NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

Evrensel Hakimiyet Surplus
28 kommentarer
Tuna  [ophavsmand] 30. juni kl. 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. juni kl. 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  [ophavsmand] 21. maj kl. 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 kl. 12:04 
Also the Mazgal can fire Pilums as of right now. It's pretty funny, intended or otherwise
Fatass 21. maj kl. 12:03 
Ah okay! Thanks for the quick reply :)
Tuna  [ophavsmand] 21. maj kl. 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 kl. 11:12 
Quick question: what launcher can carry the Fisilti torp?
SpaceMonky 21. jan. kl. 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  [ophavsmand] 21. jan. kl. 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. kl. 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.
SpaceMonky 21. jan. kl. 12:06 
And if you're calling the Demir ugly..............well maybe you need a hug. :) Love the Tomahawk vibes it gives off. Same with the Cekic. It looks like an anti-Cap missile that will punch you in the head. Just my 2 cents
SpaceMonky 21. jan. kl. 10:46 
Forgot the add, the missiles weight effects pre-flight times.
SpaceMonky 21. jan. kl. 10:37 
its not game changing at all, just figured a heads. Noticed another one this morning. The weight of the missile(Sahin in particular due to it being made for craft, or at least it seems like it) when loaded on a craft. They all weigh 5 while the base games vary from 0.2-2.0. Might be related to the room they take up in mags. The Sahin weighs x25(5 vs 0.2) as much as base game S1s of any type. Other then that they way down the craft, love the Sahin(along with the rest). Sahin w/ KP warheads on a Halberd makes for a nasty anti frigate wolfpack. :) Happy Modding
Tuna  [ophavsmand] 21. jan. kl. 3:59 
I have genuinely no idea what would cause that, between that and the missiles sometimes not actually exploding I might just need to rebuild them from the ground up (maybe with new models for the more...ugly ones)
SpaceMonky 20. jan. kl. 21:04 
Small detail i noticed, when any of these missiles are destroyed by PD, is registers as a miss, not a hard kill
SpaceMonky 15. jan. kl. 9:38 
added note after sleeping- when you're update wall thickness, you could futher/better differentiate the Cekic and Demir. Cekic stays at 0.5 wall with a shorter range, leaning into the idea of an anti-cap ship missile relying on speed and being able to take a hit to get through PD webs. Make the Demir wall closer to base game S2 missiles (0.05) with better range and a smaller RCS, IE, cruise missile relying on flexibility of loadout/thruster settings. More of an expensive jack-of-all trades non-hybrid. Some food for thought. happy modding
SpaceMonky 14. jan. kl. 23:15 
been check the fislti. if you can get the sealth to work right AND get it to work in a bomber, that would be very cool. if you're open to a few balance things i noticed: 1-cut down the range on the Cekic. currently not much reason to use the Demir over it and would make them more different. Sprint vs Cruise. 2- change the socket weight on the sahin, or what ever stat effects how much room it take up in a mag. currently takes up 4-5 times the room, thus 1/5 as many
Tuna  [ophavsmand] 14. jan. kl. 20:29 
Yeah things can be adjusted and updated for carriers. I plan to do so, but working on fixing the issues with the Fisilti first, then will update along with the bug fixes.
SpaceMonky 14. jan. kl. 20:20 
small balance nit pick, with craft in the game and the current state of other missiles( 0.05-0.25), you missiles(0.5) walls are thicker the craft(0.3)
SpaceMonky 14. jan. kl. 19:40 
Any chance of you updating this for carriers and thus, craft? would add alot of depth of craft loadouts.
ViscountArseid 22. okt. 2023 kl. 14:50 
I'd argue that the drag in nebulous is a case of gameplay as opposed to any statement on the space physics in the universe of the game, but I'll concede stylistic and artistic license. Regardless, it's a great mod.
Tuna  [ophavsmand] 17. okt. 2023 kl. 15:02 
If you read a few comments down
> Counter point we have space drag so having control surfaces is fully valid for maneuverability. They most likely would function in neb-space as functions in game

Considering the drag of...something exists in neb, there effectively is atmosphere for control surfaces to do their work.

Otherwise its just for the aesthetic, and a redesign for the Cekic is in the works. Been battling some bugs thats prevented it from updating but its being worked on.
ViscountArseid 17. okt. 2023 kl. 8:29 
This is pretty cool stuff. One minor nitpick: control surfaces rely on atmosphere to function. Without atmosphere, they're just dead weight You don't have to remove them. They look cool, and would work well for ships bombarding a planet, but you might consider editing the description regarding the control surfaces being why the missile is maneuverable in space. If you want good space maneuverability, gimbled thrusters, thrust vectoring, and good RCS are key.
Tuna  [ophavsmand] 10. juli 2023 kl. 0:23 
Yeahhhh the Cekic really shows my blender inexperience (that was the second model I ever made). Its probably the first thing on the menu for model refurbishment and im not happy with its looks at all. Expect that to get updated in the next few updates once I have time to whack some bugs and work on the Fisilti's launcher.

Glad your having fun with it
CORR3QU3T3M4TO 9. juli 2023 kl. 19:08 
The Cekic is godlike and i love it, it performs very very well, but the model is just ugly as hell and it disapears if iam not using zoom. So sad.
Tuna  [ophavsmand] 5. juli 2023 kl. 9:21 
Counter point we have space drag so having control surfaces is fully valid for maneuverability. They most likely would function in neb-space as functions in game
Blue Magnolia 5. juli 2023 kl. 9:03 
Cool idea, but I'd like to point out that lore-wise, the Sahin's control surfaces won't help it's maneuverability in space. I might amend that in the info panel.
Arofire 22. juni 2023 kl. 4:13 
heck yea new missiles