Fractal Softworks Forum

Starsector => Mods => Topic started by: MrFluffster on January 05, 2020, 09:54:18 AM

Title: [0.95a] Fluff's Ship Pack 0.2.3
Post by: MrFluffster on January 05, 2020, 09:54:18 AM
Fluff's Ship Pack
v0.2.3

A collection of various kitbashed ships, intended to (mostly) fit in with the vanilla game. From fighters to capitals, there's a bit of everything in here.
Nexerelin is highly recommended to make the mining ships useful, and Vayra's Sector is recommended to access some of the ships.


(https://img.shields.io/github/downloads/MrFluffster/fluffShipPack/total?style=for-the-badge) (https://github.com/MrFluffster/fluffShipPack/releases/download/v0.2.3/fluffShipPack.zip)

DOWNLOAD (https://github.com/MrFluffster/fluffShipPack/releases/download/v0.2.3/fluffShipPack.zip)

The Ships
Spoiler


Firecrow-class Attack Craft
(https://i.imgur.com/ewaZp6G.png)
For your small-sized rocket delivery needs.

Crab-class Gunship
(https://i.imgur.com/DC47lu1.png)
Old Pincerarms.

Catamaran-class Frigate
(https://i.imgur.com/ECKkrHv.png)
Ludicrous speed, for a while

Catamaran (C) Converted Freighter
(https://i.imgur.com/1yu7p3K.png)
For express deliveries

Collier-class family
(https://i.imgur.com/kw3ByCT.png)(https://i.imgur.com/5XLrKcK.png)(https://i.imgur.com/VXHqnXS.png)
A combat-capable miner based on the classic combat freighter. Also avalaible in tasteful blue-and-yellow for Rimward Venture employees, and burning red for those of a more revolutionary spirit.
Thanks Zen(author of Communist Clouds) for the new sprite!

Steward-class Picket
(https://i.imgur.com/OIp2rEZ.png)
For when you really dislike missiles.

Bielik-class Light Destroyer
(https://i.imgur.com/gUrpo3t.png)
Fast striker for hit and run tactics.

Buffalo Mk. IV
(https://i.imgur.com/Qkz1SKN.png)
A terrible idea.

Buffalo EX
(https://i.imgur.com/TN455lE.png)
Far less cooler than the name imiplies.

Panhandler
(https://i.imgur.com/h3xsjyE.png)
A powerful mining cruiser, the perfect choice for anyone trying to earn some money at the edges of the Core.

Custodian-class Cruiser
(https://i.imgur.com/O1TmKS5.png)
A brick in shield wrapping.

Atlas Mk. V -class Battlecruiser
(https://i.imgur.com/46hRpAA.png)
Looking at an Atlas Mk. II and deciding to base a proper combat ship on that is something only a madman would do... or a Kazeron engineer.
Thanks to HELMUT for a great amount of polish on the sprite!
[close]

The Weapons And Fighters
Spoiler

(https://i.imgur.com/s040BzC.png)
Light Machine Railgun

(https://i.imgur.com/JIzdCNL.png)
Light Stormbox

(https://i.imgur.com/TKtisWP.png)
Stormbringer
[close]

Big thank you to the modding people on discord for a lot of help.
Special thanks to JRG for help on descriptions!


If you wish to provide feedback, reply in this thread, shoot me a message, find me on the unofficial discord, or submit an issue on github: https://github.com/MrFluffster/fluffShipPack/issues


Changelog
Spoiler
0.2.3
Bielik
-Changed the Medium Ballistic mounts to Medium Hybrid mounts
-Increased armor from 150 to 200

-Added Civilian-grade Hull on several ships that were missing it
-Fixed an incorrect turret arc on one of the ships

0.2.2
Buffalo Mk IV
-Major sprite rework
-Now has built-in Hammer Barrages, as well as 3 more small mounts
-Revamped stats - it’s like a new ship
Atlas Mk V
-Changed DP to 30 from 28
-Increased turn rate from 15 to 20
-Increased burn level from 7 to 8
Catamaran
-Base top speed increased from 80 to 90
-Increased armor from 150 to 200
Crab
-Increased OP from 60 to 65
-Increased armor from 100 to 150
-Increased speed from 100 to 110
-Removed ITU as a built-in
Bielik
-Changed DP from 9 to 8
-Increased armor from 120 to 150
-Changed the points from where active flares are launched on system use
Steward
-Increased PPT from 200 to 300
Firecrow
-Changed DP from 6 to 3
Custodian
-Removed Underpowered Heavy Mounts
Collier(RG)
-Buffed Revolutionary Beam
Buffalo-EX
-Changed skeleton crew from 150 to 80
-Changed max crew from 250 to 150
Light Machine Railgun
-Increased damage per shot from 35 to 40
-Changed range from 400 to 450


0.2.1
+0.95a compatible! Woo!
+Added Catamaran and Catamaran (C)
+Might be some super minor rebalances I forgot it's been some long
-Removed the old falcon variant and the thunderbolt fighter completely from the files

0.1.14
-Fixes a bug that would cause any HVBs from this mod and any loaded after this to not appear

