From The Depths

From The Depths

Wolfs Missile Components
61 条留言
It's only game. 10 月 21 日 上午 10:09 
Wow, does that mean standalone launchers that don't need sub-launchpads are possible? That sounds sick!

I understand tho, big changes to vanilla system might result in stuff breaking and require more updating...
wolficik  [作者] 10 月 20 日 下午 3:38 
@It's only game. Hello :steamhappy: First of all your request is not that huge, i can eyeball how it can be done and the changes you requested are pretty reasonable if you ask me, clusters are cool but not really worth the effort in vanilla. But the problem is, im not really a big fan of making huge changes to the vanilla systems. I can see the cluster holder calls missiles from the effect pool, if i can configure it like i did with Tandem and Nuke i may very well make a standalone Cluster warhead that spawn pure HE missiles from itself. Other than this, i dont really think i will touch vanilla components anytime soon.
It's only game. 10 月 20 日 上午 5:16 
Hey, since you welcome suggestions, I have a pretty huge idea (I basically expect a no since this isn't possible even for the dev team so no skin off your back)

Do you think there's any way to maybe make cluster missiles much closer to viable? Through reload time, internal capacity, costs, damage... something.
Gnasty 10 月 19 日 下午 6:37 
Thanks for the reply, definitely enjoying the mod. Probably the best out there :steamthumbsup:

Just quickly tested the patch , tandem seems much better and worth using.
wolficik  [作者] 10 月 17 日 下午 10:58 
@CaptSkunker New fuel type and high G thrusters are possible but i dont really have any idea how would i balance them. The bombing is also easier in general if you use an helium tank as it can have a positive gravity modifier and stop the bombs from aimlessly gliding. Depending on your choice of immersion you can put multiple of it. The nuclear warhead is also a good choice to drop as a bomb if you have a base or a carrier to reload at and the large variant has 500k damage and almost 90m radius. But its insanely expensive currently and will get a more reasonable price next update.
CaptSkunker 10 月 17 日 下午 8:35 
Would it be possible to do like a new fuel type or like a RAM jet thruster. also I wanna do more bomber or carpet bombing tactics if you can think of anything under that. Maybe just making the containers bigger so they hold more pellets?
wolficik  [作者] 10 月 16 日 上午 11:20 
@★➽AminoAcids➽★ Shaped charge is kind of the HEAT of the missiles as converts the HE warheads into frags, the Tandem is basically the standalone version with a single high AP frag. But i too think the small and medium missiles are a bit ineffective as 1 large warheads make 100 small ones. I may make an "Anti Structure" warhead that has less radius and more damage for a more concentrated effect but at the same time i dont really wanna add another explosive warhead clone.
★➽AminoAcids➽★ 10 月 16 日 上午 8:30 
Because the nuclear warhead eats ammunition could we have a buffed explosive warhead that would be good for medium missiles. Alternatively a shaped charge warhead could work as well since we already have a shaped charge head.
wolficik  [作者] 10 月 14 日 下午 3:58 
@Gnasty I kinda suspect that too, the damage is very behind the other warheads. I kinda thought that most missiles will impact at 90 degree angle and burn thru armour but thats not the case in the most battlefields. I have some free time tomorrow and will release a smaller patch. I will give tandem a damage boost and straighten out the nuke radius as a million damage warheads has 30 meter radius lol. Many thanks for the suggestion, hope you enjoying the mod.
Gnasty 10 月 14 日 下午 3:30 
is it only me or does the tandem warhead do very little damage? with 5 warheads on a medium missile i can only get it to do about 400 damage while with the same 5 warheads i can get a 1 angle frag missile to do 5k damage. I know they perform different purpose but that seems like a big difference. This has become my favorite mod BTW
Skelebone 10 月 10 日 下午 2:10 
Nuclear-tipped, nuclear-propelled cruise missiles would be absolute kino. Having a long ramp up time in that context should be a decent balancing factor; imagine conducting proper strategic-level attacks with remote guidance from spotters and everything!

