Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Fighters and Components
103 Comments
RustyDios  [author] 8 Feb @ 5:45pm 
See three posts down ...
Rifkan 8 Feb @ 5:34pm 
Need an update please. This mod sounds awesome.
GreenBugatti 29 Jan @ 11:13am 
Means that it doesnt functiuon
GreenBugatti 29 Jan @ 11:13am 
Problems with new updt
RustyDios  [author] 13 Aug, 2023 @ 3:31pm 
Please also see Adjustable Fighters and Components for an updated version
joemama1512 10 Aug, 2023 @ 8:51pm 
I really love this mod and was hoping for updates... so I gave it a shot at taking over the mod and adding my own touches to it. Please see my new mod here which is based on this mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3018217021
Coca Cola Rocks 22 Jul, 2023 @ 9:55am 
Update Plz
the critter 22 Jul, 2023 @ 2:52am 
babey ship
Ducker 21 Jul, 2023 @ 12:40pm 
Please update!
cucubu18 16 Jul, 2023 @ 4:45am 
update plz
shephjr15 6 Jul, 2023 @ 7:29am 
Will this mod be updated to accommodate the late June update that added crew construction? As it stands, like many mods that add a part, it just crashes the game when trying to use it now. One of the issues seems to be that several base-game assets were renamed, resulting in failed calls from mods.
RaiderLeader666 5 Jul, 2023 @ 9:19pm 
just one line defining the compatibility with game versions
RaiderLeader666 4 Jul, 2023 @ 5:05am 
Does this still work in the newest version?
TonTon 1 Jul, 2023 @ 1:23pm 
@joemama1512 Yea this method worked for me for anyone else that wants to make the mod work as I did find the mod in your steamapps/wokshop file(Just search for the file number -> 2894309211). I used notepad++ to open the .rules files in these specific folders and changed the below listed lines.(use Ctrl+F to find these lines)

File = fighter_cockpit
Line Changed = .../crew_enter.wav -> .../crew_enter/crew_enter_01.wav & .../crew_leave.wav -> .../crew_leave/crew_leave_01.wav

File = fighter_hyperdrive
Line Changed = .../crew_enter.wav -> .../crew_enter/crew_enter_01.wav & .../crew_leave.wav -> .../crew_leave/crew_leave_01.wav

File = fighter_shield_arc
Lines Changed = .../shield_hit.wav -> .../shield_hit_01.wav

File = fighter_shield_bubble
Lines Changed = .../shield_hit.wav -> .../shield_hit_01.wav

After implementing these changes the mod should work as usual
STEVE SCRIGGINS 27 Jun, 2023 @ 12:32am 
@joemama1512 where would you go to modify the .wav files? I can't find any files from this mod which link up to any sounds
joemama1512 25 Jun, 2023 @ 12:29pm 
Apparently the devs added multiple sound effects. So the blah/crew_enter.wav now needs to be blah/crew_enter/crew_enter_01.wav This also affects the crew_leave which needs to be changed, and finally the shield_hit is now shield_hit_01.wav instead. That seems to fix it up.
FloXOrange 25 Jun, 2023 @ 3:06am 
Good morning,
I love your mod, but it doesn't work anymore since updating the game to version 0.23.0 :(
Are you going to fix it?
tyrosr  [author] 4 Jun, 2023 @ 1:39pm 
I will review the list of crashes to see if I can fix the bulk of them. Thank you for reporting them.
7isAnOddNumber 24 May, 2023 @ 1:47pm 
If you create a ship with a fighter cockpit and assign the crew in the cockpit to only work in the cockpit, then save the ship and spawn it in creative mode or load the save game you saved it in, it crashes. Please help, I lost 3 hours of work on a career save from this.
TappyWappy 15 May, 2023 @ 8:48am 
The Fighter Radar Sensor crashes your game if your ship has a certain config. Looks to be caused by the game thinking it can deliver power to the Radar but cant due to no door. Or might be an incompatability with the Wires mod.
Wolfe 24 Apr, 2023 @ 8:53am 
I'm currently crashing with the mod when loading a blueprint of my ship, but its fine if i build with it. Is this a known bug and if so is there a workaround?
SomeStaples 20 Mar, 2023 @ 9:08am 
Is it possible to get a four-way roof thruster?
Deltalead45 1 Feb, 2023 @ 12:17am 
theres something wrong with the star reactor. ive tested 3 separate times. normal reactor does nothing, star reactor crashes me 3 of 3 times
Budthespud3226 31 Jan, 2023 @ 9:41pm 
@Auros D'Kerios

