[MOD] Faster Ships Mod! Version 1.1 10-12-2014

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BlackRain
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[MOD] Faster Ships Mod! Version 1.1 10-12-2014

Post by BlackRain » Thu, 4. Sep 14, 23:38

Version 1.0 Faster ships Mod

I have increased the speed of all capital ships in the game. This includes all military and freighter type ships.

I have also increased the speed of all medium freighters/miners.

The turning rate of ships was only slightly increased (let me know if any are turning way too fast)

Forward thrust was increased quite a bit (freighters/miners/cv are traveling somewhere in the range of 120 to 150km)

Balors are decently fast now and ships like the Arawn are faster (but still slow compared to other ships. I think balor somewhere around 190km and the Arawn is like 100km)

Steam Workshop

All Ready to be downloaded ( This should also make trading more competitive but still plenty of profits to be made)

Version 1.1
-- Slight changes to Xenon capital ship turning speed
Last edited by BlackRain on Sun, 12. Oct 14, 20:44, edited 1 time in total.

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NZ-Wanderer
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Post by NZ-Wanderer » Fri, 5. Sep 14, 00:24

You been busy.. :)
Subscribed in steam to this one as well..

Question, does this include player ships as well as NPC ships?

BlackRain
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Post by BlackRain » Fri, 5. Sep 14, 00:26

NZ-Wanderer wrote:You been busy.. :)
Subscribed in steam to this one as well..

Question, does this include player ships as well as NPC ships?
Of course. I, personally, can't play without this heh. Ships are sooooooo slow in vanilla. I didn't touch fighters, I think they have good speeds already, but all other ships have been changed.


Also, this is completely safe and can be put in and removed at any time without any bad affects for your game.

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NZ-Wanderer
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Post by NZ-Wanderer » Fri, 5. Sep 14, 00:47

Faster is good :) - especially if you are waiting on that last bit of stuff to build something.. :lol:

swatti
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Post by swatti » Sun, 12. Oct 14, 17:56

Xenon I could use less agility, looks a bit goofy, also less speed, it's hard to catch. If it takes 3 fulmekrons to take one out it ain't meant go fast ^^

Amazing how a simple small mod can have so huge impact on overall "fun factor" of the game.

BlackRain
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Post by BlackRain » Sun, 12. Oct 14, 20:36

swatti wrote:Xenon I could use less agility, looks a bit goofy, also less speed, it's hard to catch. If it takes 3 fulmekrons to take one out it ain't meant go fast ^^

Amazing how a simple small mod can have so huge impact on overall "fun factor" of the game.
The Xenon K is supposed to be fast as it is a light destroyer. However, I agree that the Xenon I is too maneuverable and I will look into it. Fulmekrons and Xenon I have the same speed though I think.

Also, the Xenon I is supposed to be probably as strong as 2 or 3 fulmekrons heh.

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Post by BlackRain » Sun, 12. Oct 14, 20:45

Small update

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Post by swatti » Sun, 12. Oct 14, 21:15

Considering how powerful the I is, getting all guns on it is crucial.

K I can live with being quick.

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Post by BlackRain » Sun, 12. Oct 14, 21:18

swatti wrote:Considering how powerful the I is, getting all guns on it is crucial.

K I can live with being quick.
I didnt lower the speed but I did lower the turning. Let me know how it goes. If the I is still too much of a problem I will make it slower too.

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Post by GT182 » Sun, 12. Oct 14, 23:36

Can you do this faster speed mod for the Skunk too?

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Post by Archaeosis » Mon, 13. Oct 14, 00:39

This mod really is one of the essentials for good gameplay - I don't think I could go back now. Thanks very much. :)

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Post by bm01 » Mon, 13. Oct 14, 00:46

Archaeosis wrote:This mod really is one of the essentials for good gameplay - I don't think I could go back now. Thanks very much. :)
Same here.
I only have two small problems with it but they aren't bugs, just natural consequences: it's harder to aim with missiles and ships bump into each other even more often when fighting.
Nonetheless, I can no longer play without it.

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werewolves?
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Post by werewolves? » Mon, 13. Oct 14, 08:12

This mod is an essential, it also seems to cure any of the bugs with refitting ships at a shipyard.

It also makes the capship drag mechanic have a point.

BlackRain
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Post by BlackRain » Mon, 13. Oct 14, 19:00

Glad you all like it. I enjoy it too.

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Post by Earth Ultimatum IV. » Wed, 15. Oct 14, 14:05

I wonder if you tought of making a very agressive version of this mod.
Bringing the X2 ship speeds and turning rates to Rebirth (combat-focused ships are OK in your mod).

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