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To add more weaponry to the fighter arsenal.
1.)Kinetic type weapons
-Fighter machine gun and minigun (gun and turret version) > different versions of the gun like manned and unmanned. bullets are kept in a fighter ammo box.
-Fighter cannon (with different variations)> cannon with different mm (75mm,105mm,55mm etc.) , just like one of those plane with mounted gun from WW2
2.) Suspended weapons
-Suspended missiles > will home to a targeted ship, one time use items that can be refilled by friendly ships.
- Suspended bombs and torpedoes > Acts like missiles when in contact but will not home to a enemy ship. torpedoes act like unguided missiles while bombs have different payload options (1000lbs TNT, 500 LBS. TNT, 250lbs. TNT etc.)
Btw great mod!
Second, you can still use other mods with your fighters! Yeah you will need a few extra dudes, but its viable. Especially non-energy weapons.
1) Fighter machine gun/minigun. I do have a 2x2 turret already with fast rotation and burst 10, with a decently sized internal ammo box.
I would like to make a fighter Chaingun, but that might take a while to figure out. It would use a big internal ammo buffer instead of cartridge feed. So yeah thats on the list!
I have the recoilless rifle already which is a turreted cannon basically with less recoil, but very little firing arc.
A giant cannon didnt really make sense for a little fighter to me. My idea of fighter is F-22, not C130! But once again, you can definitely use other mods. Check out the battleship cannons mod! You can add a giant 4 barrel cannon to your fightter. You wont move very fast, but will pack a punch!!
2) I thought about the one use item such as bomb and missile. I just don't see it as viable as it would need to be stupidly OP to be useful and if it misses or gets shot down, feels bad man.
I mean, you can just add a normal launcher, have your pilot load up with a nuclear missile and you are good to go with that concept.
For suspended missiles, I implemented the fighter armored missile pod. It uses EMP and HE parts and fires big missiles that disrupt and destroy. It also has a decently sized internal bay and two slots for parts... but it takes a long time to reload from parts to make it less useful on big ships.
I have zero clue how to reload from friendly ships... Its a cool idea though.
And I made the energy bomb. Short range weapon that inherits most of your own velocity so you can "dive bomb" It was going to be one-shot, but as per above it didnt feel good. So I made it energy based with a really long cooldown to get much of the same effect.
I probably wont do torpedoes. I thought about it but unguided weapons SUCKKK. My bomb basically never hit anything without guidance. There is a mod that implements Rockets already and there is a torpedo mod out there. Check those out. But they arent very effective.
So basically I do want to do a big chaingun up front and I am glad others are interested too. Thanks for the feedback!
Look for super battleship main gun for the huge 400mm cannons! Which are ridiculous on fighters imho....
The galactic alliance has the rocket launchers.
I was thinking of miniguns that were limited arc like "fixed" type. The turret is supposed to be more of an defensive rather than offensive. The minigun is more of a suppressive weapon than can counter against flak and point defense to combo with the rifle. Can also be use for offensively to have higher chance of fire on a ship. Just imagine an A-10 minigun perhaps but in space
About the cannons, the modded cannons like the mini PAC from GA is kinda annoying that you have to have second man to load up the cannon, I was thinking an auto loader to do that instead.
Lastly about the missile pod, I like the concept of it, but its just too big for a attack fighter in my opinion. Thats the reason why I suggested like mounted missiles for smaller and compact size. The missile pod can be used like an bomber type of a small fighter. You have point bombs are just really hard to balance and nobody like torpedoes.
another suggestion, make reactors compatible with other modded parts.
my thinking of fighters is to expand its role like doing attack runs, harassing and bombing. In multiplayer its a different story but in coop or single player is also different side. I understand about the balancing issue,but I really appreciate the response.
Right now I'm polishing the new subFighters and cleaning up some stuff.
So there's the new fighter railgun which will take the place of the smaller PAC which doesnt work very well for fighters like you said. Its pretty effective although kind of hard to fit onto a fighter.
I made the missile pod that way to differentiate it from what is currently available. It fires full sized enhanced missiles and has a significant internal ammo parts bay, and armored, so it needed to be big. Its meant to be a significant part of a fighter's arsenal.
I like the mounted missile idea, but I just don't know how to do it well. It would not be reloadable, so I guess you sell it and re-add it each time? A single shot weapon isn't that good in career to be honest, unless it is OP as heck which I dont want. I started from your idea pretty much but wound up with the missile pod I have now after testing and further consideration.
Have you tried the XRay laser? It builds up a big charge and then fires a blast of disrupting laser bolts at high speed. I made it as a strafing type manual mode weapon like you are thinking of. It sucks as a constant fire weapon, but excels at high burst damage at short range... using flybys.
The energy bomb is also meant to work with dive bombing and flybys. The sonic drills are really nasty at short range too.
I cannot make reactors compatible with other modded parts as the reactors give off a Energy Buff. The modded parts would need to be able to receive the buff and make use of it, which is someone elses stuff. Now there IS a few other energy mods that auto-power parts you could try. Theres MMCT, Cables, Maltis overhaul, and one other power distribution mod.
Prolly do like less dmg or smth idk