0.1.13
Breaks saves
-Updated the Bielik sprite as it was the oldest and worst sprite
-Minor balance changes to the Bielik due to it losing one of its ballistic small mounts. More manouverable now.
-Changed nexerelin start options added by the mod to have more of the mod's ships and not contain ships that aren't supposed to be obtainable
-Fixed the mod_info.json file to be accurate
-Fixed the .version file to be accurate

0.1.12
-Added the Crab, a low-tech artillery frigate
-Added the Steward, a high-tech PD powerhouse
-After further testing, changes to Buffalo-EX:
    -Changed a pair of broadside composites to ballistics
    -Increased OP by 10 (100->110)

0.1.11 BREAKS SAVES
+Added Atlas Mk. V, a more competently made Atlas Mk. II
+Added Firecrow, a Kite turned into a devastating attack craft, with inbuilt rocket pods(they're not missiles, a missile knows where it is)
+Reworked the Buffalo EX completely, now you might actually want to fly one of those!
-Further adjustments to the Custodian so it now does what it should without being overpowered
-Small nerfs to the Bielik
-Falcon-TX011 is now a unique bp because it was dumb that it isn't
-Collier(RG) is more customizable with a modular bay, and it now has a different ship system to offset the potential overpowerdness that would happen if it kept reserve deployment(also it has converted hangar now)
-Thunderbolt removed from blueprints as it was a terrible and overpowered idea; might be added back someday

0.1.10
+Added Collier (RG), a combat refit of the Collier, usable by the Red Guard. Requires Vayra's Sector to use it
-General nerfs to Falcon-TX011 and Custodian to make them less overpowered
-Panhandler has now High Energy Focus and lower mining strength
-Removed references to planned features that weren't happening
-Slight description overhaul
-Additional Nexerelin start options
-Adjustments to availability of ships in bps
-Fixed an issue that caused certain inbuilt weapons to appear as normal weapons in the game

0.1.9
+Added the Custodian
+Added the Falcon-TX011
+Added two new fighter wings
-Removed Buffalo-F and Cathartes in a save compatible way
-Fixed version checker compatibility
-Fixed a turret being a hardpoint on Panhandler
-Stormbox actually shoots as it should

0.1.6
+Added the Panhandler, a mining cruiser that's also combat capable
-Fixed Collier(MM) missing description
-Minor fixes and adjustments

0.1.5
+Added 2 new horrible weapons: Light Machine Railgun and Light Stormbox
-Removed dependency on Vayra's Sector while keeping the new skin. Woo!
-Changed all the descriptions, by a good friend
-Fixed the appearance rate so the ships don't flood the markets

0.1.4 Now with 100% more requiring Vayra's sector
+Added Collier and Collier(MM)
-Changed appearance rate of ships so they don't get completely drowned out if you have any other ship mods
-Further rebalance of certain ships
-Added the civilan hull hullmod where it belongs thanks Mr. Phearlock
0.1.2
+Adedd Buffalo-F
+Added a back-facing weapon mount to the Buffalo EX to differentiate it further from the base Buffalo.
[close]
Title: Re: [0.9.1] Fluff's Ship Pack
Post by: BigBeans on January 05, 2020, 10:07:31 AM
Interesting looking ships but mod doesn't show up in the mod list?
Title: Re: [0.9.1] Fluff's Ship Pack
Post by: MrFluffster on January 05, 2020, 11:05:44 AM
Interesting looking ships but mod doesn't show up in the mod list?

That's strange, did you remember to unpack the .zip in the \mods folder?
Title: Re: [0.9.1] Fluff's Ship Pack
Post by: BigBeans on January 05, 2020, 11:47:47 AM
Interesting looking ships but mod doesn't show up in the mod list?

That's strange, did you remember to unpack the .zip in the \mods folder?

Yeah it's unzipped in the mods folder. Just doesn't show up in the activation list.
Title: Re: [0.9.1] Fluff's Ship Pack
Post by: MrFluffster on January 05, 2020, 11:59:02 AM
Interesting looking ships but mod doesn't show up in the mod list?

That's strange, did you remember to unpack the .zip in the \mods folder?

Yeah it's unzipped in the mods folder. Just doesn't show up in the activation list.

Ah, sorry, I left a # in the description and it made mod_info.json to not work properly, should be good now!
Title: Re: [0.9.1] Fluff's Ship Pack
Post by: BigBeans on January 05, 2020, 12:04:03 PM
Ah, sorry, I left a # in the description and it made mod_info.json to not work properly, should be good now!
[/quote]

That fixed it. Just an initial suggestion but maybe a rear PD turret on the Buffalo EX to make it a bit more different from the regular one?
Title: Re: [0.9.1] Fluff's Ship Pack
Post by: MrFluffster on January 08, 2020, 02:29:57 AM
That fixed it. Just an initial suggestion but maybe a rear PD turret on the Buffalo EX to make it a bit more different from the regular one?

After playing around a bit, I went along with this and added one turret to the EX. Didn't increase OP for now but I very likely will.
Title: Re: [0.9.1] Fluff's Ship Pack 0.1.2 - Yes, another Buffalo variant
Post by: Phearlock on January 12, 2020, 02:51:58 PM
All the buffalo variants should have civilian hull built-in unless there's a very good reason otherwise. These don't seem to be modified enough to warrant removing it.
Title: Re: [0.9.1] Fluff's Ship Pack 0.1.2 - Yes, another Buffalo variant
Post by: MrFluffster on January 13, 2020, 01:02:16 PM
All the buffalo variants should have civilian hull built-in unless there's a very good reason otherwise. These don't seem to be modified enough to warrant removing it.

