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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.
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!
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
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?
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).
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?
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
Just M1 and M3 launchers are coaxial, that's below tech level 18.
Are all the Missile Launchers supposed to be coaxial?
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.
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.
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
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.
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
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.
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.
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.
SDK mods that don't require "Shadow Lib" should be compatible.
Not full SDK overhaul, submods only
Recent patch lowered fighter speed to 600. Try creating new fighters at Fighter Factory - existing ones cant change.
need to land 2-3 times after the fight
any suggest ?
Should be fixed now, thanks
Got it, a bug that came with 2.5.2 update... sigh...
Thanks, I'll fix that asap
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
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
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
https://steamcommunity.com/sharedfiles/filedetails/?id=3260001843
I'm not english either, so I've tried to add as much "visual" info as I could.
That happens on Creative, which adds free 100 slots. You need to cover used slots with upgrades to keep their setup permanent.
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.
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.
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.