Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

The Deranged Industries: Advanced Missile Launcher
62 Comments
Glyphid Dreadnought 15 Jul @ 11:17am 
where cluster missles?
Dondelium  [author] 28 Jun @ 10:30am 
@Tsuketsu Oh yeah that's fair. IIRC that's because they use HE parts and the HE Factory is where you see the tool tips. I guess I could just add the cluster tooltips there. I'll take a look, see what I should do to fix that.
Tsuketsu 28 Jun @ 6:36am 
None of the tooltips show info on the cluster missiles...
Nyx (She/Her) 5 Mar @ 9:15pm 
Setting the advanced launcher to cluster, saving the design, and attempting to load it causes a reliable crash
salamander2011 29 Jan @ 8:36am 
Nevermind. Problem on my end. Needed to redownload the mod and switch to current build.
salamander2011 29 Jan @ 8:24am 
Crash on Load
Reference "<./Data/ships/terran/missile_launcher/missile_launcher.rules>/Part/Components/CommonReloadTimerShort/Duration" at node "<G:\SteamLibrary\steamapps\workshop\content\799600\2892943426\missile_launcher_cluster\missile_launcher_cluster.rules>/Components/Indicators/Indicators/1/Delay" could not be resolved.
Fionnlagh 28 Jan @ 2:50pm 
It works! Thanks for being so fast about fixing it, this mod is great and you're awesome
dx155 28 Jan @ 6:05am 
thanks :steamhappy::steamhappy:
MesserSchmitt682 28 Jan @ 5:53am 
thanks man
Dondelium  [author] 28 Jan @ 5:52am 
Already working on it.
MesserSchmitt682 28 Jan @ 5:50am 
Hello i subscribed the mod and i got an error idk whats going on but when i start the game without the mod it works

Please fix this nug the mod is really nice:steamthumbsup:
dx155 28 Jan @ 12:46am 
update quickly
Dondelium  [author] 25 Jan @ 3:49pm 
@SporBel, thanks for the heads up. I do keep this mod active for stable branch though. When the update drops, I'll fix it.
SporBel 19 Jan @ 12:48pm 
@Dondelium Yeah, if you startup the game (running beta ofc) with the mod, it crashes.
Dondelium  [author] 19 Jan @ 9:15am 
@SporBel I am unable to replicate issues. Are you running one of the beta versions?
Dondelium  [author] 19 Jan @ 8:57am 
@SporBel Thanks for the heads up. I'll see what's up.
SporBel 19 Jan @ 7:34am 
So apparently the new update now breaks this weapon, just to notify you.
A91ish 16 Sep, 2024 @ 12:04pm 
Final update. It only crashes if any of the launchers has cluster missiles selected. I changed them to any of the stock missiles and they all load fine in playtest. You can add launchers after it loads and it fires fine but will crash if you back out and try to load the ship again (with the cluster missiles)
A91ish 15 Sep, 2024 @ 6:31pm 
Ok did a lot more testing. I cannot replicate the issue as well.
-I left my one and only save file alone that caused the crash and saved as a new (in case you want the file).
-I created a basic ship with with your mod on a new game and the ship loads no problem. So...
-I deleted your MLs from Mk.5 in my career mode, saved as Mk. 6 in ship library, closed without saving, and that loads fine in playtest.
-While in playtest, I built the same MLs from your mod and saved as Mk.6. LOADS FINE!
-Mk.5 still crashes the game.

I'm just about to call it quits and say there was a glitch in the code for that save but waiting if you still want to see the error.

I 'm moving forward with my saved as new career and Mk. 6 (even if they look exactly the same)!
A91ish 15 Sep, 2024 @ 3:21pm 
No sir but I am using a but load of mods. Let me know how to share both with you and maybe you can tell me what mod is conflicting.
Dondelium  [author] 15 Sep, 2024 @ 5:21am 
Ok, so far unable to replicate. Uhhh are you using Digi's modular missiles by any chance? We had some intermitten issues with that mod but have been unable to pin down the exact source of the error. Would you by any chance happen to be able to provide me the blueprint of your MK4 and MK5 and maybe the save your using them in?
A91ish 14 Sep, 2024 @ 10:05pm 
Sorry, too many abandoned mods. I didn't think I was going to get a response!