My mistake, fixed it just now, thanks for pointing it out.


In other news, I added a new ship and moved the project onto github for proper hosting and version control so that should speed up my workflow. I might even have a respectable amount of respectable new ships someday!
Title: Re: [0.9.1] Fluff's Ship Pack 0.1.6 - Panhandler joins the battle!
Post by: MrFluffster on January 25, 2020, 07:11:09 PM
Yep, another one is here. Probably my best ship so far - the Panhandler(thanks Vayra for the name and thanks SCC for the description).

(https://i.imgur.com/h3xsjyE.png)

Download link's here: https://github.com/MrFluffster/fluffShipPack/releases/download/v.0.1.6/fluffShipPack.zip
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.9 - Do removals count as refractors?
Post by: MrFluffster on February 02, 2020, 08:45:05 AM
Here it is, another update comes out.

This update removes Buffalo-F and Cathartes by making them no longer spawn in fleets or markets. This is save compatible and you'll keep any old ones you still had.

Meanwhile, enjoy the two new actually somewhat decent ships that were added.


https://github.com/MrFluffster/fluffShipPack/releases/download/v0.1.8/fluffShipPack.zip
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.9 - Do removals count as refractors?
Post by: Chairman Suryasari on February 04, 2020, 10:26:20 PM
keep it up ;D
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.9 - Do removals count as refractors?
Post by: Captain Trek on February 19, 2020, 05:54:35 AM
I definitely want to add this mod to my mod guide, but a few comments:

- The Custodian seems fun, but 0.4 flux/dam is ridiculous on any ship.

- Given that the Falcon TX is, on the whole, superior to the regular Falcon, it could do with a bump in DP. Say 17 points, maybe?

- The Bielik's flux capacity seems too high both for its DP value and the "lacklustre flux core" description. I'd say tone it down to be more in line with the Hammerhead.

- I generally advise that cruiser-sized salvage gantries be worth no more than 8 or so mining strength, given the destroyer-sized gantry is worth 4. As such, a more appropriate base mining strength for the Panhandler would be something like 40.
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.9 - Do removals count as refractors?
Post by: MrFluffster on February 19, 2020, 12:47:31 PM
I definitely want to add this mod to my mod guide, but a few comments:

- The Custodian seems fun, but 0.4 flux/dam is ridiculous on any ship.

- Given that the Falcon TX is, on the whole, superior to the regular Falcon, it could do with a bump in DP. Say 17 points, maybe?

- The Bielik's flux capacity seems too high both for its DP value and the "lacklustre flux core" description. I'd say tone it down to be more in line with the Hammerhead.

- I generally advise that cruiser-sized salvage gantries be worth no more than 8 or so mining strength, given the destroyer-sized gantry is worth 4. As such, a more appropriate base mining strength for the Panhandler would be something like 40.

Thanks for the feedback!

-Already fixed in the newer version, the flux/dam is higher as is the shield upkeep

- Same as above, DP's 20(and some other stats were adjusted a litte), the ship still does well enough for its value

-I'll consider reducing it, but I definitely don't want to keep the flux cap close to hammerhead. The point of the ship is to have high cap low diff

-A fair suggestion especially since that ship is getting adjusted to be a bit more fun in combat

Next update should be within this week, I just don't want to push out one without any new content.
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.9 - Do removals count as refractors?
Post by: MrFluffster on February 25, 2020, 01:16:37 PM
Finally, another update!

https://github.com/MrFluffster/fluffShipPack/releases/download/v0.1.10/fluffShipPack.zip

(https://i.imgur.com/VXHqnXS.png)

Changelog:
+Added Collier (RG), a combat refit of the Collier, usable by the Red Guard. Requires Vayra's Sector to use it
-General nerfs to Falcon-TX011 and Custodian to make them less overpowered
-Panhandler has now High Energy Focus and lower mining strength
-Removed references to planned features that weren't happening
-Slight description overhaul
-Additional Nexerelin start options
-Adjustments to availability of ships in bps
-Fixed an issue that caused certain inbuilt weapons to appear as normal weapons in the game
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.10 - I don't have a witty title
Post by: BigBeans on February 27, 2020, 10:27:45 AM
Nerfs were needed. Collier (RG) is my spirit animal. It tries so hard.
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.10 - I don't have a witty title
Post by: wizardcain on February 28, 2020, 10:44:49 PM
 :(

[attachment deleted by admin]
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.10 - I don't have a witty title
Post by: MrFluffster on February 29, 2020, 05:06:47 AM
:(
Download the mod again, this was fixed in a silent patch
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.10 - I don't have a witty title
Post by: BigBeans on February 29, 2020, 10:27:43 AM
If you're looking for any ship ideas, what about a Buffalo EX MKII? Like a super Buffalo MKII? Support orientated, weak or no shield and maybe a built in Miningpod or talon wing?
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.10 - I don't have a witty title
Post by: MrFluffster on February 29, 2020, 01:41:44 PM
If you're looking for any ship ideas, what about a Buffalo EX MKII? Like a super Buffalo MKII? Support orientated, weak or no shield and maybe a built in Miningpod or talon wing?

