Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Heat Sink Armor (Passive Radiators)
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Tags: Mods
File Size
Posted
Updated
4.686 MB
6 Aug @ 2:54pm
12 Aug @ 2:15am
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Heat Sink Armor (Passive Radiators)

Description
Adds heat sink armor to the game
...
Parts radiate heat passively. All armor parts except triangle and hybrid triangle.
Parts connect to heat pipes, heat producers and to each other.
...
They store small amount of heat and then radiate it. Parts glow randomly, as network selects radiator based on some esoteric workings, giving this cool light show to your ship.

Main idea is that these things can be build and connected to provide large, passive heat dispersion when employed in numbers.

Tech requires basic heat management to be purchased first, parts are under Thermal menu.

Recommend using it along this mod:
2x HP fo Vanilla Armor
as this changes armor for AI and makes combat less of a "who hits first" and "who can target weak points".

// Disclaimer:
Mod assets made from in-game stuff only.
Feel free to use as a part/basis of your mods without asking me for permission.
Feel free to reupload if game version changes and I'm not around to fix them.

// Notes:
Graphics sources included (.pdn), rules files have comments related to what does what for passive heat radiation. May be helpful for some people.

// TODO:
- List stats and provide better screenshots. - done
- Clean up 2x1 armor piece graphics (make radiator smaller) - done
- Clean up connection pipes (make them smaller) - this is pointless, disabling them
- Possibly add a very expensive Mk2 version with half the weight, 6 or 8 hp of vanilla.
55 Comments
sir Evans  [author] 23 hours ago 
Just as example.
One piece connecting to the room is rarely enough to cool it.
Konrad 23 hours ago 
a quick question, on picture 3, is that actually one of the intended usage methods?

internal armor is pretty much only seen on huge ships thats why
sir Evans  [author] 14 Aug @ 6:41am 
Post Screenshot!

Btw, game is very laggy later on anyway. I was just doing an optimalisation pass for my Weapon Turrets mod, because, apparently, we need an animated bullet for large cannon with texture of 1024x1024 and normal maps on top of that.

Well, I cut that down in half and there is no noticeable difference, maybe if you do max zoom in and watch carefully on 1/8 speed.

There seem to be a massive potential for performance increase mod here.
davidguo123456 14 Aug @ 6:27am 
Hey, in terms of a pc upgrade, I definitely do not need that. But currently, when I replace about 80% of my radiator load on a roughly 5mil credit ship with armored parts, the game becomes noticeably more laggy. Testing with a ship thats essentially just OCd gens with radiators (about 1500 command points worth) yields the same result.
sir Evans  [author] 13 Aug @ 8:03am 
They actually don't - graphics is smaller and simpler, there is no particle effect and part of the calculations was replaced with static numbers. They are very much the same in terms of resources.

The only thing other than upgrading your pc - I could perhaps remove status lights and internal glow, but that won't amount to much.

I'm pretty sure that Walt will do some heat optimisation at some point, as the calculations and entire idea of heat network is a performance killer on larger ships, but until then, use less of them?

But before you do, post a screenshot and let me have a look at your ship.
davidguo123456 13 Aug @ 7:48am 
Is there a plan to address the performance concerns, heat expulsion for heat expulsion, these radiators lag the game much more significantly than radiators
sir Evans  [author] 13 Aug @ 3:02am 
Thanks!
Truth be told 2x hp is there to match my other mod, 2x vanilla armor HP (which I recommend to use as it helps AI a lot).
For now heat capacity matching radiation seems just fine, so I'll skip increasing it.

Well, I guess I can always revisit the idea of Mk2 as an upgrade, as suggested in previous comments :)
Konrad 13 Aug @ 1:48am 
so if you want feedback on potential balance changes,
i'd first suggest just outright removing the health advantage over normal armor. i cannot reason why its there in the first place (?) but its really what makes it a clear choice over normal armor once tristeel becomes more readily available.
secondly, the heat dissipation rate seems fine, increasing heat capacity would be a good idea in my opinion, however doubling it is pretty significant, i'd suggest maybe raising it by 25 or 50%, then looking if its enough or should be raised further
thirdly, i cant find an example for a possible implementation but im sure there should be some additional downside to combat plastering your whole ship full of it

but otherwise very good must say that, definitely gonna keep using i
Konrad 13 Aug @ 1:48am 
if you're looking for feedback i'll give you my experience from playing career (and some creative) with it over the last week, compared to vanilla (or well mostly vanilla i do use some QOL mods) the accessibility of overclocking on especially smaller ships improves greatly which personally i am a huge fan of. On larger ships (drafted up some designs) it's rather negligible, most large ships have a fair share of radiators and thermal batteries which overshadow the armor quite a lot.. until you start spamming it everywhere, then its absolutely overpowered.
genuinely in my opinion i would say there should be more downsides, the cost is quite high sure, but once you get into the mid-game you have enough resources, so there's no reason to not spam it due to the higher health compared to normal armor, just honestly mixes up balance a liiitle too much
drzomboss 12 Aug @ 12:27pm 
thank you for making this