Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

[DIGI] Rotary Cannons
79 Comments
syy1125  [author] Sep 13 @ 5:08pm 
Sorry for the delay, I was out of town for the past few days.
Mod i sfixed for game v0.30.1 now. It should also work on Cosmoteer v0.30.0 if you are still running that version for older mods (just ignore the warning because I didn't explicitly mark it as compatible).
147263589 Sep 11 @ 1:31am 
crash on start with new update
urlings_55 Aug 8 @ 5:08am 
Good job on reducing dependency on vanilla code!
There is a bug where it now shows the vanilla turret instead of the one you made. Simply requires a couple of small edits to the turretgraphics referring the png's you provided instead of the vanilla ones.
Choppah Aug 7 @ 1:16pm 
@syy1125

If you are not sure what to do with the standard and large rotary cannons, I have an idea.

Consider going the route of less pinpoint DPS than the Chaingun but higher damage per shot (HE so damage not pinpoint), ammo used per shot (2x to 3x), and longer range (like 320 to 360 meters). Normal operation would be a constant stream of shots (moderately faster than normal cannons). Overclocked would have the option for 3 or 6 round bursts (at about half the max RPM of the Chaingun), with short gaps between each burst (each shot in a burst adds 0.2 sec delay to the gap).

This would make rotary cannons a kind of hybrid between the chaingun and normal cannons while still being a distinct type. Also, the higher spikes of heat generated in burst mode compared to other weapons could lead to some interesting designs for managing it.
AnonaCraffter Aug 7 @ 11:14am 
thanks!
syy1125  [author] Aug 7 @ 11:01am 
Mod version 1.2.0 is out, with my first attempt at making an overclock. Deck rotary cannons can now be overclocked.
I'm not sure what I'm going to do with medium and large rotary cannons. This mod was made before chainguns, and now that chainguns exist, rotary cannons have less of a niche. I may phase them out eventually, just keeping the deck rotary cannon as I think the deck variant still offers something unique.

Also rewrote lots of internals to detach it from vanilla code. It should be less prone to mod conflicts now.
If you are still getting crashes, let me know what other mods you have enabled so I can track down where the crash is coming from.
syy1125  [author] Aug 6 @ 11:59am 
Interesting, thanks for the report. I'll check for mod compatibility there and see if I can get it fixed for the next update.
ScaryPunkGhost Aug 6 @ 10:48am 
I don't know if this is the reason that some people have been reporting crashes, but it seems this mod crashes on launch when run in conjunction with the "AI Powered Ships" mod.
syy1125  [author] Aug 5 @ 6:25pm 
@TAKA currently not possible.
syy1125  [author] Aug 5 @ 6:24pm 
As far as I can tell, everything works on meltdown. Double check that your mod is up to date, which is mod v1.1.9.
And I'll make the edits to make this mod's code better, now that my major mods aren't crashing in meltdown anymore.
urlings_55 Aug 5 @ 10:08am 
@syy1125 your version still crashes on load due to, but not limited to, the commandconsumer for the deck cannon.
I kinda rewrote the way your part rules file works to get everything working. You basically tell the file to get most of its stuff in the vanilla deckcannonpart rules file, with alterations made to what you need. I rewrote the file by putting everything of the necessary deckcannon lines, without the meltdown alterations, into it.
TAKA Aug 5 @ 7:16am 
Is it possible not to block the shells of other weapons?
AnonaCraffter Aug 4 @ 7:49pm 
YES
syy1125  [author] Aug 4 @ 7:26pm 
@AnonaCraffter that's not something that meltdown itself broke. Could be an issue with an incompatible mod. Did you have other mods enabled?
syy1125  [author] Aug 4 @ 3:25pm 
Oops, must've pushed the files from right before I bumped the compatible game version.
As far as I can tell mod still works fine, for now just ignore the warning when you enable it.
AnonaCraffter Aug 4 @ 3:24pm 
and it is here is why
Reference "~/Part/Components/PartCrew/Crew" at node "<C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\2920508482\parts\rotary_cannon_med\rotary_cannon_med.rules>/Part/Stats/CrewRequired" could not be resolved.
AnonaCraffter Aug 4 @ 3:17pm 
still says incompatible
syy1125  [author] Jan 13, 2024 @ 5:51pm 
No, they do not function as point defense. These rotary cannons are balanced to be similar to vanilla cannons.
CAMANDERSOL Jan 11, 2024 @ 3:39pm 
Are these able to function as additional point defense as well? similar to the energy auto cannon turret?
Conniday Oct 11, 2023 @ 12:59am 
Awesome!
syy1125  [author] Oct 10, 2023 @ 9:43am 
Yeah go for it
Conniday Oct 9, 2023 @ 10:06pm 
Is it okay if I use your rotary cannon as a base for my mod's ballistic weapons?
syy1125  [author] Sep 4, 2023 @ 10:51am 
@Cantus Tested and confirmed that this mod does work with Advanced Ammo Storage & Supply.
Cantusavem Sep 4, 2023 @ 10:01am 
Advanced Ammo Storage & Supply do your mods work with this one
清夏之梦 Aug 4, 2023 @ 10:44pm 
描述