I'll definitely consider this, though the Buffalo EX is already getting a bit of a makeover to make it more different.
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.10 - I don't have a witty title
Post by: BigBeans on April 06, 2020, 09:24:18 AM
If you're looking for any ship ideas, what about a Buffalo EX MKII? Like a super Buffalo MKII? Support orientated, weak or no shield and maybe a built in Miningpod or talon wing?

I'll definitely consider this, though the Buffalo EX is already getting a bit of a makeover to make it more different.

The Panhandler could be another good Pirate conversion. Also, the Pather Buffalo doesn't seem too spawn in Pather fleets.
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.10 - I don't have a witty title
Post by: MrFluffster on April 06, 2020, 06:26:33 PM
If you're looking for any ship ideas, what about a Buffalo EX MKII? Like a super Buffalo MKII? Support orientated, weak or no shield and maybe a built in Miningpod or talon wing?

I'll definitely consider this, though the Buffalo EX is already getting a bit of a makeover to make it more different.

The Panhandler could be another good Pirate conversion. Also, the Pather Buffalo doesn't seem too spawn in Pather fleets.

Thanks for the info I'll look into that!

As for Panhandler, it first needs to get a makeover of the base sprite(those weapons are way too bunched up together). After that, I think the best it'll get is a minimal pirate variant along the lines of Cerberus(P) or Hound(P).
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.10 - I don't have a witty title
Post by: mora on April 13, 2020, 05:50:11 AM
The Light Machine Railgun has the STRIKE and USE_VS_FRIGATES hints, making the AI fire only when target flux is high. This is limiting the usefulness of this weapon because it deals kinetic damage, so I suggest removing them.
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.10 - I don't have a witty title
Post by: MrFluffster on April 13, 2020, 12:49:07 PM
The Light Machine Railgun has the STRIKE and USE_VS_FRIGATES hints, making the AI fire only when target flux is high. This is limiting the usefulness of this weapon because it deals kinetic damage, so I suggest removing them.

Thank you very much, I based the tags off of the weapon data .csv page on the wiki and the descriptions of this tags misled me, I'll fix it in the next patch.
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.10 - I don't have a witty title
Post by: MrFluffster on May 01, 2020, 04:56:46 PM
edit: whoops accidentally edited the mian post wrong

New big update's out, yay!
https://github.com/MrFluffster/fluffShipPack/releases/download/v0.1.11/fluffShipPack.zip

BREAKS SAVES

Changelog:
0.1.10
+Added Atlas Mk. V, a more competently made Atlas Mk. II
+Added Firecrow, a Kite turned into a devastating attack craft, with inbuilt rocket pods(they're not missiles, a missile knows where it is)
+Reworked the Buffalo EX completely, now you might actually want to fly one of those!
-Further adjustments to the Custodian so it now does what it should without being overpowered
-Small nerfs to the Bielik
-Falcon-TX011 is now a unique bp because it was dumb that it isn't
-Collier(RG) is more customizable with a modular bay, and it now has a different ship system to offset the potential overpowerdness that would happen if it kept reserve deployment(also it has converted hangar now)
-Thunderbolt removed from blueprints as it was a terrible and overpowered idea; might be added back someday
-I promise to keep proper track of balance changes from now on
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.11 - no unfunny joke in title today
Post by: BigBeans on May 01, 2020, 05:45:33 PM
I've been looking forward too this. Some of your ships are just begging for some skins tho.
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.11 - no unfunny joke in title today
Post by: MrFluffster on May 02, 2020, 03:10:06 AM
I've been looking forward too this. Some of your ships are just begging for some skins tho.

Glad someone's excited for this, what ships you think could use some skins?
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.11 - no unfunny joke in title today
Post by: BigBeans on May 02, 2020, 06:26:38 AM
Buffalo EX would suite a (P) or (MM) version. Panhandler too would also suite Pirates or Path. Custodian could go to AK?

And you're too hard on yourself, it's a good little ship pack.
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.10 - I don't have a witty title
Post by: FrackaMir on May 02, 2020, 07:37:36 AM
BREAKS SAVES

Does it really break saves? like break as in it doesnt allow you to load the save or something else in the save is broken?

I updated it the usual way of deleting the old mod and such, Prepped a save transfer and such but it seems like it didn't seem to break it? Perhaps? the same save loaded just fine that was using the old mod before today

Edit: seems like the Thunderbolt is still in there, which would be the reason why the save isnt borked as it still exists.
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.11 - no unfunny joke in title today
Post by: PainProjection on May 02, 2020, 08:53:16 AM
Is there some backgroud story about Falcon-TX011 ? i see him added in changelogs and then nerfed, unfortinately seems like i tried this thing only after nerf, so i am unaware what is wrong with it except right now it is complete *** because even vanilla Falcon (P) just better in every way.

Mainly because there is no decent long range medium energy weapons in this game even with ton of installed mods. There are few decent ones, but not a single one what can be called "Main Gun". Maybe heavy blasters but they are way way WAY to flux greedy and most of the ships not able to use them.

But most importantly Falcon (P) have better ship system. As far as i remember Falcon-TX011 instead of maneuvering jets had plasma burn from odyssey which again just widens the gap between these ships.

