Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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[DIGI] Circular Particle Cannons
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Tags: Mods
File Size
Posted
Updated
3.517 MB
19 Dec, 2022 @ 4:01pm
10 Jul @ 10:03am
12 Change Notes ( view )

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[DIGI] Circular Particle Cannons

In 1 collection by syy1125
Digits Mods
4 items
Description
Meltdown Update Status: Usable

This mod will load and function in Cosmoteer v0.30.0 (the meltdown update). However, the mod does not meaningfully interact with or make use of new mechanics introduced in Meltdown.

Description

Adds (kinda) circular particle accelerator cannons (actually just requires that the accelerators form a loop). Serves as pure-energy alternative to railguns.

Features

Particle accelerator cannon (PAC) system
  • Controller: The heart of the system. Every PAC system requires exactly one of these to work.
  • Accelerator & Accelerator Corner: Use these parts to accelerate the particle, strengthening the PAC's firepower, and guide particles back to the controller to form a loop.
  • Hyper-accelerators: Much stronger alternatives to accelerators, but makes the entire loop require more power and highly volatile .
  • Launcher: Converts high-energy particles from the accelerator loop into a projectile capable of dealing damage.
  • Output tubes: Allows placing the launcher some distance away from the controller, connected by output tubes.

Future Plans

  • Secondary exits: Additional places where the particle stream can exit the accelerator loop to be sent to launchers, without interfering with the one-controller-per-loop restriction.
  • (Maybe?) Diagonal and turreted launchers

Misc
My other mods: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2920552567
104 Comments
azicminar 6 Aug @ 3:29pm 
I sympathize with what you are going through. While I already took care of most of my compatibility issues during beta testing, I'm taking on the task of building a new network setup by reverse engineering the heat network. Just remember that you have to point the part file to a different one. I made that mistake and couldn't figure out why it was crashing until after I walked away for a while.
syy1125  [author] 6 Aug @ 10:37am 
I plan to add overclock capabilities... once I'm out of the "aaaaa all my mods are crashing" phase.
Marmot 5 Aug @ 4:57pm 
quick question about the meltdown update, will you add the ability to overclock the launcher and/or the controller?
Achronus 31 Jul @ 7:21pm 
I have another suggestion Regarding Firing modes:
The Hyper Accelerator Muzzle.
Uses the improved systems in the Hyper Accelerator to add a new function: Projectile Slewing.
Simply put this exit comes in 2 flavors: Angled (slant ships can use them!) and Normal.
The twist? BOTH versions can slew the bolt a tiny bit off bore-sight (less than half a degree) allowing long range sniping of subsystems without hyper specialized swinging of the firing ship's bow.
Achronus 10 Jul @ 1:44pm 
3 suggestions for your perusal
-Burst mode: empties the particle accelerator over time rather than all at once (short burst of small damage packets, maybe count of shots tied to damage multiplier?)
-Short range CHARGED particle mode: does not nuetralize the particle shot as it leave the barrel (~shorter range, but has a very slim shotgun effect with much more EMP effect)
-Mute button. I love the mod and would use them even more if I could mute my charged accelerators... that hum gets old very fast.
azicminar 9 Jul @ 5:33pm 
I'm tossing that out as an additional possibility for the lag spikes being found. Also, reason why I introduced gargantuan reactors. Less buffs sending power, less lag spikes. one GCR will usually be less lag than 4 LCRs. This is mostly a 1-2 fps boost for a well layed out ship. If you have 80 PDs, that could be a 5-10 boost. Swapping out 2 PDs for 1 Beam PD when you have about 100 is closer to a 30 fps gain, at least on my computer
azicminar 9 Jul @ 5:29pm 
too many point defense units will cause horrible lag. Its why I made beam point defense units and placed them inside the mod.
syy1125  [author] 9 Jul @ 10:02am 
@Nytemare3701 I'm not getting any FPS drops. Tested with this mod and Azic's Crewed Power Distribution on some of the larger built-in ships.
Can you provide a mod list and/or a save file? It could be some unexpected interaction between the mods.
syy1125  [author] 8 Jul @ 9:25am 
I'll take a look at the performance issues. I'll also work on adding some underlying structure to the sprites.
Nytemare3701 6 Jul @ 3:33pm 
This seems to be having some performance issues on the newer updates. Simply placing one on a larger ship tanks my FPS, and placing two is enough to go to slideshow mode. I removed almost all my mods to troubleshoot, and confirmed that it's the cannons. (For reference, the only items left on the ship were some shields, and Azic's distributed power reactors/engines to remove the need to pathfind power crews around.)