NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

Nebulous Carrier Command
53 Comments
GEORGEBUILDER Sep 30 @ 2:36pm 
should add this into the vannila plus mod
wade.seldon Jan 12 @ 5:26pm 
This mod works works with the carrier update. But unless this mod is updated, then the carrier can on launch 8 fighter/bomber crafts. But the good news that it does work. I have tested such..
reaperox1999 Jan 5 @ 7:25pm 
@colepercy120 Do you plan on updating this in the future to make your designs fit with the upcoming carrier changes? Because your carrier hulls are pretty cool and unique and I'd love to play them with the new update.
D-stroyer117 Oct 8, 2024 @ 1:20pm 
how can a add a SC formation? every time i try blank hull it refuses to load because there's nothing in it by defaut.
deathstrickerdoom Oct 8, 2024 @ 1:09pm 
Does anyone know why i can't make my fighters?
Lors The Bread Guy Sep 13, 2024 @ 7:54pm 
How to use it?
tredavidson77 Jul 29, 2024 @ 7:07pm 
Alright, can't wait to see what you do with it.
colepercy120  [author] Jul 29, 2024 @ 6:37pm 
the plan is to fold this mod over to the version of carriers that the devs make. the hulls and fighters will just be folded over to the new system.
tredavidson77 Jul 29, 2024 @ 12:02pm 
Maybe at least save the fighter hulls? Maybe write up some lore of them being old mothballed Alliance dedicated space fighters. I prefer these then the space jets from the devlog.
Me whne Jul 28, 2024 @ 4:56am 
Not much of a point continuing this mod if official carriers are already in development.
tredavidson77 Jul 27, 2024 @ 6:40am 
So I light of the recent dev log are you done with this mod or do you plan update this?
Barnsey Jun 14, 2024 @ 1:12am 
Would love to see this revisited
Lean machine May 17, 2024 @ 6:20pm 
Are fighters invincible and permanent once launched or can they be destroyed?
The 111th Guardsman Apr 22, 2024 @ 10:52am 
Ah yes, the days of university when the only time you didn't have time was exam season xD Well, good luck I'll check back in a couple months
colepercy120  [author] Apr 21, 2024 @ 6:16pm 
its still being worked on. im just trying to finish up the semester without exploading so moddings taken a bit of backseat
The 111th Guardsman Apr 21, 2024 @ 2:37pm 
This is sick. Would love to see some large SC that can have larger weapons. Don't know if this is still actively being worked on though?
MaxHunter1119 Apr 13, 2024 @ 2:26pm 
update ai to better use carriers?
Panzer. Jaeger Mar 26, 2024 @ 1:14pm 
my fighters got caught in a reactor explosion and the game started lagging to hell and back. is there any way to prevent this aside from hoping it doesn't happen again?
colepercy120  [author] Mar 18, 2024 @ 10:33am 
the carriers don't send out true replacements but when they get damaged the sc will retreat back and heal back at the carrier
Striker Mar 17, 2024 @ 6:03pm 
Hey does the carrier send out repalcement fighters because my squadrons don't seem to die at all?
Skyknife Mar 5, 2024 @ 11:31pm 
Love this mod, but would it be possible to add remora availability to other factions, even when using mods like "United" which unlocks everything I am still trapped using the breaker.
cruddiestmonk26 Feb 24, 2024 @ 9:36pm 
i can't seem to see my strike craft. a, i doing something wrong
Legobear Feb 24, 2024 @ 6:17pm 
Yeah i sorta expected that to be honest
colepercy120  [author] Feb 24, 2024 @ 4:31pm 
the ai doesn't use the Carriers well
Legobear Feb 24, 2024 @ 1:17pm 
I must ask as i test, does the in game AI use the strike craft correctly/well?
Desasunda Feb 22, 2024 @ 4:18pm 
-rep furry and brony
Garghello Feb 9, 2024 @ 4:35pm 
Stike Craft
Green_Lightning Feb 9, 2024 @ 3:50am 
Logo idea: Make the carrier part of the logo look slapped over where it says fleet, but also an angled flight deck.
MR_Wizard Jan 22, 2024 @ 11:15am 
Any possibility of adding bombers or something similar?
7isAnOddNumber Jan 21, 2024 @ 6:14am 
Hey, I love this mod. Just wanted to say that it's a little weird that hangars don't have a crew requirement right now?
ShrekIsMyDad Jan 16, 2024 @ 8:44am 
Each day we get closer to a Battlestar mod, keep it coming
SirSmoustache Jan 15, 2024 @ 11:37pm 
I like the runaway design. I could see them accelerating the fighters with an EML or something to get some of those free Delta-v
Nitro Blitzen Jan 15, 2024 @ 1:35pm 
Any plans to adjust or refine the fighter movements? as people have said the spinal mounts are REALLY hard to use
Tajker Jan 12, 2024 @ 1:59pm 
expected it to be very finnicky, but frankly it actually works very well, hope you guys will make it even better
colepercy120  [author] Jan 10, 2024 @ 3:21pm 
the reason behind the runways is entirely due to matching the aesthetics of neb. since the alliance has a very ww2 vibe we decided to make their carriers match the rest of the aesthetic
MobyDack Jan 4, 2024 @ 7:40am 
I hope this mod gets worked on more! I see a lot of possible potential. Even if it felt janky I was feeling elevated when the bombers dropped some rockets.
Nitro Blitzen Jan 1, 2024 @ 9:50am 
@StaeKindler my guess aside from use in atmosphere or aestetic/design/engineering reasons is potential use of a catapult system like the American carriers use to get fighters out quicker and get them in faster
VoodooFan Jan 1, 2024 @ 5:44am 
It would be really cool if you would bundle the AGMLIB into this mod too, it would make it much easier for dedicated servers and players to load this mod in the correct way. I know there are reasons to dynamic include the AGMLIB, but in my opinion a easy use is more important.

