NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

The Sovereign Incident =[DEMO]=
108 Comments
Gwyvern  [author] 25 Jul @ 12:31pm 
That sounds like work to set up
Skyfinder 24 Jul @ 12:47pm 
i wish you did have a gallery; its a pain in the ass to ever find any of your older art and animations
Gwyvern  [author] 21 Jul @ 4:02pm 
I don't do anything official with my youtube channel, and It's been a while since I've done any new spaceship renders, got a lot of other projects going on.

I also don't really maintain a proper gallery, but I do occasionally post worldbuilding pieces on my bluesky: https://bsky.app/profile/gerardriley.bsky.social
ironmanhowes 21 Jul @ 3:05pm 
is there a channel with more of these animations or is it just that one?
Gwyvern  [author] 21 Jul @ 8:40am 
The patch was an emergency update after investigating a few of the complaints that have been piling up revealed that the signatures for virtually every ship in the mod were wildly incorrect.

It includes a few other bugfixes but the IRPAL is currently bugged.

https://prnt.sc/54aLeFmtqMrn
Gwyvern  [author] 21 Jul @ 5:46am 
They got it from me, I made that animation long before it was in nebulous.
ironmanhowes 21 Jul @ 3:27am 
I've seen the coastwalker in an animation in background footage for a spacedock video recently and i'm wondering where they got the animation from?, if anybody knows pls tell me.
goofball305 14 Jun @ 6:34pm 
(Part 2 due to character limit)

The results were grim. Shots Fired per the Battle Report for the IRPALs is 2301, while hits is at 74, for an accuracy of ~3.2%.

Battle Report available here: https://drive.google.com/file/d/1AwH_4QbmBwSQaeDfvDN0YdNcJ3ZR8_sM/view?usp=sharing
goofball305 14 Jun @ 6:34pm 
Did more testing, this time against standoff weapons.

The target was an FLV with 6 IRPALs along its lower surface, with the launch platform being another FLV with the coil set to High power. The target was equiped with the "Cat armor composite" from the cat technology mod to ensure that it survived testing.

The missiles were fired from a distance of about 7km, ahead and ~30 degrees below the target, to ensure that all IRPALs could fire on the incoming missiles during the entirety of their flight.

12 LMH-200 missiles (speed set to 225m/s, no evasive manuvers, free approach) per standoff fuse were launched (12 with 250m fuses, 12 with 500m fuses, ..., and 12 with 5000m fuses.)

12 NSC-200 charges (speed set to 300m/s) per standoff fuse were launched (12 with 250m fuses, 12 with 500m fuses, ..., and 12 with 5000m fuses.)

36 NSC-300 charges (speed set to 300m/s) were launched, 12 each for the 1000m, 2500m, and 4000m fuses.
goofball305 13 Jun @ 9:54pm 
Did some testing with the IRPAL. Currently against non-manuvering Armorer missiles set to minimum speed (120m/s) it has a shot to kill rate of around 6.25%.

The default speed For an SMHM-200 is 217m/s. With the IRPAL's range of 5000m that comes down to an engagement time of ~23sec, which with its fire rate means 4 salvos of 3 shots for a total of 12 shots. The expected value of missiles killed is 12*(1/16), or 0.75. This means that you can cannot reliably expect an IRPAL to handle a single basic missile. For a salvo of 3 missiles you'd need 4 of the things.

I get that as a DP weapon it needs to be worse at PD than dedicated PD weapons, but the numbers here are a bit much. Maybe up the accuracy a bit or let it be buffed by mount gyros and gun plotting centers?
snajper007d 12 Jun @ 1:01pm 
oh, so i guess one of my mods unlocks them, good to know.
One more thing i noticed, nuke cans are launched with a delay. I mean after being programmed they leave ship, get missile icon, and hover for some time before boosting forward with (roughtly) half of velocity from missile editor. Like they had cold launch enabled (i double checked to set them to hot launch).
Gwyvern  [author] 12 Jun @ 11:22am 
The shotgun cannisters dont work, they werent meant to be included in this update.
snajper007d 12 Jun @ 10:41am 
I have some issues to report and one suggestion.

