Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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[DIGI] Rotary Cannons
   
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Tags: Mods
File Size
Posted
Updated
727.559 KB
19 Jan, 2023 @ 12:04pm
7 Aug @ 10:52am
12 Change Notes ( view )

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[DIGI] Rotary Cannons

In 1 collection by syy1125
Digits Mods
4 items
Description
Meltdown Update Status: Partially Updated
This mod will load and function in Cosmoteer v0.30.0 (the meltdown update). Some parts have received overclocks and/or heat-related mechanics.

Description
Adds rotary cannons, which increase in firerate the longer they fire.

Features
  • Standard Rotary Cannon: rotary version of standard cannons. Reload time is 2s-0.4s depending on spin speed (vanilla standard cannon has reload time of 0.9s).
  • Large Rotary Cannon: rotary version of large cannons. Reload time is 4s-0.5s depending on spin speed (vanilla large cannon has reload time of 1.35s).
  • Deck Rotary Cannon: rotary version of deck cannons. Fires standard bullets (750 damage each) and reload time is 0.667s-0.067s depending on spin speed (vanilla deck cannon has 7500 damage per bullet and on average shoots 1 bullet every 1.25s). If the cannon runs out of ammo, it jams for 15 seconds, rendering it unable to fire.

Misc
My other mods: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2920552567
77 Comments
urlings_55 8 Aug @ 5:08am 
Good job on reducing dependency on vanilla code!
There is a bug where it now shows the vanilla turret instead of the one you made. Simply requires a couple of small edits to the turretgraphics referring the png's you provided instead of the vanilla ones.
Choppah 7 Aug @ 1:16pm 
@syy1125

If you are not sure what to do with the standard and large rotary cannons, I have an idea.

Consider going the route of less pinpoint DPS than the Chaingun but higher damage per shot (HE so damage not pinpoint), ammo used per shot (2x to 3x), and longer range (like 320 to 360 meters). Normal operation would be a constant stream of shots (moderately faster than normal cannons). Overclocked would have the option for 3 or 6 round bursts (at about half the max RPM of the Chaingun), with short gaps between each burst (each shot in a burst adds 0.2 sec delay to the gap).

This would make rotary cannons a kind of hybrid between the chaingun and normal cannons while still being a distinct type. Also, the higher spikes of heat generated in burst mode compared to other weapons could lead to some interesting designs for managing it.
AnonaCraffter 7 Aug @ 11:14am 
thanks!
syy1125  [author] 7 Aug @ 11:01am 
Mod version 1.2.0 is out, with my first attempt at making an overclock. Deck rotary cannons can now be overclocked.
I'm not sure what I'm going to do with medium and large rotary cannons. This mod was made before chainguns, and now that chainguns exist, rotary cannons have less of a niche. I may phase them out eventually, just keeping the deck rotary cannon as I think the deck variant still offers something unique.

Also rewrote lots of internals to detach it from vanilla code. It should be less prone to mod conflicts now.
If you are still getting crashes, let me know what other mods you have enabled so I can track down where the crash is coming from.
syy1125  [author] 6 Aug @ 11:59am 
Interesting, thanks for the report. I'll check for mod compatibility there and see if I can get it fixed for the next update.
ScaryPunkGhost 6 Aug @ 10:48am 
I don't know if this is the reason that some people have been reporting crashes, but it seems this mod crashes on launch when run in conjunction with the "AI Powered Ships" mod.
syy1125  [author] 5 Aug @ 6:25pm 
@TAKA currently not possible.
syy1125  [author] 5 Aug @ 6:24pm 
As far as I can tell, everything works on meltdown. Double check that your mod is up to date, which is mod v1.1.9.
And I'll make the edits to make this mod's code better, now that my major mods aren't crashing in meltdown anymore.
urlings_55 5 Aug @ 10:08am 
@syy1125 your version still crashes on load due to, but not limited to, the commandconsumer for the deck cannon.
I kinda rewrote the way your part rules file works to get everything working. You basically tell the file to get most of its stuff in the vanilla deckcannonpart rules file, with alterations made to what you need. I rewrote the file by putting everything of the necessary deckcannon lines, without the meltdown alterations, into it.
TAKA 5 Aug @ 7:16am 
Is it possible not to block the shells of other weapons?