Starsector
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Deej

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DeeJanis

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About this mod

What do you think happened to the ships that went "dutch"?

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When the Free Navy entered the mass infused ring gate, who would have thought that the beings from the other side would spit them back out through a gate in the sector. Single ships in the past that went dutch likely were either destroyed by remnants or ran out of supplies and lie derelict. Marco with enough ships at his disposal, even if he failed back on Earth will at least create a home for belters here.

Current WIP mod to bring the Expanse's free navy into starsector.

As of this moment 4 ships have been added:

  • Donnager Battleship (Capital Ship)
  • Pella Light Cruiser (Cruiser)
  • Tachi Corvette class frigate(Destroyer)
  • Morrigan Patrol Destroyer(Frigate)

Each ship as loaded out with a plethora of small hybrid turret slots, with varying missile hardpoints, or built in missile tubes designed to be loosely lore accurate.

Weapons:
  • 2 Large missile weapons, with either fragmentation or High Explosive warheads
  • 2 Medium missile weapons, with either fragmentation or High Explosive warheads
  • 2 Small missile weapons, with either fragmentation or High Explosive warheads
  • 1 Small ballistic PDC that uses energy damage calculation.
  • 1 large long range Foehammer railgun.
  • 1 large keel mounted railgun.
  • 1 medium keel mounted railgun.

Since this is early on, ship models and weapon sprites are all subject to replace. I'm awful at art, but will eventually commission better models, if the desire/need is there.

TIPS ON COMBAT  

You don't need to rely on your shields. Ships have ample armor and high mobility + burst DPS. This allows you and your fleet with proper positioning to perform fly by strafing runs aided with large quantities of fragmentation torpedo's to deal damage with hit and run wolfpack tactics. ships have a tiny 2 degree shield to protect you from ramming (protects AI ships from insta divebombing to their deaths into stations at the start of a battle) Beware of high explosive lasers. Ships that can equip railguns do not have adequate flux dissipation to spam railguns relentlessly, so use them wisely for burst DPS, or when you vastly outclass the enemy vessel.


The ships not balanced.

with plenty of OP for each ship, you're able to fill them out with many hullmods. All ship weapons have extremely long ranges. The PDC's however have relatively slow projectiles making them only mildly effective at longer ranges, especially when ships are moving.

Ships also have their max speed set to 600(the in game limit) with varying levels of acceleration, and all deceleration is set to 0, meaning you can go really fast, but you'll also have to flip and burn if you want to slow down.

I'd like to make lateral thrusters extremely minimal in effect, but unfortunately you still have quite a bit of lateral control, but you still sort of get the effects of relativistic flight.

I'm planning creating an actual in game faction of belters with Marco Inaros leading the helm, but I figured I'd at least get the ships out there for people to play with while I figure out how the actual in game faction spawning works, since there is a lot less documentation on that.

If anyone has any tips on how to integrate a faction, please send them my way.

Installation is the same as any mod, extract into mods folder and then mark the mod as active in the launcher.