Avorion

Avorion

[2.5.2+] Xavorion: Weaponry
114 Comments
LM13  [author] Sep 18 @ 4:01am 
@ArisenSolution2

Proton Torpedo Launcher (PTL) - a special weapon type usable by carrier fighters (called bombers in this case), or manually in a small and fast ship.
ArisenSolution2 Sep 18 @ 2:00am 
I see the change about bomber squadrons, is it a certain weapon type or a special station? I'm slowly getting back into this.
Brendan||nabnerB Sep 13 @ 3:52pm 
@LM13

I will check the Vsync/frame limit as i currently have no cap on so my FPS is upwards of 200.

Thanks for all your hard work with this mod! I know avorion is very niche and its great to see passion projects for it despite that!

Looking forward to the 3.0 Xavorion release!
LM13  [author] Sep 13 @ 3:34pm 
@Brendan||nabnerB

This is really strange and shouldn't happen.
The only issue that I've seen with seeker LRMs is that some projectiles failed to hit their target.

I have a full weapon rework planned for Xavorion 3.0, so that's something I'll need to check. Thanks

Out of curiosity - have you tried setting up VSync or Frame Limit on Avorion?
There are some known issues with high frame rates, maybe it could be related.

As for bolters, yeah - currently those are "special" type of weapon that only exists as coaxial.
This is going to change for 3.0 release
Brendan||nabnerB Sep 13 @ 2:32pm 
@LM13

Thank you for the reply!

Im noticing that any missile system that ISN'T coaxial is not locking onto targets or seeking them at all. The game just kinda shows the default "aim here" lead indicator for LRM, MRM, and SRM that are not coaxial. Even with autofire on the selected turret its not tracking or adjusting the missiles, just kinda spamming them at the Vanilla lead indicator causing most of them to miss or desync and give ghost hits.

When building turrets in the turret fac adding or removing target cards doesn't seem to apply any stat changes to the turret at all, no matter how high or low you go on them. I have the latest versions and am running ONLY your recommended mods and required mods.

I have also noticed that all Bolter turrets are ONLY coaxial, regardless of size of turret or "ship class". Is that intended?
LM13  [author] Sep 11 @ 3:09am 
@Brendan||nabnerB

Target Lock is the same as vanilla "Seeker" modifier, LRMs should work the same as initial SRM turret you start with.
Is there a chance that LRM was created at turret factory with no targeting cards? Other than that, all LRMs really should track currently selected target.

As for guidance system, it's named like this to include other type of targeting, like velocity based for PTL.
Coaxial just means it cant rotate, regardless of projectile guidance type.

Optimal range is related to accuracy only (and probably shouldnt be displayed for seeker weapons).
Brendan||nabnerB Sep 9 @ 3:54pm 
@LM13 I have a bit of confusion about the missile turrets and systems. Some of the turrets in game have the modifier for "Guidance system" like "target lock" while others have Coaxial listed for tracking. I understand how Coaxial works, but what does the tracking mean? what does "guidance system" mean? I have turrets that have target lock but they don't seem to track anything, even with the enemy ship targeted.

For example:
Gattling LRM-6-GA
Material: Xanion
Guidance system: Target Lock
Range: 28km
Optimal Range: 4km

Targeting an enemy ship in range and the turret starts firing. Granted its Gatling so its just a massive spread of missiles, but it seems none of them track anything. it just shoots like a normal turret. No special indicator that its tracking, no curve in missile trajectory, no adjustment. Its like shooting a normal cannon. Is this intended? does the target need to be at "optimal" range to have tracking?
any servers that run this modpack i can join that are hosted?
LM13  [author] Jul 9 @ 3:32am 
@captain_cael

