Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

[DIGI] Rotary Cannons
62 Comments
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?
Bonible Oct 11, 2023 @ 12:59am 
Awesome!
syy1125  [author] Oct 10, 2023 @ 9:43am 
Yeah go for it
Bonible 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.
Cantus 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
Baka yellow Apr 23, 2023 @ 4:52pm 
@puger skill issue xd (If you really want that, edit it yourself. Easy to do)
AnonaCraffter Apr 23, 2023 @ 11:53am 
MAKE IT 0.000000000000000000000000001% PLS
syy1125  [author] Apr 22, 2023 @ 8:15pm 
I'm going to keep playing with the numbers a bit. I feel there are some breakpoints in its various stats that the rotary deck cannon is close to reaching, and passing one or two of those breakpoints can tip the scales.

As for the jamming mechanic, I'm not keen on removing it. It's intended to be the counterpart to normal deck gun's crew stun mechanic. Here I want follow vanilla's design philosophy - deck-mounted weapons need some extra drawbacks to balance the sheer amount of protection you can put around them.
Baka yellow Apr 22, 2023 @ 6:51pm 
@syy1125 While i run a increadibly modded game, a fun fact. I ran two AI ships that had deck guns as the main weapon and replaced one of the ships with the rotary gun. The rotery gun one won. Granted i doubt it counts much but well....xP (I've yet to actually use it though)
Baka yellow Apr 22, 2023 @ 6:49pm 
im just going to casually state: skill issue
AnonaCraffter Apr 22, 2023 @ 1:52pm 
remove jamming pls
MIJAMIJAMIJA Apr 20, 2023 @ 11:19pm 
edit:
did more testing and they still jam, making them 100% unusable. jam chance needs to be 0% because even without jamming theyre a lot worse than normal deck cannon, with jamming they are actually a useless weapon, because not only does it shut off for 10 seconds but it will also take a long time to rev up again after.

jamming is an interesting idea for a mechanic but as it stands it makes the gun useless.

the only way I see jamming being able to be in the game is if you add a secondary firemode where you start with instantly max rev but you have jam chance, and if you use normal firemode you have 0% jamchance but it takes you 30 shots to max (down from 40).
MIJAMIJAMIJA Apr 20, 2023 @ 11:15pm 
I think if you double the speed in which the gun revs up its firing rate that will bring it more in line. then it will be better during long battles but still worse during short ones.

it is likely still worse in career since it takes long enough to spin up that you will definitely take damage before its ready to go, which means more repair costs, but if its rev up speed is doubled then it still achieves the good dps early enough to be worthwhile.

as it stands it just takes too long to achieve its DPS which means it loses hard vs normal deck cannons still. not as bad as before since it doesnt jam every second, but still not enough to compete.
MIJAMIJAMIJA Apr 20, 2023 @ 11:07pm 
https://i.imgur.com/pvOUZ8n.jpeg
quick test. as i guess removing jam chance was not nearly enough. that is same deck cannon ship, one with rotaries, one with normal. same result is seen across the board, more drastic the more deck cannons used (since the downsides add up).

rotary needs way, way, way, faster rev up to be viable in their current damage output.
MIJAMIJAMIJA Apr 20, 2023 @ 10:56pm 
I tested the cannon on ships of many sizes by the way, from just having 1 deck cannon to pvp designs at 1.5 mil credits that had around 8.

in each size the difference was drastic, more noticable the more deck cannons there were of course.

i will test the update and see how things feel now.i think the spirit behind this weapon mod is superior to most weapon mods out there as it make an honest attempt at adding something different to the game that isnt a straight upgrade but rather a choice is made between what type of ship you want to use.

to me its okay btw if the AI cant beat normal deck cannons with rotaries, after all the player can make choices the AI can not, like revving them up by pre-firing etc.

A future possibility could be to add a firemode to the rotary deck cannon that makes the cannon drain power constantly but start at max rev up right away. I feel like that would be a fair sacrifice.
syy1125  [author] Apr 20, 2023 @ 12:18pm 
After some more combat testing, yeah I agree that the rotary deck cannon is underpowered. But I didn't find the difference to be as strong as you suggested. I just needed to adjust the jam chance a little bit.

("Testing" consists of loading up a deck cannon design I used in a campaign a while ago, create a copy of it with rotary deck cannons in place of the normal ones, then enable AI on both of them and let them fight for best out of 5. Also did it for the only built-in deck cannon design I could find, the Ballisteria.)

I'm finalizing some details with the balance patch. With it, I found that with well-armored designs, rotary deck cannons win, while in poorly armored designs regular deck cannons win. I think that's a decent place for rotary deck cannons. Let me know how it feels after the patch.
MIJAMIJAMIJA Apr 20, 2023 @ 6:10am 
tl;dr
i think the current effective dps of a rotary deck cannon vs a normal deck cannon is maybe 20%.
its very weak in comparison, needs drastic buff to be ever worth making.

so basically even if the rotary deck cannon started at max speed it would still be weaker than normal deck cannon because of jamming. at full speed its an interesting take on the deck cannon, but still likely a bit worse. with jamming added + the fact it ramps up so slow its a very bad, but cool, weapon.
MIJAMIJAMIJA Apr 20, 2023 @ 2:46am 
2/2 I think you need to at least double their ramp up speed because they are very weak compared to normal deck cannons, or maybe increase their range by 50%. jamming is also quite problematic as it stands, the second they start paying off they will jam. if you want jamming as a mechanic i think you need to really buff the ramp up speed, like dramatically, and maybe slightly bump the jam chance.

as it stands it feels like with 0% jam chance and a +100% increase to ramp up speed they'd be on par with normal deck cannons. because right now they are very very weak in comparison.

however i really appreciate that they arent just faster firing deck cannons, its cool that they have less spread and less damage, like some sort of autocannon from an IFV compared to the main cannon of an MBT (30mm vs 120mm).
MIJAMIJAMIJA Apr 20, 2023 @ 2:46am 
1/2 Cool mod, I like that you put effort into balance and tried to make rotary cannons a different option, not a straight up upgrade.

For Cannons and Large Cannons this works well, they have significantly more DPS if you keep firing but takes time to spin up and chew through ammo if you fire when not on target. Maybe slightly faster ramp up could be added, but overall they are in a decent spot.

Rotary Deck Cannons however are quite bad right now. they have very very slow ramp up before they get on par damage with a normal deck cannon but when they finally achieve superiority they tend to jam soon after.
KEVIN Apr 13, 2023 @ 11:52pm 
Nice! love to see more variations!
syy1125  [author] Mar 13, 2023 @ 10:05am 
@Nyx are you using other mods?
This mod runs fine on both 0.21.1 and 0.21.2. If your game is broken, it might be a compatibility issue with another mod. Send me a mod list and a crash log and I can probably figure it out from there.
If you're talking about the warning the game gives you when enabling this mod, don't worry about that. The game just does that if the mod is not explicitly marked as compatible with the current version, but for most mods, they still work.
Nyx (She/Her) Mar 10, 2023 @ 1:12pm 
current update appears to have bricked this mod