Regardless, missile-based area jamming components having a minimum volume on their parent missile to work properly is fine by me. As an example, a jammer-missile needing to be at least 50% jammer components to actually jam sounds reasonable. Add the fact each missile can only jam a single sensor band and they're not quite as good as the craft versions, that's probably good enough.
wolficik  [作者] 10 月 10 日 上午 6:09 
@Skelebone Well you make a good point, two heads are better than one right ? It will be probably better to keep the missile system in itself as i dont want the mod swaying away from the vanilla and be a pain in the ass to try to be niche so the electric system is on the shelf right now. Current version of the Ion thruster may make a comeback as a "Nuclear Propulsion" in the future with a price mark up since its super fuel efficient. But in the next patch i will change the detection nerf to a buff and reduce the trust on the IT to make it align with the vanilla.

The jammers are coming since a lot of people requested it but they will probably be weak and require dedicated missiles since i dont want everything flying around blocking detection. I dont want Payload-Jammer missiles to become a thing.
Skelebone 10 月 10 日 上午 5:04 
Err... I don't think I understand? Are you saying you want to add electrical batteries to missiles? I think that's a little superfluous. It's not like the vanilla craft ion engines require batteries. Is there something in particular you're thinking of so that missiles would require batteries?

...I have to admit, missiles having onboard wide-area jammers would be pretty neat... Instead of merely being decoys, they could actually interfere with enemy detection directly in a wide radius instead of merely being a bigger target. Then again, I think keeping missiles simple and having everything either run on its own or off of fuel would be simpler and keep to the conceit of the game, but it's your mod.
wolficik  [作者] 10 月 9 日 上午 10:22 
@Skelebone I agree that Ion Thruster swayed away from the vanilla counterpart ngl. I will rework the IT hopefully and implement the electric system i scrapped in favor of releasing more components to not lose momentum after the launch. I will either make a comp to turn the fuel on the missile to a ghost source or add a battery comp to use the power from the craft. Only then it will get a worse fuel economy and more stealth, changing the trust to -25% is the most i can do sadly.

While i havent released the source project anywhere and not planning anything for github, im trying to release the cs files in the mod to save the trouble of decompiling and important comments. A little credit is enough for me if you are gonna make it public, just watch out if a component has an harmony patch or identical ids at your side.
Skelebone 10 月 9 日 上午 6:46 
Why does the missile ion engine have a higher detection radius, more thrust and higher efficiency, and higher detection signature compared to the missile variable engine, when the vehicle ion engine has less thrust, less efficiency, and no detection signature compared to the vehicle jet and propeller thrusters?

I think the missile ion engine reducing detection signature, and being both less fuel efficient with lower potential output in return for also working everywhere, that seems more reasonable than what it currently does, to follow the vanilla conceit.

I noticed source code is included; Would you mind if others forked this mod? relatedly, is there a github page or anything like that?
hama.dk 10 月 7 日 上午 1:20 
Nuclear tipped AA missiles are finally possible
★➽AminoAcids➽★ 10 月 4 日 下午 12:22 
Finally I can arm my ships with Nuclear armed missiles
Skelebone 10 月 4 日 上午 4:47 
Extravagant work!
wolficik  [作者] 9 月 28 日 上午 1:23 
@DG_Leo Its fine lol dont worry. FTD can have some problems updating a mod, rule of thumb is a clean reinsallation like @LazerHax said. Let me know if you suspect some other stuff is not working as intended.
DG_Leo 9 月 28 日 上午 1:18 
Oh, Im stupid. Everything is perfectly fine after deleting the MOD and reinstall it.
LazerHax 9 月 28 日 上午 1:02 
if neither warhead is appearing: try removing the mod from your mods folder, then unsubscribing and resubscribing to the mod, then downloading it again
wolficik  [作者] 9 月 28 日 上午 1:00 
@DG_Leo Hello dear friend :steamhappy: Can you be a little more specific ? The current version of the nuke and regulator works in my side of the game and the released dll file looks up to date currently. I will be more then happy to help if you still have an issue.
DG_Leo 9 月 28 日 上午 12:39 
@wolficik The newest version of the MOD is still not working for Neither the Regulator nor the Nuke-warhead.:steamsad:
DG_Leo 9 月 28 日 上午 12:02 
Plz update the regulator for missile lifetime. This is really really the best mod i can find for missiles.
Ashen Soul 9 月 26 日 下午 9:25 
@wolficlk Oh, wow. That actually makes me happy that I caught something, normally I dont have too much of an eye for this stuff, glad I could help!
wolficik  [作者] 9 月 24 日 上午 1:09 
@Ashen Soul It seems like the released version of the lifetime patch is the old one, i tried to make the patch rely on the component after it but it never made it into the live patch. So your suspicion is correct, the current patch overrides the lifetime patch and doesnt inclue the regulator buff. The DeReg was broken since launch it seems, thanks for pointing that out. The next update will release very soon and hopefully it will fix this.