Something is missing, or you've got other mod that is incompatible ( like SDK ).
I'd recommend using one of preset collections at main mod page - either Quick Install or Extended Gameplay - it is really easy to missclick a checkbox with all those mods
Atchitutchuk Jun 16 @ 12:29pm 
Did just beat the game on insane, enjoyed it much more than vanilla. The only downside was a random xotan in a random sector with about 20 10 slot cannons and 158 million dps, which just ate my main ship and one capital before I could destroy it.
captain_cael May 18 @ 1:05pm 
i think i am missing something but when i enable the mod and start a new game all the icon in some menus are broken and don't display. i am missing a requirement?
LM13  [author] May 5 @ 4:32am 
@RDMLTRS

Just M1 and M3 launchers are coaxial, that's below tech level 18.
RDMLTRS May 4 @ 2:12pm 
Hey LM13,

Are all the Missile Launchers supposed to be coaxial?
LM13  [author] Feb 28 @ 3:01am 
@Malachi

You can add modded weapons, but can't remove new weapons or combat system.
DLC stuff should still appear if enabled - we just can't modify/fix it.

If you prefer Vanilla, there's only CombatAI , Formations and FlightPhysics working there.
If you want to tweak X, check main mod page for collections, difficulty tweaks, or mod compatibility discussions.
Palad1n Feb 27 @ 2:51pm 
@LM13

Is it possible to use some of the Xavorion mod parts with vanilla? For example, because of the major difference in weaponry that Xavorion has, would it be possible to have all the other parts of the mod in play, and just remove the weapons entirely?

The goal would be to have Xavorion and allow the factions / AI to use vanilla / modded weapons, thus allowing players who have the DLC able to use the Rift weapons and Black Market rewards.

Our group is enjoying many parts of the Xavorion overhaul, but may be looking to dial things back a little so wasn't sure if this was possible.
LM13  [author] Feb 26 @ 10:02am 
@Malachi

Ah, yeah, faction packs add extra difficulty and much stronger ships at late game.
It's interesting that railguns work, as they were supposed to be "same" as lasers.

I'll take a closer look at this.

As a side note, that deathray is the actual name of that laser.
It was meant to vaporize capital ships(M8) at close range, but its a capital class coax.

Other than that, laser stats you've posted look fine, actual damage should go around 500k per "charge",
but I'll try to test more around late game with faction packs.

Many thanks for detailed feedback
Palad1n Feb 26 @ 6:47am 
Most of the players have resorted to rail guns, which seems to be the main go to weapon now over everything else, simply because we feel there are few options to contend for real dps.
Palad1n Feb 26 @ 6:46am 
@LM13

Thanks for the reply! The lasers from the enemy side then seem to crit often, at least the ones on the M7/M8 versions, and it looks like some sort of thick deathray at times. When I look at these lasers we can build (not in the core yet, so talking at highest, tech 38-42 we have found) the DPS of these lasers come out at around 32-48k, with 1.6 second use, and 24+ seconds recharge.

When we use these lasers, they don't do any real damage against M6,M7,M8 ships for some reason. I think part of that issue may be because the server I am on is using some ship mod packs, some of them toting 3-4m hull strength alone.

It would be nice to find a balance with the lasers, and perhaps even another variant that can be used like a pulse laser but turret abled (not coax). and even a variant more akin to phasers.
LM13  [author] Feb 25 @ 1:03pm 
@Malachi

Just checked lasers, It's probably worth considering to buff them a bit.
Still, DPS value is not as important as hit damage and crits.

NPCs are using exact same RBE lasers, unless you've met enemies at tech 48+ inside barrier (unique, drop only)
Lasers depend on critical hit damage, and currently scale to nearly one-shotting same class enemy with single turret.
Coaxial weapons are mostly usable by small ships that depend on speed and shield regen, usually up to 50k in durability.
Proton torps only work if you can manage their "skill-shot" with small ship.

You've mentioned 1M hull ships - those are usually late game, M6+ class.
At this point, you should have access to at least HPE plasma weapons and SRM-5 launchers.

