Space Engineers
LK - Combat: Revitalised (Public Beta)
35 коментара
Boss Pasta 13 дек. в 14:44 
Is this mod compatible with Assault Weapons Pack in the sense of the maximum range increase?
Stratus 10 окт. в 8:57 
Nice update!
YoshiWoof22  [автор] 10 окт. в 6:01 
Thanks for the patience folks - v1.1.0 is now out, bringing with it a fix to rover wheels, proper ammo usage for rifles, and a slight change to railguns.

Full details can be found in the Change Notes page ^^
YoshiWoof22  [автор] 3 септ. в 13:09 
@maxdean02

A standalone version is still being considered for later down the line, to cover exactly those kinds of cases, but making the weapon balance actually play well with orbital velocity is really difficult so I don't think i'll be doing active balancing around those scenarios.

And thanks for the nice words, hoping to get the first community balance patch out in the near future now that the first LK multiplayer server test is approaching its end.
maxdean02 3 септ. в 12:46 
I'd love to use this mod, but the hard requirement of your fork of Relative Top Speed makes this incompatible with the Real Orbits Mod, because the speeds are too low to achieve an orbit. I know that you balanced the combat around your speed configuration, but a version without that requirement would be extremely useful for people who'd rather just use their own Relative Top Speed values.

Regardless, thanks for your effort into this very high quality mod.
Ace Of Swords 31 авг. в 12:59 
not really related to the mod but which block is the space balls people talk about?
YoshiWoof22  [автор] 31 авг. в 1:48 
@HS_DRAGON ✞

The LKCR forks of those mods are replacements for the originals, so you will need to remove the existing Relative Top Speed mod.

Same goes for Heavy Gas if you are using that.
HS_DRAGON ✞ 30 авг. в 18:24 
I use the Mod ''Relative Top Speed'' which is very famous.
The question is, will it give conflicts with your Mod?
I see that one of the dependencies of this Mod has the same name as the Mod I mentioned.
What shall I do?
Leo 24 авг. в 5:37 
Thanks. You're the best. However, you can approach this however you like. It's just a small bug i've noticed that probably needs a fix down the line. Maybe just something to keep in mind next time you're fixing other things. Anyways, thanks again for your time and effort.
YoshiWoof22  [автор] 24 авг. в 5:06 
@Leo

Found your culprit - because they both have some thrusters with very little force, the relative top speed submod treats them as ships, and hits them with a low thrust to weight penalty.

The problem is that there is no good way of differentiating between them. I can try to maybe find a fix that adds a lower limit for boost speed so it doesn't cripple it.
YoshiWoof22  [автор] 24 авг. в 4:17 
@Leo

Strange, because I did heavy testing on rovers previously (its how i discovered that turrets apply no recoil) and they worked fine. This testing included small 4x4 vehicles and heavy multi-wheel tanks.

I just loaded up a fresh world with the mod to check, and I'm unable to reproduce your issue on my end - do you have any BPs where this happens every tine?
Leo 24 авг. в 3:59 
Hello. I noticed that this mod on it's own is affecting speed of a few rovers i use. With it, they wont go over 3km/h even though they can. Without it, they work normally as intended. I don't know if someone pointed this out already, I just haven't noticed anybody else talk about it and wanted to point it out.
Falcon_Flyin_High 23 авг. в 6:41 
Can speed mods override the speed settings of this mod? Mods like Hypercruise should still work?
Sojo 22 авг. в 15:37 
what servers use this that have a viable pvp population?
TGIF-42 22 авг. в 2:30 
No, I read that. It was just slightly vague as to whether those specific configs were necessary for the core mod's functionality, or if the dependency mods themselves were simply required (if that makes it clearer). Thanks for following up.
YoshiWoof22  [автор] 22 авг. в 2:14 
@TGIF-42

I assume you missed the part in the first section of the description that answers your question.

TL;DR - They are required for now. The weapon balance is very closely tied to the speed changes, so removing them has unfortunate side effects. The dependencies are hard-coded and set up in a way that lets me update existing configurations if I push an update that changes them.

