Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

BleedingGuns Impulse Drives
83 Comments
CHALAZO 16 Jul @ 1:29pm 
Dear Programmer: "BleedingGuns [author]
I am truly grateful for the creation of your mod and the effort you put into it. I would like to let you know that I already have some basic knowledge of editing [.rules] files, as I have edited other mods from other developers.

The details you provided in your comment gave me several ideas on how to solve my problem. I am going to make a personal modification to your mod. It will not be published, but will be for personal use only. Thank you very much.:steamhappy:
BleedingGuns  [author] 15 Jul @ 10:02pm 
@CHALAZO The segment of the code that deals with the sprites is not 100% necessary. You could in theory delete those segments. If you get in to cosmoteer moding it's very easy. But you have to understand what to remove and what to keep to not cuase conflicts. It's easy for me to say find all segments with png's and delete those segments, but doing so might break the mod for you. If I was you I would learn how ".rules" files are set up and see if you can find the correct segment with the correct PNG's. It might be easier to find another mod. :jawagrin:
CHALAZO 14 Jul @ 6:45pm 
Hello, good day to you, Mr. Programmer. I've built several of these modules on my race ship and have reached speeds of up to 200m/s , as it's a colossal ship that breaks the standard game limits with another mod. However, I'm having a problem: the game's frame rate has dropped drastically to just 1.9 FPS. I think it's due to the module's animation. Could you please tell me how I can modify this mod to disable only the code that generates the animation? There are 506 modules (Large Impulse Engine) installed, and I can't play with that small amount of FPS. :(
I'm waiting for your recommendation and guidance, if possible.
Thank you very much.
BleedingGuns  [author] 6 Jun @ 1:40am 
@HarveyBird Thank you for the Advice! I'm currently wokring on some small goals :jawagrin:
HarveyBird 5 Jun @ 6:05am 
Perhaps you’ve heard enough from everyone else. Perhaps you aren’t looking for any advice. Perhaps some random comments on a mod nestled deep within steam are hardly a thing to give a second look at. From one struggling person to another I can tell you what has helped me.

1. Understanding that whatever the issue is it’s not always going to be resolved 100% perfect.

2. Change your perspective

3. Break life and its struggles down and chase the small wins while rebuilding those bigger goals.

4. When you break it down to the smallest level, for example your biggest goal is to be a five star chef, or to be financially stable, or it has nothing to do with work at all. In short, celebrate your small wins, to be that chef you have to first make the simplest of sandwiches. If your issue is family related it can work out extremely similar and one of the best things to do is to stay goal oriented and continue to better yourself so you don’t feel you’ve lost your purpose.
Jaren Darkwolf [GOTR] 23 May @ 11:19am 
^w^
Alice (She/Her) 23 May @ 10:32am 
<3
BleedingGuns  [author] 21 May @ 2:14am 
@AliGirl @Jaren Darkwolf [GOTR] Thank you guys! :3 You guys are way to nice! :jawagrin:
Alice (She/Her) 20 May @ 9:56am 
BleedingGuns, the mod is working fine. Your mental health is more important than any mod or anything of the like. I am just glad that you're still with us. Everything will get better with time, no matter how hard that is to believe, it will. ❤
All and all, you have people who care about you even if we are just online.
Jaren Darkwolf [GOTR] 20 May @ 5:58am 
Best wishes to you, BG. I have a feeling the mod will work for a while yet. Don't worry.
BleedingGuns  [author] 20 May @ 2:09am 
@AliGirl Hi, I'm trying to put my life back togheter. But it's slow. Sorry for not updating the mod. Maybe I should let someone else take over the mod. Sorry guys! :SBpanda:
Alice (She/Her) 19 May @ 6:52pm 
Bleeding Guns, how are you doing these days?
Alice (She/Her) 25 Dec, 2024 @ 11:16am 
BleedingGuns Are things going any better? Also Merry Christmas :steamhappy:
HarveyBird 17 Dec, 2024 @ 9:02pm 
If by chance you ever feel like you might have solved your mental health issues, please tell me all the secrets so I can solve mine next.
BleedingGuns  [author] 5 Nov, 2024 @ 12:40am 
@FA | Alex SDU They are supposed to get the bonus. But I have not checked if it still works during the latest patches. I'm going through a little bit of a hard time. >.< Hopefully they still do :jawagrin:
FA | Alex SDU 4 Nov, 2024 @ 5:27am 
Does these impulse drives get power boost if I put engine room near them?
BleedingGuns  [author] 11 Sep, 2024 @ 10:34pm 
@maobe I'm glad you like it! :jawagrin:
maobe 11 Sep, 2024 @ 7:31am 
This mod is a gamechanger. no more holes in your armor because of thrusters, and no more "caging in" thrusters to protect them. the pulse drives are powerful but hungry, you need a GOOD power source for them. but one huge and two small pulsers replaced a dozen vanilla thrusters and the ship is more nimble and ha double the cruise speed then before!
Alice (She/Her) 19 Aug, 2024 @ 6:30am 
Totally, not a problem.
Mental health is very important and can be very difficult to handle.
Just remember that no matter what your depression tells you, you have people who love and care about you also that you are worthy and special!
BleedingGuns  [author] 19 Aug, 2024 @ 12:59am 
@Jaren Darkwolf [GOTR] @Alice Degraff @Lungbad I have implemented the buff in the engines. I don't have the mental health to do the visuals yet. But could you guys test them out and see if they work as intended? I have not played much during this patch so it's hard for me. The only thing I understand is that in yellow cloud gooo fast brrr.

