NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

Teranian Empire Colonial Navy
Firing Arc Issues
There's something wrong with the mounts. Using the cruiser as an example, the fleet editor view showing the firing arcs along with the high elevation arcs stated on the weapons seems to suggest that the side-mounted weapons can fire all around them on their respective sides, but even at an angle pointing the ship's left side directly at a target, most of the weapons report being masked by the hull and unable to fire. In this scenario 2/4 of the left side weapons can't fire, specifically the top mounted ones, and perplexingly when the invader rolls to expose more of its bottom side, only one of two bottom left mounts can fire despite having a view to the target.

Something similar happens on every side of the ship including the front, which makes the ship only utilize a fraction of its firepower when the majority of its laser cannons can't fire despite being in view of the target. I tested the front firing laser cannons on every ship from the frigate to the cruiser, and every single one has exactly half of its front facing weapons reporting masked by hull and unable to fire; and on every ship, it's the laser cannons towards top right and bottom left corners of the ship that can fire.

Much the same happens on the left and right sides, and during a battle when a cruiser's bottom left side was facing the enemy, the bottom right laser banks were somehow shooting backwards across the saucer at the target.
Last edited by Anomaly; 20 Feb @ 3:31am
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Showing 1-9 of 9 comments
Maximilian Archambault  [developer] 23 Feb @ 3:26am 
Alrighty I'll see if there's anything I can do about this. It's not exactly a conventional weapon setup so it could result in some jank.
Anomaly 26 Feb @ 1:08am 
I appreciate the response to the issue. I did a test recently: I'd also like to add that the smaller laser cannon mounts on each ship class above the frigate seem to be working fine without being obstructed as much as the larger mounts, though if you weren't looking at them already, it would be appreciated to scrutinize the smaller mounts as well just to be sure.
Last edited by Anomaly; 26 Feb @ 1:09am
Maximilian Archambault  [developer] 28 Feb @ 2:32am 
I will do my best to address these issues. I will note that I'm nuts deep in commissions and life events at the moment so it could be a while before I'm able to properly take a look.
Anomaly 28 Feb @ 6:06am 
Alright, thanks for the heads-up. Looking forwards to whenever you can push a fix, it's been my favorite mod faction to play lately so I'd be even happier to have full access to the firepower of their hulls, lol
Maximilian Archambault  [developer] 20 Apr @ 5:42am 
Originally posted by Anomaly:
Alright, thanks for the heads-up. Looking forwards to whenever you can push a fix, it's been my favorite mod faction to play lately so I'd be even happier to have full access to the firepower of their hulls, lol

Hey Anomaly, I've finally had a chance to look at this and I think I've found the issue with the medium laser cannons( ♥♥♥♥♥♥♥ prefab was rotated for some reason and unity wasn't applying my changes correctly). Are you able to give me any more weapon systems you had problems with or was it just the medium laser cannons? Otherwise I'll try and have this fix pushed by this evening.
Anomaly 20 Apr @ 7:02am 
Originally posted by Maximilian Archambault:
Originally posted by Anomaly:
Alright, thanks for the heads-up. Looking forwards to whenever you can push a fix, it's been my favorite mod faction to play lately so I'd be even happier to have full access to the firepower of their hulls, lol

Hey Anomaly, I've finally had a chance to look at this and I think I've found the issue with the medium laser cannons( ♥♥♥♥♥♥♥ prefab was rotated for some reason and unity wasn't applying my changes correctly). Are you able to give me any more weapon systems you had problems with or was it just the medium laser cannons? Otherwise I'll try and have this fix pushed by this evening.

I'll try to check stuff before then, today I'm a bit busy though so small chance that I may be too late. Great to hear that you've found the issue though, I'll try to see if anything else is up
Anomaly 20 Apr @ 7:23am 
I did a light amount of testing before my day. That's something I never even considered, that it was a problem with the actual weapon module itself. Switching to light lasers on the slots that come prepackaged with mediums makes the occlusion problem go away. From what I've tested briefly, I think that should be it then. Looking forwards to seeing how it works out whenever you push the fix.
Maximilian Archambault  [developer] 20 Apr @ 10:28am 
@Anomaly Alright, thank you very much for that. The fix for this should be going live shortly.
Anomaly 20 Apr @ 3:13pm 
Just ran a battle now, it seems to be in working order. I mainly only used the front of the invader cruiser, so I can't say with certainty of the sides, but I don't believe there will be a problem if it was an issue with the weapon itself that has now been fixed. Fantastic that the navy's ships are now fully operational, thanks for the fix. I'll let you know if I run into any more issues.

I have questions regarding content/balance but I'll just post that in the comments whenever I get my thoughts together and play around with the fully functional ships more lole
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