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An update to properly match the new behavior of vanilla missiles will be a bit late, as I'm taking this opportunity to also clean up some internals.
the mod that was causing this was Better Stats
Unable to find node at path "<./Data/shots/missile_nuke/missile_nuke_stage2.rules>/Components/BoostAcceleration/Acceleration/0".
mod link just in case you need it https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2946411143&searchtext=Tech+tree
Yeah range multiplier is capped at 400%, which I think is enough for most purposes. Also, if I'm understanding vanilla code correctly, anything further than 2500m from a player ship gets put into stasis, effectively removing them from simulation. That's pretty much a hard limit on how far your weapons can fire.
If you have suggestions, feel free to make a discussion post, or find me on discord.
i would love to use this mod to make a huge missile with stupid range that i can then fire from a space station somewhere to a ship my scouts are engaging.
i also have some suggestions for new stuff and i would like to help implementing them if i can help somehow.
just contact me if interested. dont need any mentioning in your mod i just want to talk about cool ideas and may make some happen and your mod makes a good base for some of my ideas
some feedback would be nice and i love your mod. keep it up
Payload modules decrease missile range, so having too many of those will cripple your missile stats. That's the only reason I can think of for missile range to stay at 10%.
For the part you are hovering over, it only shows the highest priority buff, no way around that.
For other parts that it's buffing, it goes by buff providers. For each buff provider on the current part, it finds the highest priority buff on the target part and displays the icon for that buff.
What this means is if you have multiple buff providers on the current part, each one sort of gets its own "channel" for displaying buffs, and on other buffed parts all of the channels show up at the same time.
I abused this system by using dummy buffs and chaining them from the loader and through the segments to the launcher. In the launcher, final values for missile buffs are still computed using the actual buffs, but I set the ChainsFromBuffType field to the dummy buffs.
I don't experience crash but can't load my save with this message,
"An item with the same key has already been added key: HEMissileSpritesA"
is there any solution? or work it out on my on?
plz..sir this mod is way too good for me.. I don't wanna throw it away.. OTL
Also, if anyone else is using the compatibility patch, please let me know if it's working as intended.
07/05/2024 09:55:27 | Enabled mods:
07/05/2024 09:55:27 | [Workshop ID 2942207280] - cosmoteer.mag_mines (1.1.7)
07/05/2024 09:55:27 | [Workshop ID 2886141879] - syy1125.modular_missile (1.7.0)
07/05/2024 09:55:27 | [Workshop ID 3012942417] - syy1125.modular_missiles_mag_mines (1.0.0)
So magnetic mines, then modular missiles, then the compat patch.
AFAIK there is no way to affect the mod load order though.
The crash log snippet doesn't tell me much beyond that. If you can send the full crash log, I may be able to glean more information.
---> Halfling.Serialization.DeserializeException: Deserialization from source "<...\ships\terran\terran.rules>/Terran" failed.
---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> Halfling.Serialization.DeserializeException: Deserialization from source "<...\parts\modular_mine_launcher\modular_mine_launcher.rules>/Part" failed.
---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> Halfling.Serialization.DeserializeException: Deserialization from source "<...\parts\modular_mine_launcher\modular_mine_launcher.rules>/Part/StatsByCategory/0/Stats" failed.
---> Halfling.ObjectText.OTNavigateException: Unable to find node at path "^/0/DeployDeath".
I don't plan on adding rotatable launchers since vanilla missile launchers aren't rotatable. I want modular missiles to be an extension of vanilla missile launchers. To me, rotating missile launchers feels too far out there.
Unguided missile launcher is something I want to add, but they would only be able to fire straight ahead. I imagine they would be similar to railguns in their role. Of course they would have high damage output because it's much harder to aim.
As for the technical feasibility of your suggestion, I think the difficulty there would be only reloading on 0 degree. As far as I know there isn't a way to detect whether a turret is at 0 degrees rotation.
Let me know if you encounter any issues.
And I've been considering kinetic missiles too. I would like their damage to scale with impact speed but so far haven't found a way to do that. Might just make them scale off of missile engine power.
Maybe ill give this a shot though cuz i love me some missiles.
Working fine for me, looks like you will need to update your game.
I would rather see the nuke-icon as placeholder rather than a huge gap ;)