As a reference from Normal difficulty, a ship that is nearly invulnerable by itself before reaching barrier:
> 7-slot M4 Corvette with 600k HP and 43k DPS
> 2xRBE-5 & 2xSRM-5
Palad1n Feb 25 @ 11:17am 
The group I am playing with is using this modpack, and so far it feels like we are being pushed to use Coax weapons. There are not many good options for turret weapons, and laser weapons are completely useless.

lasers are giving very low dps, with 1sec or less of fire time, and then 15-20+ seconds CD.
Proton torps are OP, with 2-4m+ dmg
Enemies are using some sort of mega beam that is 1 shot most ships, even with 1m hull and shields, no idea what this is.
Would love to see more laser turret options, similar to the phaser beams we have seen in other mods, with reasonable use time and CD.
Revontulet Feb 16 @ 6:21pm 
Whatever weapon you added that fires guided yellow orbs, it has CRAZY pushback and sends even my medium-sized utility miner-salvager ship spinning out of control. Definitely needs to be tweaked.
LM13  [author] Feb 2 @ 2:34am 
@CooP

Cannons are defined at:

/data/scripts/TurretsDatabase/CombatArtillery.lua

If you want to change damage, look for lines

ShotDamage = WeaponTTK.ToDamage( 8, _CounterClass, 0.75 )

- First number ( 8 in this case ) means - seconds of continuous shooting to destroy normal target.
Lower == higher damage.

Note, cannons have "Barrel Tweaks" section - damage listed there overrides "Damage & DPS" section located earlier in scirpt file.
CooP Feb 1 @ 1:46am 
any way to change some of the cannon damage numbers because they are doing fuck all damage at the moment where is the module located
LM13  [author] Nov 1, 2024 @ 3:48am 
@Ra

X supports other weapon/upgrade mods. Assuming you're using full overhaul.

You'll find modded items at Trading Stations under "Imported Turrets" shop tab.

If you've got a turret/upgrade mod enabled - and it's not showing up there - then it cant work with X.
Ra Oct 31, 2024 @ 8:07pm 
Is the Arsenal Extension mods compatible with this at all? i know its unlikely but i thought i'd ask
LM13  [author] Oct 29, 2024 @ 4:32am 
@AAA萨依拉龙息碳烤坦克虫

SDK mods that don't require "Shadow Lib" should be compatible.
Not full SDK overhaul, submods only
Can add compatibility with SDK's mods?
LM13  [author] Jul 10, 2024 @ 4:53am 
@香取型練習巡洋艦2番艦

Recent patch lowered fighter speed to 600. Try creating new fighters at Fighter Factory - existing ones cant change.
Klukai Jul 9, 2024 @ 6:19pm 
airplane speed 1200 is too high to land properly.
need to land 2-3 times after the fight

any suggest ?
BubblesTheMister Jun 25, 2024 @ 1:59am 
Thanks its working
LM13  [author] Jun 24, 2024 @ 4:16pm 
@BubblesTheMister

Should be fixed now, thanks
BubblesTheMister Jun 24, 2024 @ 4:06pm 
thanks for the fast answer man, appreciate it
LM13  [author] Jun 24, 2024 @ 4:05pm 
@BubblesTheMister

Got it, a bug that came with 2.5.2 update... sigh...
Thanks, I'll fix that asap
BubblesTheMister Jun 24, 2024 @ 3:58pm 
i created a new save and still doesnt work and used that collection: [2.5.2+] Avorion eXtended
BubblesTheMister Jun 24, 2024 @ 3:07pm 
i used the turretbuilder mod but didnt use turrets created by that
LM13  [author] Jun 24, 2024 @ 2:49pm 
@BubblesTheMister

Sounds like a bug or mod conflict - you don't use any other mods that change turrets or turret factories right? I'll need to check
BubblesTheMister Jun 24, 2024 @ 2:17pm 
Turrets of class above M3-Vanguard cannot be mounted on a fighter. Thats the message i get when i try turrets like that
LM13  [author] Jun 24, 2024 @ 1:42pm 
@BubblesTheMister

Turret name has that information, ex.