@LazerHax Tbh why not ? i suspect the negative lifetime breaks the missile blueprint but it goes off in an instant. The nuke and smoke payloads currently work since they are delayed effects. It can stay like this for a while.
Ashen Soul 9 月 22 日 下午 8:44 
@wolficlk This isnt when both are used at the same time just to be clear. But if thats the case is there any way to fix that such as reinstalling the Mod? My issue is I can build a completely stock missile, then put a regulator on and instead of going from say, 10s -> 20s, it will remain at 10s, similarly when using the DeReg, it will remain at 10s. I wish I could offer more help but other than that, this mod is absolutely incredible
LazerHax 9 月 22 日 上午 5:59 
actually, i've found the negative lifetime bug kind of useful. it allows instant deployment of unreasonably massive (as in, literally battleship-sized) smoke clouds, and it can also be used as a unique kamikaze craft detonation mode, which is cool
wolficik  [作者] 9 月 22 日 上午 2:55 
@Ashen Soul I think i recreated it, using both components at the same missile breaks the lifetime. The current deregulator patch overrides the lifetime calculation, it doesnt mention the regulator buff. Tbh i didnt think anyone would use both lol. Another issue with the deregulator is the negative lifetime, it makes the missile disappear on launch. I will factor in the regulator count and values in the overwritten lifetime patch and add a math clamp so the result wont go below 0.05 .
Ashen Soul 9 月 21 日 下午 3:53 
I think I found a bug. My Regulators (and the ones with the opposite effect) no longer seem to function, hardlocking missile lifetime.
wolficik  [作者] 9 月 19 日 下午 5:18 
@Jaden.H Many thanks bro it means everything to me <3 i hope im doing yall justice
Jaden.H 9 月 19 日 上午 7:05 
No recommendations or asking for anything, just want to say:

Thanks for your work boss! Absolutely awesome mod and i have nothing but respect for it!
wolficik  [作者] 9 月 18 日 上午 5:48 
@Hi. The damage values are not really moddable and a reload time patch is currently not in my roadmap sadly. The nuclear warhead im currently working on may help you. It spawns a secondary explosion on detonation, this secondary explosion also currently spawns fires and an emp surge too. On Medium size, this nuclear warhead costs 7000 ammo and 700 materials respectively and deals 36000 HE damage. The actual numbers may change at the release but you get the idea. Reloading this new warhead is pretty hard and can cause huge ammo debts on the craft, going "dont reload below 100% mats" may never even reload it in the battle.
Hi. 9 月 18 日 上午 1:10 
On a more balanced note: Yes, plasma warheads and a stealth module to reduce detection range would be lovely too, as suggested by earlier comments.
Hi. 9 月 18 日 上午 1:09 
I know this will be very unbalanced, but is it possible to have a component that will increase the realod time and cost by a massive amount (Perhaps by 4 times), but multiply its damage by 2 times or so?
Tbh the only reason I want this are for real-ish missiles for a ruleset I want to make that has cold war-era combat, where a single medium missile hit is already very devastating, but reloading them on the go is impractical.
wolficik  [作者] 9 月 15 日 上午 4:00 
@Squigee The afterburner is currently in a weird state since it has a lot of upsides on paper. The remaining fuel doesnt mean anything to the missile if you ensure a detonation and it converts this lost resource to speed. Downsides are the usual ones from fast speed, reduced turn rate and increased detection range etc. The biggest one is that you cant make another approach if you miss since it will burn everything. A timer may balance this a bit more, lack of fine tuning can really help.
wolficik  [作者] 9 月 15 日 上午 3:40 
@Cam @Ranger MAAWS @Squigee The Helium Tank may get a rework. The ground launched decoys can enjoy the faster climb rate since they currently need fine tuning with projectile base. The increased gravity is also a great idea and can make better bombs that doesnt always rely on constant guidance. The "parachute" timer also kinda suits both, if you have a negative value it will open later and slow down. If you have a positive value it will already deploy with one and close later to apply the new high gravity. Helium tank is my baby but i guess it can do better.
wolficik  [作者] 9 月 15 日 上午 3:27 
@Ashen Soul The Javelin style top-attack can be mimicked like the other person said. High angle launch with a large guidance delay will help the missiles get aliltitude and approach from above. But if the position of the target can be modified the component may be possible. The missile would aim like "target position + 100m above" and descend after another parameter. This can allow top-attack like Javelin and overfly-top-attack like NLAW . Cool idea but i cant give any promises yet.
Squigee 9 月 14 日 下午 6:06 
and for the afterburner idea, it could activate after a set time like the thrust delay slider, for example, after X seconds the afterburner activates, increasing the thrust by X, and fuel usage by X, until the fuel is used up.
Squigee 9 月 14 日 下午 6:04 
some sort of gravity increasing component would be really useful for bombs, currently they fall a little bit too slowly, also a better version of the magnet component, as the current version feels genuinely way too weak, both in range and in pull speed.