Also Falcon (P) had preinstalled augmented drive field and unstable injectors with plenty of spare ordnance points(125). TX011 can't fit anything. It's just a really weak ship. Love design, but why it so overnerfed?
Did you ever try Lodium from high tech armada? This is a *** OP ship what can annihilate capital after capital with his dual heavy blasters. It is super fast, have extremely strong shield and godlike flux stats. Lodium is a cruiser, like all these falcons, but it performs better than most capitals in game, even with mods.

So again, my question is - whats wrong with Falcon-TX011?
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.10 - I don't have a witty title
Post by: MrFluffster on May 02, 2020, 09:04:35 AM
BREAKS SAVES

Does it really break saves? like break as in it doesnt allow you to load the save or something else in the save is broken?

I updated it the usual way of deleting the old mod and such, Prepped a save transfer and such but it seems like it didn't seem to break it? Perhaps? the same save loaded just fine that was using the old mod before today

Edit: seems like the Thunderbolt is still in there, which would be the reason why the save isnt borked as it still exists.

The Buffalo-F and Cathartes which previously were soft removed were finally 100% removed from the game so there's a solid chance they might break saves, especially if you played before 0.1.9. With how people update their mods frequently it's prudent to just loudly state BREAKS SAVES instead of a more nuanced explanation.

Is there some backgroud story about Falcon-TX011 ? i see him added in changelogs and then nerfed, unfortinately seems like i tried this thing only after nerf, so i am unaware what is wrong with it except right now it is complete *** because even vanilla Falcon (P) just better in every way. Mainly because there is no decent long range medium energy weapons in this game even with ton of installed mods. There are few decent ones, but not a single one what can be called "Main Gun". Maybe heavy blasters but they are way way WAY to flux greedy and most of the ships not able to use them. But on top of weapon choice Falcon (P) had preinstalled augmented drive field and unstable injectors with plenty of spare ordnance points. This thing can't fit anything. It's just a really weak ship. Love design, but why it so overnerfed? Did you ever try Lodium from high tech armada? This is a *** OP ship what can annihilate capital after capital with his dual heavy blasters. It is super fast, have extremely strong shield and godlike flux stats. Lodium is a cruiser, like all these falcons, but it performs better than most capitals in game, even with mods. So again, my question is - whats wrong with Falcon-TX011?

TX011 is not designed to be a brawler, it's a hit-and-run ship with very high speed for its class. Long range energy weapons don't really utilize the ship's inherent mobility. Remember that it can also have TWO MEDIUM MISSILES which is a serious power. Heavy blasters or other high damage short range, med sabots, and a good large ballistics will make this an excellent strike ship.
I only balance against vanilla, and I don't really understand what's your point with saying there's an overpowered ship in another mod.
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.11 - no unfunny joke in title today
Post by: PainProjection on May 02, 2020, 09:49:58 AM
I meant what i can't see where it unbalanced and make an example of "what can be considered as overpowered".

Pirate Falcon is better for that role of super fast strike cruiser. It has 90units of base speed + 50 from maneuvering jets + 50 from 0-flux bonus and with helmsman ship it have 200+ units speed spikes. It also have 2 medium rockets and 2 medium composites which can also be a rocket so you most likely gonna utilise 0-flux boost unless you cannot dodge certain projectiles so you have to absorb them with shield. Again maneuvering jets gives you a lot more versatility since it allows you to use this extra 50units of speed to sideways or even backwards movement. Falcon (P) can easely kite larger ships, flank them and get back for recharge.

However, plasma burn require you to turn your ship, so it mostly can be used for pursue, but not kite.
Also to utilise shortrange heavy blasters you need: speed(check), strong shield (dmg/flux efficient, high capacity) and enormous flux regeneration (at least 1000+) which is not the case for TX011. His stats, as far as i remember, pretty average for light cruiser. To utilise rockets from Falcon (P) you don't even need integrated targeting unit, only expanded missle racks. Rockets already had long range, they don't need flux. At the end of the day 2 mounts are composite, so you can place heavy needlers there for shield suppression and pair them with typhoon torpedoes.

Suggestion? swap Plasma burn from Odyssey to Plasma Jets from Aurora And if you don't want to add some more ordnance points at least mirror built-in hullmods from pirate Falcon (unstable injector, augmeted drive field). Maybe add even some more (auxillary thrusters, expanded missle racks). Because how much it had? I can't remember... 80? 90? this is so little.
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.11 - no unfunny joke in title today
Post by: PainProjection on May 02, 2020, 09:53:23 AM
p.s. i am not an active mod user, i remember what it caused crashes on save attempt, so i decide to delete it since unsatisfactory usedmemory/contentadded ratio, just seen update and wondering about this one ship which is seems interesting on paper but appear pretty underpowered in game
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.11 - no unfunny joke in title today
Post by: MrFluffster on May 02, 2020, 10:51:45 AM
I meant what i can't see where it unbalanced and make an example of "what can be considered as overpowered".

Pirate Falcon is better for that role of super fast strike cruiser. It has 90units of base speed + 50 from maneuvering jets + 50 from 0-flux bonus and with helmsman ship it have 200+ units speed spikes. It also have 2 medium rockets and 2 medium composites which can also be a rocket so you most likely gonna utilise 0-flux boost unless you cannot dodge certain projectiles so you have to absorb them with shield. Again maneuvering jets gives you a lot more versatility since it allows you to use this extra 50units of speed to sideways or even backwards movement. Falcon (P) can easely kite larger ships, flank them and get back for recharge.