SMG-1-A is M1
BMG-3-C is M3
LRM-6-GA is M6

-(1-8) codes a ship class
-(G)[A/C] codes (G)uided, (A)utomatic / (C)oaxial, though not relevant for fighters
BubblesTheMister Jun 24, 2024 @ 1:21pm 
i got a question about the fighters, how do i knwo which turret is m1-m3?
LM13  [author] Jun 4, 2024 @ 9:15am 
@General Runtime

Display being split into few lines is a bug.
Gunners required, not sure anymore.
It was picked back when lasers were too overpowered, probably forgot to tweak that.
Thanks
General Runtime Jun 2, 2024 @ 1:43pm 
This laser has 4 gunner requirements totalling 60 gunners, is this intended or a bug? I didn't play for several months so maybe you already caught and fixed this!
https://steamcommunity.com/sharedfiles/filedetails/?id=3260001843
LM13  [author] May 2, 2024 @ 3:53am 
Tooltips have all information about weapons. Encyclopedia has general tips with screenshots.
I'm not english either, so I've tried to add as much "visual" info as I could.
OldHentai Apr 29, 2024 @ 8:25pm 
I seem to have seen the full name of each battery corresponding to the abbreviation somewhere, but I can't find it soon enough. Do you have any tips? English is not my mother tongue, so I have some problems:lunar2019piginablanket:
Mister Cthulhu Apr 29, 2024 @ 4:03am 
Ah okay I see, thanks man 👍
LM13  [author] Apr 29, 2024 @ 3:24am 
@Mister Anubis

That happens on Creative, which adds free 100 slots. You need to cover used slots with upgrades to keep their setup permanent.
Mister Cthulhu Apr 28, 2024 @ 9:33pm 
I'm not sure where to post this but for the life of me i cannot find a fix for the auto turret groups being reset, every time I enter my galaxy whether it's old or new, modded or unmodded the turrets I set to auto on the ship menu get reset forcing me to rebind them to auto-mode every single time.
irondragoon1942 Apr 8, 2024 @ 3:04pm 
The only mods that I have that change those sorts of spawns are from your Avorion eXtended pack. And if the intent is to enforce usage of fleets for larger engagements, you may want to take a look at globally raising the tonnage limit for the Into the Rift DLC somehow and possibly extending the size of the teleporter's reach. Elsewise I don't think it would be possible to bring enough craft for high rift depth missions or ones closer to the core (mind you, I haven't gotten past the barrier and I've been seeing this).

Come to think of it, if there's any way to dramatically raise the rift protection for hybrid modules, that'd make bringing a corvette or frigate swarm a fair bit more doable (acid fog can only really be tanked with high protection, late materials, or with a hefty health pool).

All that said, I'll have to take a look at filling out ranks with smaller ships and see if that's able to mitigate the damage issues.
LM13  [author] Apr 8, 2024 @ 3:08am 
@irondragoon1942

There is an end-game class of weapons, rarely carried by M8 only in the center.

Those are massive in size and range, but very, very slow.
You don't want bigger ship to counter them, but a fleet of faster ships.

If you see those weapons on anything smaller than M8, those are probably custom spawns(other mods),
that pull random turrets instead of using Class/Role system.
irondragoon1942 Apr 7, 2024 @ 5:09pm 
Not sure if this is intended behavior, but I seem to be getting wildly varying AI damage outputs? In one pirate attack, there were multiple M6-M8 class ships, which is fine. The M8s sat around 15k to 100k, whereas a single M6 armed with lightning weapons was rated at ~3.2M (indeed, millions of hitscan DPS). Similarly, Into the Rift missions suffer from this the closer to the core I get. Most units will have largely reasonable values around 10k to 80k, and then I run into a bombardier that I don't even have a chance to scan as it two taps ~12M shield strength and one taps the 3.8M (with I-field) hull by using cannons (not even Proton torps). I've got no idea how to go about solving that kind of fight without a truly massive vessel.
LM13  [author] Mar 28, 2024 @ 10:32am 
@Jinsaria

There's something wrong. What are the names of those turrets?
Do you have other mods that could interfere with weapons?

With class upgrades, defensives can deal some damage, but nowhere near what you've seen.