@Ashen Soul. for easy top attack missiles just use remote guidance, launch the missiles straight up, put a large guidance delay on them so they build a good bit of altitude before turning, and use a turning thruster with the same delay timer so they go from vertical to aiming at the target near instantly.
JÄGER 9 月 14 日 上午 8:00 
I agree a parachute would be great, i've wanted slow fall flares and decoys for so long!
Cam 9 月 14 日 上午 12:23 
A parachute would be nice

once the missile has reached a certain altitude or ran for a certain amount of time, the parachute deploys allowing a slow fall
Ashen Soul 9 月 13 日 下午 9:08 
Seems fun, can't wait to try it out. Would be awesome to see a sort of targetting component that makes the Missiles fly up, and come down on the targets top. But thats probably very complex
wolficik  [作者] 9 月 13 日 上午 8:45 
@Vulkan i was thinking about a solid booster as a new secondary prop, it would dont effect fuel and will give short burst of thrust but it always sounded cheesy. Thanks for your range condition proposal, its more interesting and gave me an idea. There may be an "Afterburner" component that activates if the targeted thing is in the parameter range. It will give a thrust boost and drink away the fuel in a very unefficient way. The "Stealth Coating" component is coming in the next update but i cant really tell when will that be.
wolficik  [作者] 9 月 13 日 上午 8:21 
@Skelebone @ApertureGaming011 Many thanks <3 Hope everything is to yall liking.

@LazerHax While i cant make any promises about the PAC nose, Passive sonar seeker is a great idea. Sonar detection is scarce in FTD but it will be a cool addition in the mod, there is already a passive_sonar band in the game.
Vulkan 9 月 13 日 上午 5:54 
The Council of Neter will monitor your work with deep interest...

Could you incorporate a secondary booster that activates when a condition is met like within 200 meters of a target?
Also would a module that reduces Active Radar and/or Passive Radar Detection by 25~50% be possible? Was thinking of stealth glide bombs dropped from high altitude.
Skelebone 9 月 11 日 下午 11:55 
I am looking forwards to your continual work!
ApertureGaming011 9 月 11 日 上午 7:51 
this is such an interesting mod! I'm really interested in the smoke warhead, since I can imagine destroyers FINALLY emitting smoke screens and tanks launching them as countermeasures
LazerHax 9 月 11 日 上午 5:08 
another few suggestions:
passive sonar seeker head
and a silly one, the PAC nose. upon missile detonation (or destruction), it fires a particle beam straight ahead, with the power depending on how many particle tube modules are directly behind the PAC nose, similar to how the HEAT nose functions. the caveat is that it will be expensive, and have a short range (only 50-100m at most)
wolficik  [作者] 9 月 11 日 上午 3:17 
@icehead012 The ion thruster is coming in the first update. But since its both a propeler and a thruster to work in all enviroments, the ui is not showing its max speed. The stat panel will have my own segment at the bottom hopefully. A Shield projector may also happen but some other stuff has the priority right now.