However, plasma burn require you to turn your ship, so it mostly can be used for pursue, but not kite.
Also to utilise shortrange heavy blasters you need: speed(check), strong shield (dmg/flux efficient, high capacity) and enormous flux regeneration (at least 1000+) which is not the case for TX011. His stats, as far as i remember, pretty average for light cruiser. To utilise rockets from Falcon (P) you don't even need integrated targeting unit, only expanded missle racks. Rockets already had long range, they don't need flux. At the end of the day 2 mounts are composite, so you can place heavy needlers there for shield suppression and pair them with typhoon torpedoes.

Suggestion? swap Plasma burn from Odyssey to Plasma Jets from Aurora And if you don't want to add some more ordnance points at least mirror built-in hullmods from pirate Falcon (unstable injector, augmeted drive field). Maybe add even some more (auxillary thrusters, expanded missle racks). Because how much it had? I can't remember... 80? 90? this is so little.

The Falcon-TX already has two of the hullmods you mentioned built-in(aux thrusters and unstable injector). It also has a base speed of 115(including the injector), making it far faster than the base falcon.

Adding inbuilt EMR would be extremly overpowered on a ship that has already been shown to me by some fairly good players to be pushing it.
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.11 - no unfunny joke in title today
Post by: PainProjection on May 02, 2020, 02:23:56 PM
Can i see some footage what they send to you? Or it was some sort of a private screen demo in discord? At least screenshot of good loadout for this ship, seems like i missed something very important. I remember when i played with this mod i already had some pirate falcons in my fleet, so i really wanted to test this beast, but then, for me, it looks significantly worse.

My falcons was something like: 4 annihilator pods, 2 small annihilators, expanded missle racks and safety override. Rocket barrage super fast attack cruiser, used for heavy high explosive suppression. So you can now imagine my dissapointment when i tried this thing and realised what i just cannot achieve same perfomance with dual heavy blasters on your version.

There is IBB bouty with unique red falcon, which also uses 2 medium energy slots, it is good even with 9 D-mods lol, so i expected something similar to this. Not that powerful, but you get the idea.
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.12
Post by: MrFluffster on May 13, 2020, 03:08:32 PM
Yup, it's here, a new update, and doesn't even break any saves!

https://github.com/MrFluffster/fluffShipPack/releases/download/v0.1.12/fluffShipPack.zip

Changelog:
-Added the Crab, a low-tech artillery frigate
-Added the Steward, a high-tech PD powerhouse
-After further testing, changes to Buffalo-EX:
    -Changed a pair of broadside composites to ballistics
    -Increased OP by 10 (100->110)
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.12 - Tournament-ish edition
Post by: BigBeans on May 14, 2020, 06:53:26 PM
I like both the new additions. Though I dunno if it's me but the stewards left top hardpoint looks a little stretched when empty?
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.12 - Tournament-ish edition
Post by: MrFluffster on May 16, 2020, 02:55:03 AM
I like both the new additions. Though I dunno if it's me but the stewards left top hardpoint looks a little stretched when empty?

That's interesting. Only the top left?
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.12 - Tournament-ish edition
Post by: MrFluffster on May 19, 2020, 06:30:14 AM
For any future modder browsing: Feel free to kitbash from my ships. They only use vanilla and spiral arms sprites, and a bit of my work, so there's no problem if you wanna use one in your own sprite.
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.13
Post by: MrFluffster on October 15, 2020, 11:08:48 AM
Just a small maintenance update as I try to work on bigger things(and also not fail at life).

!!BREAKS SAVES!!

Download: https://github.com/MrFluffster/fluffShipPack/releases/download/v0.1.13/fluffShipPack.zip

(https://i.imgur.com/gUrpo3t.png)

0.1.13:
-Updated the Bielik sprite as it was the oldest and worst sprite
-Minor balance changes to the Bielik due to it losing one of its ballistic small mounts. More manouverable now.
-Changed nexerelin start options added by the mod to have more of the mod's ships and not contain ships that aren't supposed to be obtainable
-Fixed the mod_info.json file to be accurate
-Fixed the .version file to be accurate
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.13
Post by: BigBeans on October 15, 2020, 02:37:50 PM
Nice too see you back! Tho, I didn't think the old Bielik was a bad sprite! Your ship pack is pretty good imo!
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.13
Post by: peppermeth on October 15, 2020, 06:44:29 PM
So does that mean that i shouldn't download that new update?
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.13
Post by: MrFluffster on October 16, 2020, 12:07:56 AM
So does that mean that i shouldn't download that new update?
If you have already started a game with the previous version of the mod, then yes, the update might break your game if you use it, since it removes one of the weapons mounts from the Bielik.
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.13
Post by: MrFluffster on November 22, 2020, 10:33:45 PM
Changelog:
-Fixes a bug that would cause any HVBs from this mod and any loaded after this to not appear

Download: https://github.com/MrFluffster/fluffShipPack/releases/download/v0.1.14/fluffShipPack.zip
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.14
Post by: peppermeth on November 28, 2020, 05:31:18 PM
"Changelog:
-Fixes a bug that would cause any HVBs from this mod and any loaded after this to not appear"

Does that mean that this update wont break my save?
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.14
Post by: Chairman Suryasari on November 28, 2020, 10:37:27 PM
He doesn't specify so it's probably not.
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.14
Post by: peppermeth on December 03, 2020, 08:46:56 PM
I don't know why but i only ever found 2 stormbox, is it normal?
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.14
Post by: Chairman Suryasari on December 04, 2020, 02:59:12 AM
It's probably because some faction get so much blueprint from other mod that make the change of stormbox to appear in market extremely low, try Mo' Weapons Mo' Ships mod https://fractalsoftworks.com/forum/index.php?topic=18359.0 to modified the market so they spawn more item.