增加了旋转加农炮,它们发射的时间越长,射速就会增加。


功能

标准旋转加农炮:标准加农炮的旋转版本。重新装填时间为2s-0.4s,取决于旋转速度(香草标准加农炮的重新装填时间是0.75s)。

大型旋转加农炮:大型加农炮的旋转版本。根据旋转速度的不同,重新加载时间为4s-0.5s(香草大加农炮的重新加载时间是1.2s)。

甲板旋转加农炮:甲板加农炮的旋转版本。发射标准子弹(每发750点伤害),重新装填时间为0.667s-0.067s,具体取决于旋转速度(香草甲板加农炮每发子弹有7500点伤害,平均每1.25秒发射一颗子弹)。如果加农炮弹药耗尽,它会堵塞15秒,无法开火。


杂项

我的其他MOD: https://steamcommunity.com/sharedfiles/filedetails/?id=2920552567
Dr. Bright Jul 17, 2023 @ 11:46pm 
Hello friend, there is a misspelling of the word "rounds" in the description of the 'Standard Rotary Cannon'. You seem to have written "rouds". It appears in game when you mouse over the weapon and read the text.
syy1125  [author] Jul 15, 2023 @ 9:27am 
Checked out that mod. I can confirm they aren't compatible right now. I will make it stop crashing when both mods are enabled, but deck rotary cannon won't benefit from the changes made by better deck cannons.
YMan Jul 15, 2023 @ 12:09am 
YMan Jul 14, 2023 @ 4:09pm 
Seems to be fine now. Probably just an incompatible mod :steamthumbsup:
syy1125  [author] Jul 14, 2023 @ 9:41am 
If you can describe how to reproduce the crash, that will help to. So far I haven't been able to find more causes for crash.
syy1125  [author] Jul 14, 2023 @ 9:36am 
What was the crash message?
YMan Jul 13, 2023 @ 11:15pm 
Causes crash on latest version
syy1125  [author] Jul 12, 2023 @ 10:18am 
@Nuclear Pasta you can change Part/Components/Turret/FireInterval to adjust the firerate of each cannon.
If you want to get into modding firerates, I would recommend examining the vanilla cannons, the example mod, and if necessary, asking for help in Cosmoteer's official discord.
syy1125  [author] Jul 12, 2023 @ 10:14am 
Mod seems to work fine on 0.23 now. Let me know if there are any more issues.
AnonaCraffter Jun 26, 2023 @ 2:43pm 
update pls
Nuclear Pasta Jun 21, 2023 @ 6:57pm 
hey, what variable would you change to increase the firerate?
syy1125  [author] Jun 19, 2023 @ 9:40am 
@Thunder1 are you using crew construction preview?
As far as I'm aware the mod works fine on 0.22. Update 0.23 with its crew construction is expected to break a lot of mods. I'm still figuring out how much 0.23 breaks, and it might take a few weeks as I'm busy with personal life right now.
Thunder1 Jun 19, 2023 @ 9:26am 
The mod crashes the game
syy1125  [author] May 14, 2023 @ 2:46pm 
@joemama1512 Most likely a mod incompatibility. You can try asking for help on the Cosmoteer discord.
joemama1512 May 14, 2023 @ 10:59am 
Your other mods work fine, btw. No problems.
joemama1512 May 14, 2023 @ 10:58am 
I cant seem to get this mod to load. Can other mods cause conficts that would appear as a rules.whatever violation during load and is there a way to figure out which mod is the issue?
Bow-Tied Engineer May 8, 2023 @ 6:15pm 
more daka!
MIJAMIJAMIJA Apr 30, 2023 @ 10:24am 
syy happy to see youve updated the deckgun again! ill be testing it out soon.
Baka yellow Apr 27, 2023 @ 12:54am 
Die
AnonaCraffter Apr 26, 2023 @ 12:04pm 
pls add rotary rail cannon
Baka yellow Apr 25, 2023 @ 10:27pm 
@syy1125 ALSO A FUN BLOODY FACT: So uh. I ran the deck rotary cannon. Im still on the version that has a chance to jam, shoved it on a custom built deck cannon ship that's honestly not the best. The ones that had it's deck guns replaced with rotary versions STILL WON. Smells like that other guy just has extreme skill issue syndrum but im still happy you're revamping the jamming mechanic. Now it feels like you're only punished for not being able to feed it, AND your punishment isn't really even a punishment. It's like a time to queue it instead.
Baka yellow Apr 25, 2023 @ 10:17pm 
@syy1125 dont forget to edit the description. Also i will (i will admit that jamming isssues had been the reason why i havent used the bloody thing at all yet)
syy1125  [author] Apr 25, 2023 @ 10:30am 
Jamming rework is done. So far the deck rotary cannon seems ok in terms of balance, might even be a bit too powerful. Feedback is appreciated.

@Baka yellow haha thanks. Enjoy your bullet hose ;)
(and I suppose I did making jamming chance 0%, since it's deterministic now. Hmm :thinking:)
syy1125  [author] Apr 24, 2023 @ 3:40pm 
I plan to rework the jamming mechanic. When I was fiddling with the numbers and testing designs, I found that jamming is an interesting mechanic, but it's something you can't control. This makes jamming feel bad.

I'm working on a change that makes the cannon jam when it runs out of ammo. This makes jamming something you can control and design around, which IMO makes it a better game mechanic. And in theory it will be possible to make a cannon that never jams, for those that really want a never-ending bullet hose.

(as a bonus, I now get to blame you for making a bad ship design when you complain about your rotary deck cannon jamming)

Expect an update in the next few days.
AnonaCraffter Apr 24, 2023 @ 11:09am 
pls make a new mod