NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

Kuiper Shipworks: Refit
100 Comments
Everstorm  [author] 12 Jul @ 9:23am 
They are designed to work in tandem, both having spinal weapons and such. Glad you're enjoying the mod!
[BOX] Trevish 11 Jul @ 8:14pm 
Wow, the Kasr is incredibly resilient, paired it with a nexaria and have really enjoyed the results.
Suno 18 Apr @ 11:14am 
Very good
CynSys | Platius Cyndar  [author] 12 Apr @ 8:44am 
It is still seeing work, but very slow progress.
NATOSpyder 10 Apr @ 3:20pm 
we're never getting that last update, are we?
Lt. Guncannon 18 Feb @ 6:09am 
Aw man :(
CynSys | Platius Cyndar  [author] 6 Feb @ 7:49am 
@The Kerbal Guy a variety of factors, composed mostly of burnout, partial of some dubious occurences on discord, and then that one guy who told us in no uncertain terms that they fully intended to be offensive with their indeed rather offensive statement.
Ct7274voids 5 Feb @ 8:49pm 
:( i hope you can restart soon i really like this one
The Kerbal Guy 5 Feb @ 8:34pm 
wait why is development being halted?
Everstorm  [author] 5 Feb @ 7:26pm 
We're releasing our next update, then halting development until further notice. Lots of people are rightfully saddened by this, including us as the devs.
The Kerbal Guy 5 Feb @ 6:43pm 
..why are we spamming F?

((am i stupid and its related to the CoD ask? ik press f for respect but)
Icekiller12347 3 Feb @ 6:29pm 
F
DocMitch50 28 Jan @ 11:21am 
F :(
Mr. Meeni 28 Jan @ 11:20am 
F
Davidfiresword02 27 Jan @ 9:51pm 
Pleeeease make one of the spacecraft look like the Jackal spacecraft from Call of Duty Infinite Warfare, the bigger ships work way too well as budget UNSA ships from that game. Maybe the carrier, if you're doing one, can have an offset part to make it look like a usa supercarrier.
The Kerbal Guy 23 Jan @ 11:27am 
what
Anomaly 22 Jan @ 12:37pm 
Hopefully you find and push a fix soon. Looking forwards to trying stuff out
CynSys | Platius Cyndar  [author] 22 Jan @ 11:57am 
THis is a known issue with the way that vanilla calculates the FCR stat at runtime - for some reason the equation at runtime does not take the modifiedMaxRange but only the MaxRange, which is the base range of the radar. We are cautiously working on a script patch but also exploring alternative options.
Anomaly 22 Jan @ 11:21am 
The C84 integrated fire control processor is meant to be the radar used for locking on, right? It has a listed 6km range, and in the ship's sensor stats, it claims to be affected by radar-related buffs; but trying to increase its range doesn't seem to actually work. It remains at 6km and the lock is lost if the target goes further than that
CynSys | Platius Cyndar  [author] 22 Jan @ 8:30am 
There are buff modules for the coilguns. You are looking for set of redundant charging pathways.
captinjoehenry 21 Jan @ 11:45pm 
Is it intended that there are no buff modules for the coilguns? As Legacy versions benefit from gun buffs but the modern coilguns all have reload stats that can't be buffed.
Everstorm  [author] 16 Jan @ 12:24pm 
Yes
Incompetent spy 16 Jan @ 11:44am 
Will the nyste be keeping its rather sizable gun mount when turned into a craft?
Bismarck (Ghost) 15 Jan @ 8:06pm 
This is honestly my favorite hull/faction mod on the workshop, great work to all involved!
CynSys | Platius Cyndar  [author] 15 Jan @ 6:38pm 
Sidenote! With the most recent update, the signatures SHOULD be fixed
Alex Pryde 15 Jan @ 5:42pm 
nyste bomber swarms, cant wait to see it
CynSys | Platius Cyndar  [author] 14 Jan @ 9:09am 
Not intended. The signature system has changed with the carrier update on a fundamental level and we have not had a chance to update the mod since.
