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[MOD] More Missiles Mod
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Requiemfang





Joined: 16 Jul 2009
Posts: 2744 on topic

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PostPosted: Sun, 20. Mar 16, 17:16    Post subject: Reply with quote Print

I have to somewhat disagree, having a ROV controlled missile is useful in some cases especially if you are a decent distance away and don't feel like getting shot full of holes by plasma jet turrets. Using a ROV controlled missile allows you to do a surgical strike against certain dangerous elements that would otherwise make it a hindrance to try to take out at close range. With Novadrones I used this tactic to take out my fair share of such componates so I could cap ships. when you are 16 kms away from a target you can't just target a surface element as easily by pointing the mouse and hoping to click on it to target it for a fire and forget missile.

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NovaCameron





Joined: 12 Jun 2008
Posts: 39 on topic

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PostPosted: Sun, 20. Mar 16, 17:50    Post subject: Reply with quote Print

If you can target the ship, you can target all components. Use C and V to cycle through them. C to start from the bottom and get engines and jump drive, V to start from the top with weapons. Click the ship to reset the list. I never click on them. You can't click and fire fast enough to not get hit so I don't try. I use those keys to target what I want before I can even shoot it so I pop out lunch and hide again, or launch around a corner.

1.01 will be out soon that fixes the missile flights. Finally figured out what was messing them up. Tweaking the turn rates now. Speed is also being tapped down, cruise missiles will get a speed boost. Might keep the speed if I can get the missile to turn right.

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Requiemfang





Joined: 16 Jul 2009
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PostPosted: Sun, 20. Mar 16, 19:00    Post subject: Reply with quote Print

Mmm forgot about those keys lol

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Requiemfang





Joined: 16 Jul 2009
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PostPosted: Tue, 22. Mar 16, 00:15    Post subject: Reply with quote Print

Hey Nova I noticed something, Constrictor Missiles are still being sold, if you buy them from a Arms Merchant you're basically wasting money trying to buy them since they disappear into thin air. I sort of want these missiles to kinda come back since they are very, VERY handy in disabling the booster function of a ship. Ever since ES added that flee mechanic it's made it harder to cap ships and these missiles are extremely valuable in preventing them from fleeing.

I usually let the ship flee a distance before firing one of these missiles at it to stop it boosting, that way I'm out in the middle of nowhere where I won't be interrupted by local ships shooting my target or getting shot at by NPC's of a faction I just pissed off by attacking the ship I'm trying to cap.

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NovaCameron





Joined: 12 Jun 2008
Posts: 39 on topic

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PostPosted: Tue, 22. Mar 16, 04:14    Post subject: Reply with quote Print

Eh you convinced me. I'll add it back. Note this will "break" saves and require save editing. You are on your own for that.

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Requiemfang





Joined: 16 Jul 2009
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PostPosted: Tue, 22. Mar 16, 04:54    Post subject: Reply with quote Print

Laughing save editing isn't that hard now Razz

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Requiemfang





Joined: 16 Jul 2009
Posts: 2744 on topic

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PostPosted: Tue, 22. Mar 16, 20:20    Post subject: Reply with quote Print

guess it's easier to add those missiles back than it is to make new ones that have a similar function eh?

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NovaCameron





Joined: 12 Jun 2008
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PostPosted: Tue, 22. Mar 16, 23:47    Post subject: Reply with quote Print

Actually I am thinking I will add the function to Cruise missiles. As well as doubling their max speed. Again.

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Requiemfang





Joined: 16 Jul 2009
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PostPosted: Tue, 22. Mar 16, 23:55    Post subject: Reply with quote Print

Sounds like a good idea I guess this way it makes the mod still game save safe?

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NovaCameron





Joined: 12 Jun 2008
Posts: 39 on topic

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PostPosted: Wed, 23. Mar 16, 00:37    Post subject: Reply with quote Print

Ya. still trying to get the light missiles to not jitter all over the place.

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DeadMor0z





Joined: 29 Nov 2013



PostPosted: Tue, 21. Jun 16, 10:29    Post subject: Reply with quote Print

You can also put game on pause (Pause key by default) and have as much time as you want selecting needed target.

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JDamien





Joined: 07 Mar 2016



PostPosted: Thu, 27. Apr 17, 17:06    Post subject: Update Reply with quote Print

Anyone happen to have any idea when/if this mod will get a 4.10 update?

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Reaperxvii





Joined: 29 May 2014
Posts: 328 on topic

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PostPosted: Mon, 10. Jul 17, 05:45    Post subject: Reply with quote Print

This mod works fine with 4.10, though currently Im trying to make it work with the ablionskunk2 mods Smile Nova do you have any advice on how to make your mod work with that mod? xD

*edit* nevermind I got it Smile


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Requiemfang





Joined: 16 Jul 2009
Posts: 2744 on topic

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PostPosted: Sun, 24. Dec 17, 20:24    Post subject: Reply with quote Print

Mod works but I can't buy or sell missiles, all merchants are empty Sad

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iforgotmysocks





Joined: 08 Nov 2013



PostPosted: Mon, 25. Dec 17, 00:21    Post subject: Reply with quote Print

An update recently moved Inventory item lists from setup.xml to libraries/parameters.xml. Changing a few lines will fix it, but i'm pretty drunk currently so i i'm not gonna look it up today. xD


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