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FrozenDefender

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FrozenDefender

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16 comments

  1. Apsody243
    Apsody243
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    I can confirm that this works with version 6.00.
  2. deleted3198901
    deleted3198901
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    Yep this works
  3. Zephyriel
    Zephyriel
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    The mod does not work for me on the Steam version 3.10. The game will not load and stay on a black screen during boot as long as the mod folder is present in the Extensions folder.
    1. FrozenDefender
      FrozenDefender
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      sorry for your trouble, the beta has probably broken something, I'd need to take a look at it but right now I don't have time :(
  4. steve1078
    steve1078
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    Hello!
    Thanks for this mod!
    Sadly i think it is not working on the beta...
    What do i have to do to make it working in the beta version?
    Thank you very much!
    1. FrozenDefender
      FrozenDefender
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      Seems as if some patch at somepoint has broken this mod, unfortunately, due to time limitations with new job and all I can't promise a fix soon :(
  5. freesoul
    freesoul
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    Great, Dude!
    Exactly what I was looking for. My favourite weapon now finally with more accuracy.
    The piu piu was so annoying. Finaly I can enjoy the brrrrrrr again. :o)
  6. Mic1972
    Mic1972
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    Nice job, my favorite s - fighter weapon (now).

    Your mod gave me the clou/motivation to adjust the s-mk2 for my personal taste , so i tweaked it a bit further, more range by runtime 1,25s -> 1,5s and slighly more damage 12->15.

    Anyway thxs.

    May the sewing gun with you ;)
    1. FrozenDefender
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      Happy to hear this inspired you aswel! I personally didn't upset the vanilla balance too much so I decided not to increace the damage, altough if you use the boltguns reload remover mod I would see how that would actually be pretty good fit! concidering the boltgun still applies damage better due to double the accuracy almost even after tweaks.

      If you're interested I also made a sound mod for the neutron gatling that makes it sound alot more fun, tho it changes the boltrepeater as well but, yea, I can't imagine playing without them anymore personally
  7. SeptimusRaven
    SeptimusRaven
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    This is very nice indeed, but what about all the other projectile based lasers?

    Rn they've managed to make beam lasers pinpoint accurate (about god dam time) but everything else still kinda misses more often than it should. And as pinpoint accurate as they are, even beams miss 99% of the time against very small targets, such as laser towers. It's ridiculous to see a capital ship empty several thousand megawatts of firepower into nothingness because of something as trivial and stupid as collision boxes being ridiculously small.

    Would appreciate if somebody made a mod that made the very small ones a whole lot bigger (about 100% increase would work). Cheers.
    1. FrozenDefender
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      hmm I'm not sure I can do anything about the actual aiming accuracy for the weapons, this was made by reducing the weapon spread angle value basicly so I doubt it would work with beam type weapons as you would like it. and when it comes to capitals, I'm soon there in my play through so I'll play around with the capital class weapons and maybe I'll find someting worth tweaking, most likely i'm going to tweak the projectile speeds if anything, and well if the spread value isn't insane that alone should increace hit rates alot especially on the players end.
    2. SeptimusRaven
      SeptimusRaven
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      Increasing the projectile speed doesn't actually help in this case. I have my own modded beam projectile that's currently at 10km/s and on top of that i also install one of my custom stat modification which doubles it. So that's 20km/s projectile speed at least. And yet, they still miss 99% of the time, because all the beams are being aimed all around the target, none of them are in fact pointing at the actual laser tower.

      For the record, i'm using some of the mk3 variants of ships that are in the Rise of the Ossian Raider mod, the ones that have over 120 turrets... and that's a ridiculous amount of turrets that are firing at basically empty space. The only way this can be fixed on the spot is by using the arrow keys on the keyboard to slightly turn the ship around, which in turn also shifts the turret fire along the path of the turning ship because Egosoft aiming 101. This can potentially cause the beams to accidentally hit the intended target once every ~30 shots. Or just use the slan_cheat to remove the god dam laser tower.
    3. FrozenDefender
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      yeah I don't think there is a solution that I could come up with in this case, to fix this would require something of a miracle to write ai aim prediction from, currently it seems to only take into account the acute direction and speed the target is moving, and not predict the turning for ships and this causes weird turret behaviour where beam turrets seem to miss on purpose on some targets. However. now that I've played with capitals alot more there's not that much wrong there for me, no such dealreakers like the shotgunlike spread on the gatlings.
  8. bagelhe
    bagelhe
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    very nice thx for the mod!!!
  9. RPINerd
    RPINerd
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    Ooh sounds good, I love the sound and visuals of the gun, but I can't hit crap with it lol
    1. FrozenDefender
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      exactly what I *aimed* to fix, the spread values were like a shotgun in vanilla, and the mk 1 was more accurtate than mk2 and it felt off, after playing around with the values I'm quite happy, the neutron gatlings are about on par with bolt repeaters in terms of applied damage (bolt repeaters did less damage, were slower but more accurate and neutron did alot of damage but to apply that damage you'd need to be basicly at 0 range)