Airships: Conquer the Skies

Airships: Conquer the Skies

Karda's Air Arsenal
 This topic has been pinned, so it's probably important
KardaKAX  [developer] 25 Aug, 2018 @ 9:36am
[1.12] Bugs & Balancing
Hey everyone,
In the event anyone notices any bugs regarding this mod or has any distinct issues with balancing let me know here.
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Showing 1-15 of 17 comments
Anthony Skunk 25 Aug, 2018 @ 9:02pm 
All my buildings, airships, landships that use this mod as a base are now failing to load after the update today. I really don't want to build everything again. :( Any idea what happened?
Same problem, most of my ships are failing to load.
KardaKAX  [developer] 26 Aug, 2018 @ 5:22am 
If you were using any of the legacy modules, they've been moved to a seperate mod. Load both of the mods and it should work fine.
Zak 26 Aug, 2018 @ 6:29pm 
Rifles seem to be firing way too fast at the same speed as gatling guns. But seem to have no disadvantage at all. Bolt action lee enfield rifle mad minute world records are at 36. Your average light rifle man in game is at 360 (minus accuracy). Your clockwork rifles fire faster then machine guns. As in the vickers had 450-500rpm at maximum not including aiming. Yours spray and prey at 1200rpm.

Clockwork rifles are way more ammo efficent then normal rifles. Maybe have the clockwork require more ammo

I tried to use mortars and they seem to have no accuracy. Needing with a crownest and telescope over 50 shells per hit.
KardaKAX  [developer] 27 Aug, 2018 @ 12:25am 
I've had a report about the rifles firing too fast, but the mortars not being accurate is new. I'll look into these both, thanks.
Lord_Havoc 6 Mar, 2019 @ 1:32pm 
The 'light fixed cannon' $104 doesnt seem economically viable. The standard cannon is cheaper $79, has longer accurate range, wider firing arc, heavier hitting, more hp.
Lord_Havoc 6 Mar, 2019 @ 1:36pm 
Dunno what the 'scrap cannon' is doing, it's firing in all directions. Like it has zero accuracy; it even fires backwards, outside of its firing arc. This one was tested against a building, not an airship (not like it should make a difference)
KardaKAX  [developer] 6 Mar, 2019 @ 1:37pm 
The module's going under a rework in the next update. Thanks for highlighting the negatives of this one, though.
KardaKAX  [developer] 6 Mar, 2019 @ 1:38pm 
And yes, many of the multi-shot weapons got broken at some point, I'm also working on fixing them all up.
Lord_Havoc 6 Mar, 2019 @ 1:57pm 
Hmm, i'm seeing something odd with the light rocket artillery - and it may be a problem for other (multishot)Edit: I mean 'clip' weapons. Its rated at 45 blast dmg and 15 round clip. But the damage output doesnt add to that. What it appears to be doing is dividing the blast damage by number of rounds in the clip. so 15 x 3. So its pretty useless against most armours, even wood. Options: smaller clip. More blast damage, no clip & fast reload. Theres probably other options too i havent thought of
Last edited by Lord_Havoc; 6 Mar, 2019 @ 1:59pm
Lord_Havoc 6 Mar, 2019 @ 2:01pm 
Yeah, confirmed that theory with the 'ultra rocket artillery' which has an even bigger clip. It couldn't even scratch wood armour. So there's a definity dmg/clip calculation in the game
EDIT: This is interesting, as the catalyst mod as a 'trench gunner' with a 2000 clip. But one of the damage types is "Direct Damage" which isnt stopped by armour. That particular gun is extremely effective as a result. And I guess damage floats are rounded-up to the nearest whole number.
Last edited by Lord_Havoc; 6 Mar, 2019 @ 2:03pm
Lord_Havoc 6 Mar, 2019 @ 2:07pm 
BTW - I love the mod, which is why I'm trying to give as much detail/info as possible. For example the 'heavy autocannon' is one of my favourite weapons.
KardaKAX  [developer] 6 Mar, 2019 @ 2:12pm 
Appreciate the comments. I'm working on re-balancing and beautifying the mod anyway to bring it more in line with vanilla (Whilst still retaining the positive aspects wherever possible). I'll be sure to look carefully at the noted modules and ensure they work as intended at update release.
Lord_Havoc 23 Jun, 2019 @ 7:32am 
As a huge supporter of the mod, I've done some legwork to offer up as constructive suggestions. Specific items: Scrap cannon (fix) - The multishotjitter needs to be a value less than 0.005, I've tweaked mine personally to 0.003 but you may want higher to give that randomness factor, but don't go too high (yours was set to 0.25 at time of writing).

I've seen that blast damage is divided by clip size, so high clip weapons just weren't doing anything to armour. So a bulk amendment is needed to make a lot of weapons viable. I've classified my suggestions below.

Light HE weapons with large clips: Adjust the blast dmg OR clip size, add a basic penetration to break wood (2-4 should do it)
Medium HE weapons with large clips: Adjust the blast dmg OR clip size or both. add a basic penetration enough to break normal metal armour
Heavy HE weapons with large clips: Add a lot of blast damage (don't change clips). add 'just enough' penetration to break heavy metal armour

For each of those classes, I've just twiddled the numbers just enough for them to be a threat to their associated targets. But a real danger to lower spec (a Heavy HE should tear through wood - their price justifies it)

RIGHT - I'm gonna do a playthrough and if I encounter any other breakages, i'll forward any fixes I've come up with
Lord_Havoc 23 Jun, 2019 @ 12:40pm 
On the playthrough: Mortars, increase the accuracy by a factor of ten (or add another zero). For the GS versions, reduce the multishot jitter by factor off ten also. Buff the damage as well on all three variants. And add some basic penetration to the HE versions
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