety of PD specialisations.

For instance I made a dedicated anti-hybrid build with 6 auroras, 3 Sarissas, a VLS1-23 and a bullseye. True it does require mounting a whiplash, both big reactors and 3 micro reactors (if you wish to carry a parallax radar).

Part 1
EvilMonkeyPaw  [author] 2 Aug, 2023 @ 6:56pm 
@PapaBlitz At some point yeah, lol.
EvilMonkeyPaw  [author] 2 Aug, 2023 @ 6:54pm 
@Mike-22 I've put the dreadnought on hold for now. I want to wait until the carrier update before I continue work on it. For now, the model is mostly complete except for the hangar.
Mike-22 2 Aug, 2023 @ 11:41am 
this is a great mod. I have a question what about the dreadnought? will it be available soon?
PapaBlitz™®© 30 Jun, 2023 @ 10:11am 
Formation lights for all??
EvilMonkeyPaw  [author] 29 Jun, 2023 @ 6:10am 
@Hafen Thanks, I'll see what I can do about making the Nyste easier to hit. I may just reduce the aiming bounding box to a point since it's already so small.
Hafen 28 Jun, 2023 @ 1:18pm 
Had a few complaints in matches about the Nyste gunship. I've seen several instances of it tanking type 3 hybrids and 450 shells and carrying on with only minor damage. I don't think the complaints would be so pronounced if it weren't so hard to hit with low velocity shells (biting my tongue on a comment about 120mm). Aside from that, this is a beautifully made mod and the coilgun firing sound is the most satisfying thing in the game.
EvilMonkeyPaw  [author] 7 Jun, 2023 @ 4:13am 
@Ravenhold224 A couple...
Ravenhold224 5 Jun, 2023 @ 8:51pm 
N:FC has carriers and fightercraft on its road map. Any plans to make one when it comes out?
SpaceMonky 3 Jun, 2023 @ 12:27pm 
and one more time......
New C5 Turret Idea- a version of the particle lance for stripping armor with better range and low component damage. would be designed to be paired with the new 155mm on the Altea. rough stats would look like 8000m range +/- 500m, 150-180cm/s of armor shred, 30-50 hp/s component damage, 3-4m armor shred radius, 15s burst, 45s CD, 70% damage at 8.5km, C4 mount equivalant traverse/elevation limits and rates(IE, can track faster moving targets and spred out damage across the hull), 2500-3k kw power. basicly a particle lance design for the Altea(as it has the only C5 mount in the fleet as of current). would be ment to be paired with the 155mm AutoGun and c3 torps(lance opens hole in the armor for the AutoGun and torps for take out internals).
SpaceMonky 3 Jun, 2023 @ 12:27pm 
Continued....
155mm AutoGun- love the idea and design of this weapon. noticed it is using the VFX for HE ammo type(green, boxy projectile). also, the velocity feels slow when compared to other AP ammo for this faction(1500m/s would be a nice sweetspot) could also see this weapon being rebalenced for AP/HE hybrid ammo. think micro bunker buster shells. a little less amrorpen (say 60cm instead of 70cm with a 10m pen depth) and add a small explosion to the shell, radius of 5(1/3 of a 450mm shell) would fit the premise of the weapon being a heavy assault gun for the faction
SpaceMonky 3 Jun, 2023 @ 12:27pm 
@EvilMonkeyPaw few suggestions for tweeks and new stuff after playing with the latest update, which i must say is fantastic. love the Ksar and the new weapons.

20mm C1 Coil- the different ammo ranges feel off. the AB having a 6000m range makes the RPF ammo for the 50mm feel pointless as it is the same range as the 20mm and the 20mm is better in every other way. suggested fix- swap ammo ranges AB=4000m FRAG=5000m AP=6000m in addition to makeing the 50mm RPF relevent by having the better range thus adding to the laying effect of PD, if you're firing at a target with 20mm AP or FRAG and it fires missiles at you, you have a better chance of swapping to AB in time for intercept. this would also make pairing 20mm FRAG ammo with a c3 SiegeGun very nice(500he opens holes for 20mm FRAG)
EvilMonkeyPaw  [author] 1 Jun, 2023 @ 2:22am 
@nightwingdove I don't have any premade ships at the moment.