Terra Invicta

Terra Invicta

Onvoldoende beoordelingen
Angular Acceleration Tweaks
   
Prijs
Toevoegen aan favorieten
Toegevoegd aan favorieten
Verwijderen uit favorieten
Bestandsgrootte
Geplaatst op
Bijgewerkt op
26.677 KB
30 nov 2022 om 0:40
15 apr om 0:14
3 wijzigingsnotities (weergeven)

Abonneren om te downloaden
Angular Acceleration Tweaks

Omschrijving
All ships in Terra Invicta have a fixed vector thrust magnitude of 3.5MN, which results in angular acceleration scaling with 1/(mass*length). Larger ships should have larger vector thrusters, so this mod scales vector thrust with hull mass (treating corvettes as baseline but leaving gunships and escorts unchanged). Big ships are now substantially more maneuverable; this includes alien ships. Additionally, thrust boosts from spiker utility modules are applied to angular acceleration as well.
8 opmerkingen
luke738  [auteur] 15 apr om 0:16 
Updated for 4.18.
5G MINDCONTROL PEPEGA 2 aug 2023 om 3:18 
i also delete the cache file in the mod's directory and didn't test in between lol
5G MINDCONTROL PEPEGA 2 aug 2023 om 3:17 
for what its worth it initially did a CTD after i updated it, however the issue was resolved when i swapped Unity mod manager to Assembly install method.
BLKCandy 1 aug 2023 om 9:57 
The in-game updater broke the mod description in case you haven't noticed.
luke738  [auteur] 31 jul 2023 om 17:55 
Should be working on 3.99 now.
5G MINDCONTROL PEPEGA 5 jul 2023 om 19:16 
causes a CTD when starting the game when enabled with update 10
JosephTerran 9 dec 2022 om 11:43 
Fantastic.
uglydisease 7 dec 2022 om 0:08 
Really great idea, I had been thinking along the same lines. But I would like to see a whole new module slot along the lines of the radiator or battery for inserting different kinds of angular RCS / gyros, increasing there number and fuel (like mini versions of the engine itself).

I would also love to see a mod that lets you put two different engines on your ship at the same time, this would create a much wider amount of creativity in engine design for example an early game ship could have both chemical and ion drives. The chemical could be used for intercepting an enemy ship and in combat while the ion could be used for interplanetary trips, with all the added mass costs associated with two engine systems.