Also thanks for the encouraging words! you guys rule! :cryptolove:
Jaren Darkwolf [GOTR] 18 Aug, 2024 @ 2:38pm 
Sending hugs, BG. Sorry you're not feeling too well. :c
Alice (She/Her) 18 Aug, 2024 @ 10:49am 
BleedingGuns I hope things go better for you soon. <3
Thanks for the fun mod.
Mr. I Aint Heard of Ya 16 Aug, 2024 @ 5:05pm 
You're a legend:steamthumbsup:
BleedingGuns  [author] 23 Jul, 2024 @ 10:12am 
@Lungbad I'm currently going though a mental breakdown. I will try and fix it when I stabilize. Sorry :jawafrown:
Mr. I Aint Heard of Ya 23 Jul, 2024 @ 3:09am 
love this mod!!! its currently not compatible with the new clouds update, any chance for a patch?
Slimez 19 May, 2024 @ 1:34pm 
But for other players like me who are concerned with power draw seemingly not matching, the 0.7/s demand and 16,000 kN thrust of the small engine is, if I am interpreting the mod rules file correctly, actually the statistics for 4 typical thrusters facing the 4 primary directions. IE full diagonal thrust is about 22,600 kN with a power draw of 1.4/s (assuming 2 of the 4 internal thrusters are maxed). Because these thrusters activate omnidirectionally, budget for double the listed power.

Tldr, power draw can be up to twice what is listed, and thrust can be up to sqrt(2) of what is listed. This makes power demand somewhat unpredictable, but also means ships built to travel diagonal to part orientation can have 1.4 times the maximum speed of the same ship flying parallel to part orientation.
Slimez 19 May, 2024 @ 1:25pm 
Love this mod. Currently on a ~57 mod playthru with extended tech tree mod (got me 3 layers of durasteel armor, 244 advanced nuclear mining lasers, and some great reactors), the wireless power mod (to fuel my advanced tractor beams and reduce lag), an along with this and the self contained engine room mod (no crew engine room with 4.8 power gen per second) and the larger ships mod, I have a 2000 crew ship able to make over 250 m/s able to do half a million damage per second to enemies and 4 million dps to asteroids, as well as being a massive factory and cargo ship. Without this or dorsal thrusters or self contained engine rooms, I would never be able to make my large ships work. Thank you so much. (IDGAF if its cheaty, I like the idea of big ship literally scooping up an enemy base and fleet and processing them along with asteroids)
Joekel de Schuimtol 28 Mar, 2024 @ 10:21am 
@BleedingGuns, that is exactly what I mean.
BleedingGuns  [author] 27 Mar, 2024 @ 3:33pm 
@Joekel de Schuimtol I'm glad it's working! Are we talking about when the small drive is connected to the engine room? They load the power in to the engine room so I guess no doors should be needed. But I don't know if that's what you mean! :jawagrin:
Joekel de Schuimtol 27 Mar, 2024 @ 11:35am 
@HazeyInDaHead, works fine for me with as many engines as I can fit. The (small) engine doesn't even have to have a door to work. I don't use the Better Engine Room mod, so I'm pretty sure that's the issue.
HazeyInDaHead 21 Mar, 2024 @ 8:34pm 
Hey there, the engines work great with the new engine room, but I cant get more than 2 to work off of 1 engine room... maybe its a conflict with Better Engine Rooms mod though
Joekel de Schuimtol 15 Mar, 2024 @ 10:48am 
Seem to be working properly again.
Joekel de Schuimtol 15 Mar, 2024 @ 10:40am 
@BleedingGuns, will try it out. Thanks a bunch for the quick fix!
BleedingGuns  [author] 15 Mar, 2024 @ 2:09am 
@HazeyInDaHead I'm so happy it seems like ppl are enjoying my work! :jawagrin:
HazeyInDaHead 14 Mar, 2024 @ 9:54pm 
I absolutely love this mod even with diamonds it is so much better than having 12 engines
BleedingGuns  [author] 14 Mar, 2024 @ 7:14pm 
@Joekel de Schuimtol The games creator left really good instructions on how to fix the engines! So I have now fixed it. If you find any issues let me know! :jawagrin:
BleedingGuns  [author] 14 Mar, 2024 @ 6:47pm 
@Joekel de Schuimtol I am not the best at modding this game so we will see how long it takes!
Joekel de Schuimtol 14 Mar, 2024 @ 2:19pm 
@BleedingGuns; much appreciated
BleedingGuns  [author] 14 Mar, 2024 @ 12:17pm 
@Joekel de Schuimtol I will look in to it!
Joekel de Schuimtol 14 Mar, 2024 @ 11:07am 
Great mod BleedingGuns! Been using it for a quite some time now. I'm sad to say that since the update today your mod doesn't work anymore. There is no funnel of power through the Engine Room, nor can you directly supply the engine when there is an engine room connected. Supplying power directly to the engine with no Engine Room connected still works.
BleedingGuns  [author] 2 Feb, 2024 @ 9:04am 
@sp518 Absolutely no problem! If you have any issue with my mod, don't be afraid to ask! :jawagrin: I'm just happy you found the issue, so I don't have too! XD
sp518 2 Feb, 2024 @ 4:22am 
Oops. It's fixed in the latest 0.25.1b patch.
Bugfix: Occasional crash caused by recent thruster A.I. fixes.
BleedingGuns  [author] 31 Jan, 2024 @ 3:52pm 
@sp518 I tried it now, and I can't get the game to crash. I built a new ship, turned them on and off again multiple times. Do you perhaps have another mod that changes values in the document "ThrusterManager"? If this is the case then make a crative save where you only have my mod enabled and see if it still cashes. :jawagrin:
BleedingGuns  [author] 31 Jan, 2024 @ 3:42pm 
@sp518 Sorry I've been sick for two months. And I've not been able to update the mod. I will try and fix it when I find the time. Currently very swamped with IRL stuff.