The same reason why Blueprint hunting is so tidious in modded game becase the pool getting larger and larger.
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.14
Post by: peppermeth on December 04, 2020, 12:24:31 PM
yeah but i never seen it on npc ship, or am i just super unlucky?
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.14
Post by: Chairman Suryasari on December 04, 2020, 12:37:15 PM
NPC usually stick with several default load out, you know that load out that pop-up when you press autofit(V) in ship menu.
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.14
Post by: Retry on December 28, 2020, 01:26:54 AM
A small bit of random commentary on various portions of the mod.

Steward-class is a pretty neat high-tech escort frigate, good at knocking out missiles.  Panhandler is also a nifty civvie utility ship to take out to the fringes.

Artwork is solid and Vanilla-esque, generally speaking.

Haven't gotten to try the Stormbox, but I can tell it takes inspiration from a real-world prototype, that's pretty neat.  The Light Machine Railgun seems to have this odd behavior with IPDAI, or rather lack of behavior.  While the description is clear it doesn't normally work in the PD role, the weapon still refuses to target missiles when IPDAI is installed on the parent ship.  This seems odd and unintuitive, and seems to be a bug, as other non-PD weapons function as expected when IPDAI is installed.

Custodian seems to be somewhat to the left of the bell curve for its DP value compared to other, vanilla ships.  Ships with similar DP values like the Dominator and Eagle can dispatch it rather handily (The Custodian can, at least, stall a little bit with its Fortress Shield, but not a ton else).  Flux stats are underwhelming for its weapon complement, tech level, and DP.  In in-game combat situations, hostile Custodians don't really appear to be threatening despite their impressive stature.

Vanilla's getting the Champion, which will be a 25DP midline heavy cruiser with a Large Missile, a Large Energy, 2 Medium Ballistics, a smattering of smalls, and what appears to be HEF as a ship system.  While not all details are known (and things are subject to change 0.95), it appears quite likely that the Custodian will be further crowded out.

The fancy Falcon is, eh...  Unfortunately, I have to echo the sentiment of that person from May.  It's an unusual, quirky machine, but not in a good way.  The ship has around 2 objectively correct configurations due to its extreme OP limitations, both of which are missile boats, and a ton of "trap" configurations that's not worth the metal it's 3D-Printed on.  There's no reason to use anything other than missiles on the dual type mounts (and in fact, the ship cannot effectively utilize non-missiles in those mounts), which seem to exist only to provide the illusion that the ship is more modular than it actually is.

The Assault Variant is one such missile boat configuration, and it does a good job highlighting fundamental issues of the ship.  Despite using mid-grade missiles and the bare minimum of defensive guns and accesories, the rear arc's defensive coverage was completely cut and the ship's actually 3 OP overbudget!  (Also, the PD and Typhoons are in the same group, for some reason.)  The ship's design is railroaded by its limitations in excess of most other ships, and as a result it's neither fun to outfit nor fun to fly.

The primary reason this doesn't actually appear to be a big problem in-game is, well, nobody actually seems to know that Falcon variant in the first place.  In fact, the only reason why I discovered this ship in the first place was because I was fiddling around the test missions added by... some mod, and came across this weird little Falcon by accident.  This presumably means that the only way I can actually encounter the Falcon in the campaign is by discovering the blueprint from some wreck and then selling it to Pirates.
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.14
Post by: peppermeth on January 01, 2021, 12:08:16 PM
A small bit of random commentary on various portions of the mod.

Steward-class is a pretty neat high-tech escort frigate, good at knocking out missiles.  Panhandler is also a nifty civvie utility ship to take out to the fringes.

Artwork is solid and Vanilla-esque, generally speaking.

Haven't gotten to try the Stormbox, but I can tell it takes inspiration from a real-world prototype, that's pretty neat.  The Light Machine Railgun seems to have this odd behavior with IPDAI, or rather lack of behavior.  While the description is clear it doesn't normally work in the PD role, the weapon still refuses to target missiles when IPDAI is installed on the parent ship.  This seems odd and unintuitive, and seems to be a bug, as other non-PD weapons function as expected when IPDAI is installed.

Custodian seems to be somewhat to the left of the bell curve for its DP value compared to other, vanilla ships.  Ships with similar DP values like the Dominator and Eagle can dispatch it rather handily (The Custodian can, at least, stall a little bit with its Fortress Shield, but not a ton else).  Flux stats are underwhelming for its weapon complement, tech level, and DP.  In in-game combat situations, hostile Custodians don't really appear to be threatening despite their impressive stature.

Vanilla's getting the Champion, which will be a 25DP midline heavy cruiser with a Large Missile, a Large Energy, 2 Medium Ballistics, a smattering of smalls, and what appears to be HEF as a ship system.  While not all details are known (and things are subject to change 0.95), it appears quite likely that the Custodian will be further crowded out.

