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[MOD] More Missiles Mod
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phantum





Joined: 18 Feb 2016



PostPosted: Sat, 27. Feb 16, 16:54    Post subject: Reply with quote Print

That's what I did, the default missiles work, but the added missiles don't show up.

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Reaperxvii





Joined: 29 May 2014
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PostPosted: Sat, 27. Feb 16, 18:35    Post subject: Reply with quote Print

phantum wrote:
That's what I did, the default missiles work, but the added missiles don't show up.


Weird, I starred a new game and just noticed they were in the traders and I could pick them up and fire them like normal again,unsure as to why.

See look ---> http://imgur.com/a/gX78V


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phantum





Joined: 18 Feb 2016



PostPosted: Sat, 27. Feb 16, 22:02    Post subject: Reply with quote Print

hmm that's interesting. are you running a lot of other mods? Maybe I have a conflict between something

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Reaperxvii





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PostPosted: Sun, 28. Feb 16, 07:52    Post subject: Reply with quote Print

Quite a few and not all are 4.0 compatible yet (I'm getting an annoying error when Im docked at anything that makes my sidebar freeze up, I cant walk and leave normally but I cant use the sidebar at all)

I disabled and re-enabled the mod, try doing that maybe?


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NovaCameron





Joined: 12 Jun 2008
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modified
PostPosted: Tue, 1. Mar 16, 02:16    Post subject: Reply with quote Print

Updated to 0.95 on Steam and Nexus

-Updated for HoL and v4.00
-Reweighted fighter drops towards the lower end.
-Reweighted capital drops up.
-Updated drops for HoL.
-Fixed vendor setup as main gamed patched over new missile list.



Last edited by NovaCameron on Tue, 1. Mar 16, 07:31; edited 1 time in total
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Requiemfang





Joined: 16 Jul 2009
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PostPosted: Tue, 1. Mar 16, 03:16    Post subject: Reply with quote Print

I see this mod has missiles that have nice blast zone radius eh? reminds of hammerhead missiles, firestorm torpedos and other such large radius warhead projectile weapons lol

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phantum





Joined: 18 Feb 2016



PostPosted: Wed, 2. Mar 16, 03:21    Post subject: Reply with quote Print

^.^ Thanks! Very Happy

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NovaCameron





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PostPosted: Wed, 2. Mar 16, 08:48    Post subject: Reply with quote Print

0.96 on Steam and Nexus

Heavy and Light guided missiles two times more maneuverable.
Light Cluster missile range upped to 4km.
Fixed ranges and range descriptions for all but unguided.

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Reaperxvii





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PostPosted: Wed, 2. Mar 16, 18:16    Post subject: Reply with quote Print

[quote="NovaCameron"]0.96 on Steam and Nexus

Heavy and Light guided missiles two times more maneuverable.
Light Cluster missile range upped to 4km.
Fixed ranges and range descriptions for all but unguided.[/quote

Glad to hear nova:)]


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NovaCameron





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PostPosted: Sat, 5. Mar 16, 00:22    Post subject: Reply with quote Print

Major Update
0.97

On Steam and Nexus

Rebalanced:
-Damage
-Fire Ratres
-Prices
-Cruise missile acceleration

I forgot to actually balance the missiles through DPS and cost per damage. Did so and rebalanced everything. You shouldn't exactly need a ship HP increase mod anymore but I think it makes it better. Damages went up and down, mostly down, fire rates increased mostly. Prices are more balanced now. Highest DPS is 75k. Lowest is 5k. Low end missiles less than 15k DPS. Midrange less than 30k DPS. High end above 30k DPS. Prices took a massive hit mostly though some of the higher end stuff increased.

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NovaCameron





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PostPosted: Sat, 5. Mar 16, 03:21    Post subject: Reply with quote Print

0.98 Second rebalance sweep

Oops. I nerfed the low end missles too much.
-Fixed nerfed missiles
-Fixed explosion range now bigger! (Had it marked bigger and wasn't implimented.)
-bumped DPS back up to a normal 10k-100k range
-Prices adjusted accordingly
-Swarm missiles have a lot more damage
-DPS gradient is nice and smooth now.

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NovaCameron





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PostPosted: Mon, 7. Mar 16, 23:10    Post subject: Reply with quote Print

v0.99 Third Rebalance Sweep

-Rebalanced Acceleration and Speed in all missiles
-Cruise missiles now have a 16km range
-Halved blast radii - blast range was a radius and was way too big for what I wanted. Now halved to make SOME sense.
-Fixed missile speeds - anything over 1000m/s ends up overwhelming the game's postition update resulting is odd missile paths and really poor hits.
-Fixed missile acceleration - This is where speed improvement comes in. All missiles had a 2-2.5 second acceleration time and turn rates. This is fixed:
-Swarms have a .25 second acceleration and turn rate
-Heavy swarms have a .5 second acceleration and turn rate
-Light guided have a .25 second acceleration and turn rate
-Heavy guilded have a .5 second acceleration and turn rate
-Cruise missiles have a 1 second acceleration and turn rate
-Dumb fire acceleration has been constrained neither accelerating too fast (over 1000m/s) or too slow (under 300m/s)
-Dumb fires are safer as they fire out of their blast range from your ship within a second.

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NovaCameron





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PostPosted: Thu, 10. Mar 16, 00:40    Post subject: Reply with quote Print

v1.00 Drop and Cost Tweaks, Added Descriptions

-Lowered cost for some missiles to equalize Cost/Damage efficiency
-Raised drop rates and smoothed the missile type gradient to increase drops as a source of missiles and increase the chance of higher missiles in each type category to drop
-Added useful info descriptions to each missile so the details of each missile are easily found - for once

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Requiemfang





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PostPosted: Sun, 20. Mar 16, 03:44    Post subject: Reply with quote Print

Just curious since you got rid of torpedo's which basically = novadrones. In the OP it says they are replaced with cruise missiles, are any of these cruise missiles able to be player controlled like the novadrone?

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NovaCameron





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PostPosted: Sun, 20. Mar 16, 06:18    Post subject: Reply with quote Print

No. The only reason that the novadrones exist is that vanilla missiles retargeted if they couldn't reach their target after a certain about of time. This has been removed from them so they will go and go and go and try to hit what you wanted to. They will NOT retarget or change from where you wanted to hit. Which is the only reason novadrones would exist for you to control where they hit. With guided missiles you can fire them and not worry about them not hitting what you wanted. Thus killing groups of sub components if you target them is easy as well as faster.

I also found it hard to control and boring. So I thought why not fire a missile and be done with it? Fire and target the next group and fire or fly to fight fighters.

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