Sounds like it's an issue with the fact that the large impulse drive has crew. It's the only difference between them.
sp518 30 Jan, 2024 @ 6:27am 
Sometimes crash when enable Large impulse drive. Turn it off and it won't crash.
sp518 30 Jan, 2024 @ 6:25am 
Cosmoteer version 0.25.1a build 0.25.1a_steam
01/30/2024 22:16:46 | System.AggregateException: A FastParallel task threw one or more exceptions. ('1.7166667' cannot be greater than 1.)
01/30/2024 22:16:46 | ---> System.ArgumentException: '1.7166667' cannot be greater than 1.
01/30/2024 22:16:46 | at System.Math.ThrowMinMaxException[T](T min, T max)
01/30/2024 22:16:46 | at Cosmoteer.Ships.Parts.Thrusters.ThrusterManager.CalculateDesiredSRF(Vector3 desiredSRF, Boolean useUnrampedActivationRanges) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Ships\Parts\Thrusters\ThrusterManager.cs:line 231
01/30/2024 22:16:46 | at Cosmoteer.Ships.Parts.Thrusters.ThrusterManager.CalculateDesiredSRA(Vector3 desiredSRA, Boolean useUnrampedActivationRanges) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Ships\Parts\Thrusters\ThrusterManager.cs:line 279
BleedingGuns  [author] 11 Oct, 2023 @ 12:03am 
Yhea as Elec0 says. You need at least 4 engines tomake this work well. The game need other engines to rotate the vessel around. So puting 4 engines in a line is not a good idea. I would put two on one side and two on the other. Maybe I need to put a picture of it on this page. :jawawink:
Elec0 10 Oct, 2023 @ 8:19pm 
In case it helps anyone else when trying to stabilize ships:

I misread the sentence about still needing a few actual thrusters for stability. I ended up putting 6 small impulses symmetrically around the CoM of my ship, and it is pretty much stable, as far as I've seen.
Gort 4 Oct, 2023 @ 12:59pm 
....well....with a mod like this....my "mobile factory" would be able to fit a good bit of armor around is unfortunately volatile core du to the lack of "thruster dead zones" from the internal thrusters ....maybe even move faster (not like it needs that to catch up to ships thanks to the tractor beams) all around really useful mod
Wandering Stars 20 Sep, 2023 @ 6:12am 
could you update it to latest? just as CHΛOS i have a giant capital ship that mostly uses impulse drives..