Fantastic looking mod, I'll test it.
Jimmyjuice71 Dec 30, 2023 @ 2:05pm 
bro thank you ive been waiting for this
Star_Kindler Dec 29, 2023 @ 7:25pm 
Why are there runways?
Toyota AE86 Dec 27, 2023 @ 10:38pm 
Jank, but it works. For something that the game was not meant to handle yet, this is a good starting point for carriers. Keep in mind that the official carrier update isn't coming until after conquest, so we'll be waiting for awhile. Until then, this is a good enough start but some improvements and general polish would be good.

Fighters can push ships around and if given an orbit command will literally slam into them and become unable to be hit by the ship's PDTs. I've also had a bizarre case where the strike group entity itself was destroyed and I couldn't command it or assign new fighters to it.

Breakers seem vastly inferior to Remoras because they only have spinal mounts and with how fast and frequently fighters turn and loop around, it makes it nearly impossible to fire their weapons unless you manually line up an attack run with them.
MissAvanthrope (she/her) Dec 27, 2023 @ 6:51pm 
This is a fantastically neat idea and it's been executed about as well as one can expect i imagine given the game's current mechanics. It's a bit shakey as all first ventures inevitably are, but i'm absolutely looking forward to seeing this as it refines.
(SimonSaysDIE) Dec 27, 2023 @ 10:50am 
Kinda broken, treating the strike craft as "Missiles" and giving them extremely small turn radius and short weave turns, makes them nearly impossible to hit. They cant be locked onto by any of my defensive missiles, and they don't return to the carrier for ammo? Instead its based off what ammo you can add to your strike group, which is also confusing to use and control. I love the concept, but i think execution was a bit off. the sip designs are perfect, i love tat you ave the idea of WW2 escort carriers. I think i will just have to wait to see what the game DEVS put out for Carriers. But thank you for the mod anyway
Llamageddon Dec 27, 2023 @ 9:32am 
@minermail01
Make your carrier as ya normally would and make sure you add the strike craft to the hangers, just like you would ammo for a missile launcher.

Then at the top add a strike group, just like if you were adding another ship to the fleet.

Now they're in, you can edit them just like you could with a ship.

It took me a little faffing around to find as well.
KLS Dec 26, 2023 @ 4:15pm 
This is a great mod
but I think the Remora should only be able to launch a 'bomb' (unguided /almost unguided torpedo with 1km range), a size 2 missile or 2 size 1 missiles before returning to a carrier for repair and reload. (Ammo is stored in carrier and every Strike Craft takes some)

Strike Craft Types:
Standard: see above
Bomber: slow, big, armored, can carry 2 bombs, 2 size 2 missiles or one size 3 ,(heavy gun)
Fighter: fast, small, fragile, only 1 size 1 missile and/or pd

Guns would be cool too (a heavy gun with one shot for every attack run (with ammo for 3 runs or so) and/or a light gun that fires a salvo and then reloads).
And maybe a lighter, faster and more agile size 1 missile is needed.

Thank you for this mod
Jacoopi Dec 26, 2023 @ 10:30am 
This works really well, needs some polish but this is sick
TyroneSuperNut Dec 25, 2023 @ 8:12pm 
Kind of disappointed that I cant use the hangar modules on other ships.
minermail01 Dec 25, 2023 @ 5:41pm 
Is there a tutorial availible for their use anywhere ?
Betto Dec 25, 2023 @ 5:26pm 
it needs time to cook, wouldnt recommend yet
Itsdakraken Dec 25, 2023 @ 4:49pm 
i have not been able to add the torps to the sc wondering how i do that