NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

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Evrensel Hakimiyet Surplus
   
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18 jun, 2023 @ 13:07
24 dec, 2024 @ 13:15
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Evrensel Hakimiyet Surplus

Beskrivning
Currently adds 3 new missile bodies to the editor.

Size 1:
SGM-1 'Sahin' Improvised Interceptor - A body focused on high speed and high maneuverability at the cost of low warhead size and crippling range restrictions.

Size 2:
SGM-2 'Cekic' High-Speed Anti-Capital Missile - A body focused on using speed -- though not nearly as fast as hybrids -- to penetrate PD networks; while the range is good, the maneuverability of the body leaves much to be desired when attempting to engage agile, smaller vessels.

SGM-2 'Demir' Flexible Anti-Ship Missile - A body focused on flexibility over any particularly strong combat characteristics. While capable of bringing lots of support and pen-aids, the missile struggles performance-wise compared to its foreign counterparts.

Planned Content:
SGTS-3 'Fisilti' - A torpedo focusing on low RCS and extreme damage over speed
LRSM-5 'Goktasi' - A capital-only missile with low capacity but extreme power and speed.

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The Empire is currently in the midst of a brutal civil war. Several stockpiles of munitions intended for the vast Imperial fleets have been abandoned by lower echelon forces in panic, withdrawing to some of the last remaining strongpoints, such as Sekban. Rebel forces, and those of less scrupulous intent, have captured these stockpiles. Flooding the black market with the Empire's designs to raise funds for whatever their goals are. Fortunately for those who care not how the missiles were acquired, the Empire's designs are well developed, the Imperial Ordinance Office having chosen to intensively upgrade their existing bodies over development of new ones, mainly due to bureaucratic deadlock. This has resulted in unusually modifiable missiles for their size but a stark lack of the powerful ‘Hybrid’ type missiles large navies have been developing in recent years.
28 kommentarer
Tuna  [skapare] 30 jun @ 17:25 
Given that theres no way to actually fire it implemented (at least there shouldn't be)...yeah its not even close to workable right now. I actually published it by accident and just haven't removed it. I was working on it today so, dont worry it is actually going to arrive properly at some point. Its just slow going.
Isfet Solaris 29 jun @ 13:44 
The Goktasi doesn't work. At all. It fires out sideways and then kinda just... drifts? And then blows up randomly. It's a cool model, would just be nice if it worked.
Tuna  [skapare] 21 maj @ 15:34 
Technically its intended since thats how I was testing the launcher in isolation of the Fisilti, but it being still in is not heh. Doesn't hurt to have atm though
Fatass 21 maj @ 12:04 
Also the Mazgal can fire Pilums as of right now. It's pretty funny, intended or otherwise
Fatass 21 maj @ 12:03 
Ah okay! Thanks for the quick reply :)
Tuna  [skapare] 21 maj @ 11:27 
Your looking for the 'Mazgal' launcher, which may or may not actually be included? Ill be honest in the last update I forgot to disable the unfinished content while patching a bug and just left it in, both the Fisilti and the Goktasi are unfinished and so dont really work.
Fatass 21 maj @ 11:12 
Quick question: what launcher can carry the Fisilti torp?
SpaceMonky 21 jan @ 14:41 
I can understand that (mechanic for 15+ years, a "project" is never done). Still like the idea of the "right-hook", unrefined missile. The Demir will challenge you to a duel, gentleman-like with white glove and all. The Cekic walks up with no words outside the bar and punches you in the head.
Tuna  [skapare] 21 jan @ 14:30 
Probably because I never set an "external" LOD for when the missile is in a 'rack' since they were never designed to go in the, at the time, only rack which was the container launcher. Easy fix.
Also the Demir is fine, the Cekics overall shape is good but the actual model is awful. Needs some love.
SpaceMonky 21 jan @ 13:22 
So, I cant believe i didnt mention this sooner (I smoke ALOT of weed), but none of these missile are showing up when mounted to any craft. The craft can launch them as normal and they spawn and act normal after that, they just don't show mounted to the outside of the craft when cruising around.