NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

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KineticPenetratorShell
   
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Mods: Mod, Munition
File Size
Posted
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183.404 KB
26 May, 2023 @ 12:12am
21 Jan @ 5:12am
4 Change Notes ( view )

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KineticPenetratorShell

Description
This is a modders resource that adds a C# LightweightKineticPenetratorShell class that delivers the HEKP damage pattern from a shell type munition.

This mod does not add anything to the game on it's own. If you are here because a mod you subscribed to depends on this mod, simply subscribe above. Everything below is for modders, and you don't need to worry about it.

How to Use:
Subscribing to this mod will download a folder to ..Steam\steamapps\workshop\content\887570\2980752865 (by default). From there, take a copy of KineticPenetratorShell.dll and place it in your Nebulous-ready Unity project's Lib folder. Once the project compiles, you will be able to add a new kind of asset.

Right click > Create > Nebulous > LW Shells > Kinetic Penetrator Shell

In your ModInfo.xml file you will need to add a dependency to this mod like so:
<Dependencies>
<unsignedLong>2980752865</unsignedLong>
</Dependencies>

Notes:
Repool delay should be set a little higher than default, just in case. I went for 5 seconds.
Everything under the heading 'Damage Characteristics' and 'Penetrator' is for the projectile itself and will NOT apply to the secondary explosive effects. You'll have to set most of them manually.
Everything under the heading 'Explosive' is the opposite.
The 'Explosive' values are either set to default at the same values as an S3H HEKP warhead, or as the Munitions.ModularMissiles.Descriptors.Warheads.KineticPenetratorWarheadDescriptor, but you will have to set a couple things manually as they have no default value at all:
-'Explosion Curve' you can just copy from 'HE Kinetic Penetrator.asset' through AGM's toolkit, or make your own curve.
-'Exp Armor Damage:Amount Per Increment' (The INDIVIDUAL armour damage per payload size, per explosion. S3H default is 30)
-'Exp Component Damage:Amount Per Increment' (The TOTAL component damage per payload size, divided by the number of explosions. S3H default is 400)
'Payload Size' is equivalent to the warhead size on a missile. Combined with 'Weight Class' it will deal equivalent damage to an appropriate missile warhead of the same size.
'Weight Class' is a damage scaling factor. For reference: S2 is 0.8, S3 is 1.8.

Initially requested by Maximilian Archambault#7259. Uses some utility functions written by someusername6#5733.

If you run into any bugs I can be found on the Discord.

Mod created by ShadowLotus.

Known Issues:
Shells made with this have the same problem as other Kinetic munitions where they sometimes report more than one hit when striking a single ship.

Changelog:
1.0 - initial release
1.1 - update to 0.3.2
1.2 - update to 0.5.2