I may do a standalone release in the future just for the main mod's changes, but its not on the list of short term goals while its in Beta, so I hope you understand that it may take some time before that comes ^^
TGIF-42 21 авг. в 23:09 
Are the forked dependencies required for this to function, or can we use the standard releases and configure them to our own preferences?
Meya 21 авг. в 16:22 
I can confirm ai ranges have increased to match the new ranges :) this was a good mod for vanilla weapons :)
YoshiWoof22  [автор] 21 авг. в 5:42 
@REV4666

Yes, but AI Combat Block Ranges have also been adjusted to account for this.
REV4666 21 авг. в 5:27 
"maximum range of combat has been increased to 4km" Do you mean the range of weapons?

If so doesn't that make AI combat blocks useless with their sensor range of 2.5 KM?
The PVE will come back to just snipe the NPC weapons from out of detection range boring tactic, with no challenge
YoshiWoof22  [автор] 21 авг. в 4:03 
@Dots

It is very much subjective. That being said, my main goal was to address the most common issues that people have continually brought up, even before Warfare 2 - such as the lack of weapon niches and the current state of the "meta".

I believe a big part of the appeal comes from the fact that LKCR doesn't rely on a system like WeaponCore. Since you do not need to use any modded weapon/armor/thruster blocks, just about every existing Vanilla blueprint will work and feel balanced. You can also build a ship with this mod in mind, and someone without the mod can still use it without issue.

Lastly, things like an actual overview video and whatnot are planned for a proper release.
Its a bit early to do that right now, as the mod is still in public beta, and things are subject to change as multiplayer tests are ongoing.

Hope that answers some of your concerns ^^
Dots 21 авг. в 3:35 
Combat systems are very subjective. There is no comparison [video] to show this vs vanilla vs weapon core yet. People keep giving thumbs up but I'm not convinced what is better.
YoshiWoof22  [автор] 20 авг. в 10:40 
@Leo

I originally considered it, but given it affects core progression and could potentially make or break the survival experience, i consider it out of scope for a combat overhaul.

I think the changes to Gatling and Interior Turrets should already help against Hydromanning, but theres a lot of different jetpack rebalance mods out there (I also made some) that cater to different environments/playstyles (e.g. making it more of a "hover-pack").
Leo 20 авг. в 9:16 
Hello. I was wondering if you'd be incorporating some sort of a jetpack nerf as well?
Plume41 20 авг. в 5:30 
@YoshiWoof22

Thank you for the explanation. You did a great job on the Mod.
Thanks for helping me understand the hydrogen changes, it is not my preference but you did good work.
HS_DRAGON ✞ 20 авг. в 4:29 
The community does more for the game than the dev. Years and years and you never want to balance/modify the combat, just think about bringing DLCs with useless blocks.

Thanks for that job, buddy. :selike:
Rotörhead 19 авг. в 23:49 
Cool Thing! Autocannon outranges Gatling... Yep! ^^
Meya 19 авг. в 15:49 
I hate having to resort to mods to increase range, under 1km is far to short range for space combat
YoshiWoof22  [автор] 19 авг. в 13:46 
@Plume41

The detailed overview has a section on the bottom covering this, but the TL:DR is that the weapon balance was made around the speed system, and vice versa.

A major reason for the introduction of the speed/mass mechanics is to address the classic vanilla combat problem: Every single ship orbits/chases eachother at the exact same speed (100m/s), resulting in a boring stalemate where you fire at eachother from right at the edge of weapon range.

Making speed more dynamic solves this issue, as now most grids will have different speeds. Heavy Gas also affects it, making hydrogen less hilariously overpowered compared to Ion/Atmospheric, by adding diminishing returns to carrying hours of fuel.
ThatOneGamingGuy3 19 авг. в 10:08 
i have the power to explode planets with this thing
Plume41 19 авг. в 9:16 
Why is Top Speed and Heavy Gas required?
GigaCars 17 авг. в 12:11 
interesting
Osker 16 авг. в 16:41 
This sounds cool
Stratus 16 авг. в 5:39 
HHOOOOOMIGOOOSSHSHH