NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

Cold Space Systems (Alpha)
25 Comments
PapaBlitz™®© 10 Apr @ 6:41am 
wasn't there a wake tracker passive module in this one before or was it another mod?
bob 18 Feb @ 9:00pm 
Just wanted to call out that this mod has an undocumented dependency on AGMLIB which is currently broken.
AGM-114  [author] 24 Mar, 2024 @ 9:02pm 
Nope. Just in LTS.
Theta03 23 Mar, 2024 @ 5:27pm 
still in development?
AGM-114  [author] 13 Feb, 2024 @ 5:37am 
It was removed : (
maru 6 Feb, 2024 @ 5:39pm 
I cannot seem to find the ES56 'Sphygmos' Listening Post in game. I've checked mounts, compartments and modules, just doesn't seem to be there.
BEAR 25 Jul, 2023 @ 8:10am 
does this mod bring the game into the realm of modern naval warfare weapon/radar ranges? I'd love to find a mod that puts maximum radar ranges out into the 100km area and weapons ranges into the 20km - 30km range
Nyx (She/Her) 5 Apr, 2023 @ 3:24am 
honestly, it burns 8kW and eats an entire weapon mount to boot, I think it's nerfed enough with just that
Nyx (She/Her) 5 Apr, 2023 @ 3:21am 
I feel like the stat penalties on the Kingfisher are a bit...much, given that it also inflates *its own* stats as a result-
GameMaster 2 Mar, 2023 @ 10:51pm 
Well, the update broke the mod, I'm sad to say. :(
Discohydra 24 Jan, 2023 @ 1:24pm 
These are all super cool! I can't wait to see what else you can pull out of your hat!
AGM-114  [author] 9 Sep, 2022 @ 4:41am 
The towed array should not impact ship kinematics, since I am use a custom physics model.
Incompetent spy 8 Sep, 2022 @ 5:53pm 
I can't use these on KUIPER shipworks. Can you make them work on those hulls because the trip-wire is pretty damn useful and I'd prefer to have it.
Maximus 7 Sep, 2022 @ 4:42pm 
The towed array seems to make maneuvering (heading and roll changes) almost impossible on some ships, this is not entirely unexpected but is it intentional?
~BofSs~ schroedinger 5 Sep, 2022 @ 3:15pm 
It seems that with the new mini update for nebulous, some modules dont show up for other factions, can you please look into that?
I really miss those on some other Ships XD
PGC_Magni 29 Aug, 2022 @ 11:17am 
With all these Radar mods we are going to need some ECCM mods
MorganOrgan 27 Aug, 2022 @ 7:30am 
With the magazines - my bad. It is 250% increase between reinforced and high-cap.
What I wanted to get across there, is that following vanilla logic a 250% capacity increase would equal to 1250% catastrophic event probability, setting the high-capacity mags at 50% chance of a significant emotional event for the crew (vs. 15% it is at right now).
Now not only is that thrown out of the window but it also gives bonuses to reload on pair with ammo elevators without needing the power.

And that would be the "It could be an ok module" argument, trading power use and explosion chance for having access to ammo elevator effect on a tight power limit single use gun boats.
But mixing it with a space compressing magazine is just too much for vanilla balance.

And again - your code, your mod. Have fun with it and don't mind me.
MorganOrgan 27 Aug, 2022 @ 7:30am 
Sensitivity isn't the problem with the active towed stuff - it is the extra range and the ability to stack those bonuses. Having a cost of -250W and a +33% malus on radar power use would make it prohibitively expensive to stack on small ships and only the biggest vessels could afford going with crazy radar values.

You can build an ~900 point Raines with 20km range on Spyglass or 17 km range on Parallax radars. I don't think I have to explain how much of an asset that makes it for any missile/rail fleet or even for standard fleet.
Or you could make a Raines with a 10 km ranged Tripwire radar with 2m target error allowing you to pummel oponents at range with no extra modules on the rest of the fleet.
AGM-114  [author] 26 Aug, 2022 @ 8:05pm 
The deadeye can only reliably jam for a single sensor cycle, which means that is arguably inferior to the blanket in most contexts.
It is not an instant no against any command guided missile, since it would need to have no backup seeker.
Chaff provides an instant no to all the radar guided missiles in game.
Flares provide an instant no to all wake seekers.
I can apply sonar logic and physics to radar as this isn't a hard science game.
The logic I used in the current description isn't sonar specific and could be applied to basically any active sensor.
I do have a passive variant planned but it'll come in a later update.
Yeah the towed array is a bit op, and I'll probably remove the sensitivity boost in the next update.
AGM-114  [author] 26 Aug, 2022 @ 8:05pm 
I'm unsure where you are getting the 250% extra capacity of the bulk mag to the high capacity mag from, since the gain should be around 66%.
When you consider the gain from a reinforced mag to a bulk mag is 50% this is quite a reasonable number I feel.
Plus mag capacity isn't that important of an attribute, considering how much ammo you can fit in your average bulk mag.
MorganOrgan 26 Aug, 2022 @ 9:06am 
high-cap mag jump gets 250% more capacity (!) for 50% more ammo space
meant
high-cap mag jump gets 250% more capacity (!) for 50% more ammo explosion chance.
MorganOrgan 26 Aug, 2022 @ 9:05am 
Ready rack magazine can be a modifier module - a opposite of Magazine Sprinkler f.e. DIY Ready Rack Spaces.
The malus also is too little - jump from reinforced mag -> bulk mag gives 50% more space for 250% more explosion chance
while bulk mag -> high-cap mag jump gets 250% more capacity (!) for 50% more ammo space AND further bonuses to gunnery.

Tug drive, reinforced reactors and short range radars for AM duty are all great ideas.
Now, if you intend for those items to be, let's say, "in league of their own" you can throw all of that criticism out of the window, but if you intend to keep it anywhere balanced towards vanilla the numbers are way off.
MorganOrgan 26 Aug, 2022 @ 9:05am 
Hey man, towed radar is OP AF and also makes no sense (yes, towed sonar arrays exist, no you can't just translate that tech to radars).
It could work as a passive ELINT receiver with higher damage resistance than vanilla one and the mentioned in "Maybe" 360 FOV(because the actual sensors are far away from hull where stuff tends to explode, problem of engine backwash remains so maybe 270-300 FOV).

Deadeye is radiating FIFTY times more energy than most powerful radar illuminator. That makes it an instant "No" button against any command guided missiles, and is way out of vanilla balance.
wangyicheng0010 23 Aug, 2022 @ 7:52pm 
recon drones will be nice,but how about adding in battle drones. I'd like to see the battle between aircraft carriers(not really aircraft but drones are fine).Anyway,nicely done!
jeffnorsegod 23 Aug, 2022 @ 7:12pm 
Excellent mod!