I've already built a torpedo fighter using other mods, been meaning to post it up along with other fighters I've come up with, just haven't gotten around to it yet. But I will soon, might give you some ideas.
Wegi 28 Jan, 2023 @ 7:32am 
Question, could you make a "Figher" version of the point defense? Maybe one that only has an offensive mode to balance it out.
Wegi 28 Jan, 2023 @ 6:47am 
Great mod, keep up the good work!
Meatball 27 Jan, 2023 @ 2:17pm 
very well done! Really expands your capabilities and fleshes out what you can do late-game. I would love to see more! Specifically more weapons
Rice Man Stan 24 Jan, 2023 @ 8:27am 
This mod will shine when they implement docking in the future, keep up the good work!
Auros D'Kerios 18 Jan, 2023 @ 9:41am 
Upon further thought, unless you do some sort of rocket or torpedo launcher for fighters, I'd recommend keeping all direct fire weapons within 150 meters. Essentially keeping fighter craft inside the range of point defense.
Auros D'Kerios 18 Jan, 2023 @ 9:29am 
I feel like the range is a bit long for the fighter laser blaster. The similarly sized PD laser is 150 meters. Laser bolt is also misspelled as "laser bold" for the fighter laser blaster.
VTS0 19 Dec, 2022 @ 9:41am 
Crazy throwback to Kroomsforge. I love it!
tyrosr  [author] 18 Dec, 2022 @ 4:06pm 
@Budthespud3226 Let me do some testing and get back to you
Budthespud3226 18 Dec, 2022 @ 3:56pm 
@tyrosr I just had a quick question. Is the fighter sized hyperdrive supposed to constantly draw power even when not charging up for a jump? It always seems like my shields are running on the low end even though I should have ample power. I switch the hyperdrive off and power levels equalise and shields are always fully charged. Anyone else notice this?
tyrosr  [author] 17 Dec, 2022 @ 5:34pm 
@Good_Oatmeal After further testing the Fighter Storage issue was on the Corvette Mod and that has been updated. Thank you for continuing to help test the mods.
tyrosr  [author] 17 Dec, 2022 @ 12:18pm 
@Good_Oatmeal I can you check with version 1.0.12, I have removed the whole file from the mod. I will review the Corvette mod to ensure it is not doing within that mod.
tyrosr  [author] 14 Dec, 2022 @ 7:48am 
@这个人没铭字 Hope the update fixed your issue. I have not been able to translate the newest items.
@Good_Oatmeal Okay. It was a strings issue as it was labeled "Fighter Reactor Advanced" in the power section. I will fix that.
tyrosr  [author] 13 Dec, 2022 @ 7:27am 
@这个人没铭字 I will fix this shortly. Thank you for reporting it
这个人没铭字 13 Dec, 2022 @ 7:02am 
@tyrosr
There is no quotation mark in front of the small spaceship Radar Sensor in lines 56 and 57 of zh-cn.rules, which will cause the game to fail to start when the language is Chinese. I hope you can fix this bug :D
RustyDios  [author] 11 Dec, 2022 @ 7:07pm 
Thankyou for incorporating the new shield sprites :)
Much appreciated
Budthespud3226 11 Dec, 2022 @ 3:20pm 
@StompySquirrel In the roadmap other weapons such as missiles and bombs are planned. I agree at this point more weapons options so we can have more variety of fighter roles would be nice.
StompySquirrel 11 Dec, 2022 @ 1:35pm 
Please consider making a small missile/torpedo launcher with a super long reload time. I want to have fighters swoop in, fire their loadout, then fly away to safety until ready for another attack run.
tyrosr  [author] 11 Dec, 2022 @ 10:34am 
Version 1.0.11 Should have addressed all of the Crew issues with reactors and Senors.
Budthespud3226 11 Dec, 2022 @ 9:46am 
@tyrosr Until you can change the default job priorities of fighter parts, I think a disclaimer for users with this issue should be posted until it can be resolved within the mod.
tyrosr  [author] 11 Dec, 2022 @ 9:37am 
@Budthespud3226 That was the issue I ran into. I know there is a way to fix it in the part, but have not researched changing crew priorities. Fighter Storage, I keep going back and forth on as there are other good mods out there. I wanted it for HyperDrive and Ammo to open the options for other weapon systems.
Budthespud3226 11 Dec, 2022 @ 9:22am 
@tyrosr The issue I think with crew getting stuck in reactors was them trying to gather batteries, but the fighter reactors are so small it takes forever to produce a battery for transport. I found the solution was to adjust crew priorities and set battery gathering to zero, that fixed my problem. Or is this another issue with reactors I haven't encountered yet? As for the storage space, I would refer people to the More Storage Size Mod for 1x1 spaces, they seem to work very well as a place holder if you're still having issues with the fighter storage.
tyrosr  [author] 11 Dec, 2022 @ 8:51am 
@Good_Oatmeal There was a bug were crew were getting stuck in the reactors on Fighter ships. I have added an advance version to the corvette mod that works for both, until I can come up with a better method of crew management for the fighter reactors.
@Mastermind99 I removed the 1x1 storage, however I added it to the corvette mod (both the corvette and the fighter version to allow any save issues to be fixed)
Varian Valentine 10 Dec, 2022 @ 10:00pm 
Unsure if your aware but, the changes for 1.0.10 broke the 1x1 storage.
RustyDios  [author] 10 Dec, 2022 @ 3:41pm 
Hmm.. I keep getting steam tell me there is a new message to read here.. yet, everytime I come to look... nothing. This is strange
Carlito Mendoza 9 Dec, 2022 @ 11:48pm 
Your mod is amazing dude! Thx you VERY much :)
RustyDios  [author] 9 Dec, 2022 @ 5:22pm 
@tyrosr
I think we were discussing the design of my recent fighter in this mods comments, instead of it's own ...

(( in particular it not having a forward shield component, favouring twin side shields instead "for the style points" ))

thus far I think we've got everything we need in this mod