Schwarm 14 Jan @ 8:57am 
Heyyy, so, one thing I just noticed, uh
The ships all have a radar signature of 100m^2
and a wave signature of 5
They were all but invisible to my friend until they approached within 4 km
this intended?
CynSys | Platius Cyndar  [author] 14 Jan @ 6:59am 
Well, guess what it's going to be once we figure out carriers.
Incompetent spy 14 Jan @ 6:25am 
tbh I don't see a purpose for the nyste to exist anymore. It's basically a bomber in terms of its damage output, except it has a gun that it can fire.
Everstorm  [author] 12 Jan @ 10:11am 
@The_Rusty_Geek Coming out as soon as feasible!
The_Rusty_Geek 11 Jan @ 10:53pm 
Great work on the mod, its my favorite faction to play! Looking forward to the compatibility patch. AGMLIB's update just dropped.
Everstorm  [author] 11 Jan @ 8:17am 
As far as a compatibility patch, that will come as soon as AGMLIB is updated for carriers and we've found our way into updating our Unity environments.
Everstorm  [author] 11 Jan @ 8:17am 
Given that carriers released under 24 hours ago, and the professional mod developers in the community have estimated 2-3 months, not particularly soon. If I had to throw a VERY unreliable number out there, probably 1 and a half months.
Dragonlord Tux 11 Jan @ 8:00am 
Any ETA on the carrier update?
CynSys | Platius Cyndar  [author] 10 Jan @ 7:07pm 
erm... no.
roboticziggy 10 Jan @ 6:36pm 
Please add gooning
ToxicMosquito 8 Jan @ 12:11pm 
Don't worry about it, it's just interesting to see what changed. Can't wait to see what you do with carriers if you choose to make one
Everstorm  [author] 7 Jan @ 6:10pm 
@ToxicMosquito Noted, I think we just forgot to do them lol
ToxicMosquito 7 Jan @ 5:09pm 
just a heads up, the patch notes are acting up again, the two most recent ones are empty
Everstorm  [author] 21 Dec, 2024 @ 8:50am 
We had ideas to do a BBV but that would be practically impossible to fit into a standard 3k fleet. Again, not high on the priority list.
The Kerbal Guy 21 Dec, 2024 @ 8:33am 
oo, definitely sounds interesting!
maybe, if you ever revisit a super capital design, something like a battlecarrier?
part of it dedicated to carrier operations, maybe with a relatively light for its size main armament supporting a spinal super weapon :3
Everstorm  [author] 21 Dec, 2024 @ 8:23am 
@The Kerbal Guy It's on our mind, however the original design for a supercapital has shifted to be more of a fleet carrier. We may revisit the concept of a supercapital in the future but it's not the highest priority at the moment.
The Kerbal Guy 21 Dec, 2024 @ 5:37am 
amaziing work you guys, loving refit so far
but was wondering if your planning to make that dreadnaught/super capital that has planned for the original mod before it stopped development?
Alex Pryde 15 Dec, 2024 @ 10:47pm 
damn, for a sec i got excited thinking about kuiper series dreadnoughts and titans lol
CynSys | Platius Cyndar  [author] 15 Dec, 2024 @ 6:02am 
To be specific, it is a part of the Gravemount mod
CynSys | Platius Cyndar  [author] 15 Dec, 2024 @ 6:01am 
That is not Kuiper content, and I do not think any Kuiper ship actually has the slot size to mount that.
Alex Pryde 15 Dec, 2024 @ 5:37am 
out of curiosity, should i have something called the type 50 trebuchet superheavy coilgun? cause i do and i dont know where it came from
Obi 13 Dec, 2024 @ 4:25am 
This continues to be my favourite mod, thank you to the creator and maintainer, it's bringing me so much joy this Christmas to see it's still alive <3
Everstorm  [author] 10 Dec, 2024 @ 4:42pm 
Notably, the lore was written before that balance patch happened. We will revisit that description soon.