Issues:
1. Birdshot cannisters create errors when hitting targets (Error - Attempted to instantiate a Lightweight Kinetic Munition but the selected munition template with GUID babdd89c-dad4-4d4e-8ea5-10139fb3db58 is not the correct type.

2. Buckshot can empty whole 125rnd magazine supply in single salvo (null reference exception).

Suggestion: Lock out cans from fighters loadout, as they try to perform attack from missile range (250m?), and they can't do it, as they are too close.

Overall great mod, at first i was sad there were no old riders (i loved their rain of lead), but these are even better. It would be cool to add them as another faction (unless these mods are compatible, then only mention they are)
Sylvan Laphroaig 11 Jun @ 3:09pm 
Ah i see ok. So it can only load back up to the original amount brought by the other ship. Makes total sense. It's such a unique and cool system, i hope you will have more ships that can use it in the future. I patiently await every update you guys make on this <3:steamthumbsup:
Gwyvern  [author] 10 Jun @ 9:59am 
External damage cannot be repaired, we actually tried.
Gwyvern  [author] 10 Jun @ 9:59am 
Repair gantry will repair broken modules on nearby friendly ships to 100% over time, but ONLY if neither ship is currently under fire, and there is a cap on repairs that can be provided to a given ship, i forget what it is. So eventually you hit the cap and that ship cant receive any more repairs.

The Reloading gantry can only refill missing components of the loadout the ship entered combat with, and only if the reloading ship has the munition in question.

so if if the loadout calls for 5x Missile Y, the ship to be reloaded has 3, and the reloading ship has 1, it will give that missile to the ship to be reloaded and then it cannot reload that missile anymore.

This is largely down to coding and game design limitations, doing fully variable reloads is technically possible but it would be a lot of work, be likely to break between updates, and add micro to an already micro heavy mod.
Sylvan Laphroaig 9 Jun @ 5:00pm 
This is 100% one of the most unique faction mods I've seen yet. The ship designs are all incredibly cool while still kinda fitting the Nebulous vibe. I can't wait to see where this goes.
I'm trying to understand how the Gantry's function on the large Raider ship. Do the repair ones only target fully broken components, or only external damage? I'm gonna try testing stuff with my friends later but i thought I'd ask how they are intended to function and if there's supposed to be an animation or not I'm supposed to see to tell me it's working.

Sorry for the big blob of words haha
Gwyvern  [author] 7 Jun @ 9:59am 
Eventually. This stuff is a lot of work people, and Its not even the only personal project I've got going on. Let alone all the commissions, I'm actually a little behind on my finances.

All vanilla features will be supported -eventually- Please be patient.
apionne 7 Jun @ 5:19am 
Will there be custom components for fighters soon?
Kitsuneko 6 Jun @ 5:34pm 
Still, as they are right now they feel pretty under powered. at minimum id think they would feel lot better if they benefited from the various -spread buffs.
Gwyvern  [author] 6 Jun @ 12:23pm 
They are long range and dual purpose, they can't be perfect against everything.
Kitsuneko 5 Jun @ 1:27pm 
Are the IRPALs intended to be very weak vs missiles? they nuke craft usually but can only hit even non maneuvering missiles probably like 5% of the time.
bodhi.agnew08 3 Jun @ 2:19pm 
Oh, I see. Thanks for the clarification!
Gwyvern  [author] 3 Jun @ 12:06pm 
Sovereign capital ships have built-in hangar pads, you need to put hangars in their large compartments to deploy them, and even then you wont get very many.

By contrast, Sovereign smallcraft will be very high quality (The void diver is currently underperforming massively, but me and some testers are working on it)