To add, when I first built it on my ship, I could not change what type of missile. I had to close and reopen the game then I was able to change the type. Love the cluster missiles!
A91ish 14 Sep, 2024 @ 10:02pm 
Sure thing! I replaced all my launchers on my ship with your launchers and saved it as Mk.5 since I always save my ships when I update them for anything. Mark 4 opens fine in the play test area (More, Ship Library, Playtest) Mark 5 says: That does not appear to be a valid ship file. Error: Object reference not set to an instance of an object. It does this on all my save files. Testing later if it does this on a new game.
Dondelium  [author] 14 Sep, 2024 @ 4:56am 
Hi @Tonker, could you elaborate on the issue you are having? I'll need to reconstruct the problem to be able to fix it. Thanks.
A91ish 14 Sep, 2024 @ 2:54am 
Also, makes ship file unusable in play test.
psanni 6 Aug, 2024 @ 4:33pm 
Excellent mod. Really enjoying it. Thanks.
Aimy 28 May, 2024 @ 4:38am 
"Might* add cluster missiles. These would work similarly to nukes, but there would be 2 in the launcher at a time, and they would separate, after launch, into several dumb-fire sub-munitions that would do minimal penetrative damage, but be a great distraction for other missiles." that idea sound fucking phenomenal!!!
apples 11 May, 2024 @ 10:16pm 
*For loading other missile types.
apples 11 May, 2024 @ 10:16pm 
There is no crew role capability for other missile types. Is this intentional?
FairFly35 9 May, 2024 @ 5:23am 
hey i want to use your mod in my mod pack that adds alot of weapons into the game so people dont have to have 10s of mods can i add it to my mod?
CloudBirb 5 Mar, 2024 @ 12:06pm 
@Dondelium checking now
doesnt crash on load anymore, looks like your hotfix worked. if anything else comes up ill let you know
Choppah 5 Mar, 2024 @ 7:39am 
The latest update broke compatibility with Advanced Ammo Storage & Supply. Any way to fix it?

Better yet, is there any way to make this launcher compatible with Jani's Shipyard? The insertors from that mod are a less cheezy way to load ammo.

I ask because until there is a massive optimization overhaul, trying to keep this Advanced Launcher (and other ammo-hungry weapons) constantly stocked up requires an obscene number of crew. Both mods I mentioned reduce the number of crew needed for loading, which is a big help in keeping performance from getting bogged down.
Dondelium  [author] 5 Mar, 2024 @ 4:54am 
@CloudBirb I assume you were using the sunflower corporation mod and it was crashing. I pushed up a hotfix, let me know if you are still having issues.
dx155 5 Mar, 2024 @ 1:31am 
it works for me
CloudBirb 4 Mar, 2024 @ 8:47pm 
newest update as of today has caused the mod to crash the game when the mod is active. i can provide a full modlist and crash report log if required
dx155 4 Mar, 2024 @ 10:44am 
can you update this to the newest version of cosmoteer please?
Khaosius 29 Feb, 2024 @ 3:47pm 
A lot of common sense changes. Highly recommend.
psyolopher 15 Feb, 2024 @ 12:51am 
This is an awesome mod! Although the cluster missiles don't seem to work, am I missing some other mod? Otherwise, this one works perfectly for me.
K41RY 27 Sep, 2023 @ 11:08pm 
Has this been updated?
Fire666 19 Jul, 2023 @ 10:09am 
can you update this to the newest version of cosmoteer please?
SPEEDRUNNER - Z 13 Jul, 2023 @ 7:56am 
works, VVV already does that @Skyguy12
Skyguy12 14 Apr, 2023 @ 7:04pm 
Do you plan to make something similar to this for nukes/emps?
Dondelium  [author] 6 Mar, 2023 @ 12:57pm 
@The Comrade There appears to have been some updates to how blueprints work. With that stated, I cannot now replicate the issue you are having. Could you upload and link me to the problem blueprint? Also, please tell me what selections you are making when you load the blueprint. Thanks.
Chippers 6 Mar, 2023 @ 9:01am 
The advanced missile launchers are now causing crashes when loading in a saved design containing one to blueprint mode, and then pressing 'make it so'
BigTimeGamer 28 Jan, 2023 @ 7:14pm 
interesting idea for a missle laucher i wish there were more wepon varients in the game so thx for mod
ODWK 30 Nov, 2022 @ 3:42pm 
really cool! For the "auto-loader"; a visualization: The 2 extra crew members standing at a station and loading the missile bay. A single station on each side of the bay for each loader. Not necessary, just a visual/logistic tweak.
Dondelium  [author] 29 Nov, 2022 @ 1:59pm 
@Good_Oatmeal Hi, so, I am attempting to balance this weapon system with vanilla. For the benefit of faster firing of missiles, auto loaders to reduce need for constant crew attention, and the ability to launch HE missiles as a tighter group. (Volley fire) This launcher is significantly more expensive, larger, and needs more crew manning it.

To build a single wide launcher, with auto loaders, and a much smaller form factor would provide the same fire rate, but would also allow players to line 4 times as many as this launcher. Which would definitely be an upgrade, but wouldn't play well with vanilla.

So, I will not be making a small advanced missile launcher.

I will, on the other hand be looking into making a slim point defense missile launcher at some point. Specifically for countering nukes.
Neunmalklug 28 Nov, 2022 @ 11:48am 
very cool. im very excited for the future weapons you do
Dondelium  [author] 28 Nov, 2022 @ 8:41am 
@Maadh Yes, it launches nukes as well.
Maadh 28 Nov, 2022 @ 5:56am 
nukes ?? :)