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I understand tho, big changes to vanilla system might result in stuff breaking and require more updating...
Do you think there's any way to maybe make cluster missiles much closer to viable? Through reload time, internal capacity, costs, damage... something.
Just quickly tested the patch , tandem seems much better and worth using.
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.
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.
...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.
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.
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?
@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.
Thanks for your work boss! Absolutely awesome mod and i have nothing but respect for it!
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.
@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.
once the missile has reached a certain altitude or ran for a certain amount of time, the parachute deploys allowing a slow fall
@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.
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.
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)