There will also be better navy ships for fighter deployment eventually, but no fleet carriers.
bodhi.agnew08 2 Jun @ 2:20pm 
actually Rylek's Raiders have hangar mounts, but I can't seem to find any for Sovereign.
bodhi.agnew08 2 Jun @ 2:16pm 
Sovereign and Rylek's ships have no weapon mounts for hangars. No craft will exit either faction's ships for me because of this.
Gwyvern  [author] 27 May @ 11:13am 
Their listed maximum range is incorrect because of how their engines work, I always just fired them by right clicking on the target I wanted them to hurt when the ship was vaguely pointed in the right direction
Pixy 25 May @ 12:53pm 
I have a question on how the Nuclear Shaped Charges are supposed to work. They have a maximum range of 250 meters and will not fire, and I cannot figure out what I'm doing wrong.
Gwyvern  [author] 25 May @ 9:20am 
Lemme know of any bugs you encounter, We're collecting reports to address the new issues.
Gejaheline 24 May @ 3:37pm 
Thanks for this mod, the ships all feel like a tribute to both old sci-fi book covers and the Atomic Rockets website. i particularly love the sovereign fighters - there is beauty in their functional appearance.
Gwyvern  [author] 24 May @ 11:58am 
Update added some fighters, reworked a few things, I don't feel like making a huge post about it right now. so you can see my less-incomplete patch notes on the discord: https://discord.com/channels/409638848302153728/961733806052753479/1375910463824724062
Gwyvern  [author] 8 May @ 10:34am 
Also idk how you'd dig through the files honestly, I dont know how to do that.

Its just a cipher though, and the symbols even kinda look like the real letters. flavor text isn't mandatory, if you want those descriptions I'm gonna make you work a bit for them :V
Gwyvern  [author] 8 May @ 10:33am 
That thing was too big for what it represented.
Ccℓ» DefaultQ 8 May @ 2:35am 
I am sorry that the new Sovereign Incident mode no longer includes the Predator class galleon as the main ship type. However, the rest of your work is amazing and impressive, thank you!
Dragonion 7 May @ 8:31pm 
Dude this is absolutely incredible, 2 ships per faction is a lie and should probably be updated

Sidenote where could i find the component/module/mount/hull files to grab and untranslate the flair text? Unless it's intentional.
Winters0911 9 Apr @ 10:12pm 
That makes sense, just wonderin. :steamthumbsup:
Gwyvern  [author] 9 Apr @ 8:21pm 
I'm not really going to spend any time marketing this until it is finished.
Gwyvern  [author] 9 Apr @ 8:21pm 
Its two factions with entirely bespoke rosters, so just...look at either of the factions.
Winters0911 9 Apr @ 8:05pm 
Is there anywhere to see what this Demo has, or do I just have to scan through the Fleet Editor and see what's there?
goofball305 8 Apr @ 1:23pm 
Right then, thanks for your help!
Gwyvern  [author] 8 Apr @ 9:09am 
Probably? I don't really look at the code side of things.
goofball305 7 Apr @ 11:30am 
Oh! That makes sense. Just to double check, would that be would be "ScriptableFilter.cs"?
Gwyvern  [author] 7 Apr @ 8:11am 
The scriptable filter i mentioned in the previous post is its own component that is linked in the descriptor, not a part of the descriptor.
goofball305 7 Apr @ 1:24am 
Right, that makes sense. I've cracked open the AGMLIB.dll provided by this mod and found ModularBeamWarheadDescriptor, but can't seem to find where the blacklist/whitelist is. I apologize for pestering you, but would appreciate further guidance.
Gwyvern  [author] 6 Apr @ 11:04pm 
That's because you cant restrict warheads to specific missiles with vanilla components, I use an AGMLIB scriptable filter to universally blacklist the warhead to all missiles and then Added the LHM-2 (The laser head missile body) to the whitelist.

This is then linked in the modules part of the Modular Beam Warhead Descriptor, which itself is a custom AGMLIB job.
goofball305 6 Apr @ 4:46pm 
@Gwyvern in that case, where are the restrictions for what missiles each warhead can be used on stored? I can't seem to find them.
Gwyvern  [author] 1 Apr @ 12:20pm 
Ill look at optimizing the Macron arrays.
Gwyvern  [author] 31 Mar @ 8:46pm 
The scripting used to make them is publicly available in AGMlib, the documentation is practically nonexistant, but any mod author can ask me or AGM if they need pointers on any of its features.
goofball305 31 Mar @ 2:22pm 
Re: laser head unlocking

Understandable, I was just hoping because it is a more or less perfect fit for Ares Fleet Yards.
apionne 30 Mar @ 11:09pm 
uh it gets very laggy when many of the macron guns fire