The fancy Falcon is, eh...  Unfortunately, I have to echo the sentiment of that person from May.  It's an unusual, quirky machine, but not in a good way.  The ship has around 2 objectively correct configurations due to its extreme OP limitations, both of which are missile boats, and a ton of "trap" configurations that's not worth the metal it's 3D-Printed on.  There's no reason to use anything other than missiles on the dual type mounts (and in fact, the ship cannot effectively utilize non-missiles in those mounts), which seem to exist only to provide the illusion that the ship is more modular than it actually is.

The Assault Variant is one such missile boat configuration, and it does a good job highlighting fundamental issues of the ship.  Despite using mid-grade missiles and the bare minimum of defensive guns and accesories, the rear arc's defensive coverage was completely cut and the ship's actually 3 OP overbudget!  (Also, the PD and Typhoons are in the same group, for some reason.)  The ship's design is railroaded by its limitations in excess of most other ships, and as a result it's neither fun to outfit nor fun to fly.

The primary reason this doesn't actually appear to be a big problem in-game is, well, nobody actually seems to know that Falcon variant in the first place.  In fact, the only reason why I discovered this ship in the first place was because I was fiddling around the test missions added by... some mod, and came across this weird little Falcon by accident.  This presumably means that the only way I can actually encounter the Falcon in the campaign is by discovering the blueprint from some wreck and then selling it to Pirates.
strom box have a real world equivalent. For real?
Title: Re: [0.9.1a] Fluff's Ship Pack 0.1.14
Post by: MrFluffster on January 01, 2021, 10:40:56 PM
Thanks for a solid writeup, I greatly appreciate getting some solid feedback!

Haven't gotten to try the Stormbox, but I can tell it takes inspiration from a real-world prototype, that's pretty neat.  The Light Machine Railgun seems to have this odd behavior with IPDAI, or rather lack of behavior.  While the description is clear it doesn't normally work in the PD role, the weapon still refuses to target missiles when IPDAI is installed on the parent ship.  This seems odd and unintuitive, and seems to be a bug, as other non-PD weapons function as expected when IPDAI is installed.
Thanks for the heads up, I'll look into it.

Quote
Custodian seems to be somewhat to the left of the bell curve for its DP value compared to other, vanilla ships.  Ships with similar DP values like the Dominator and Eagle can dispatch it rather handily (The Custodian can, at least, stall a little bit with its Fortress Shield, but not a ton else).  Flux stats are underwhelming for its weapon complement, tech level, and DP.  In in-game combat situations, hostile Custodians don't really appear to be threatening despite their impressive stature.
Custodian is currently scheduled to have a full sprite and gameplay overhaul; It's still gonna be a defensive ship but it should perform far better, and offer more interesting gameplay.

Quote
The primary reason this doesn't actually appear to be a big problem in-game is, well, nobody actually seems to know that Falcon variant in the first place.  In fact, the only reason why I discovered this ship in the first place was because I was fiddling around the test missions added by... some mod, and came across this weird little Falcon by accident.  This presumably means that the only way I can actually encounter the Falcon in the campaign is by discovering the blueprint from some wreck and then selling it to Pirates.
Funny thing, Falcon-TX011 has been removed from the mod for some time(first soft-removed for save compatibility, later completely removed), though I must have forgotten to add that in the patch notes. All your complaints are very valid and are exactly why I removed it, along with it being intended to be part of a mini-faction that was abandoned.

strom box have a real world equivalent. For real?
Yep! It's based the Metal Storm Weapon System prototypes, a very fascinating bit of technology. You should be able to find videos on youtube of test firing, that will make the inspiration pretty clear.


Sorry for not putting out any updates, but the last couple months have been quite hard, I've been mostly having to deal with my university project, and have been on a bit of an art block so I couldn't work as much on the mod as I wish I did. However, I can tell you that I already have one finished ship sprite and another in the works. Though don't expect the update to come out very soon; Two months from now is a very optimistic estimate.
Title: Re: [0.95a] Fluff's Ship Pack 0.2.1
Post by: MrFluffster on March 30, 2021, 01:43:13 PM
New version! In celebration of 0.95a I decided to jump from 0.1 to 0.2. Yay!

Click here to download:
https://github.com/MrFluffster/fluffShipPack/releases/download/v0.2.1/fluffShipPack.zip
or go to the maint post

(https://i.imgur.com/nbMozFL.png)

0.2.1
 +0.95a compatible! Woo!
 +Added Catamaran and Catamaran (C)
 +Might be some super minor rebalances I forgot it's been some long
 -Removed the old falcon variant and the thunderbolt fighter completely from the files
Title: Re: [0.95a] Fluff's Ship Pack 0.2.1
Post by: BigBeans on March 30, 2021, 01:45:46 PM
Hot stuff, love it
Title: Re: [0.95a] Fluff's Ship Pack 0.2.1
Post by: MrFluffster on April 01, 2021, 08:27:46 AM
Hot stuff, love it
Thanks, hope you'll have fun and feel free to leave some comments here after!

By the way I'd very much appreciate feedback on how the Catamaran performs balance-wise - I unfortunately couldn't properly test it before release as I have a bunch of things on my head(and also actually playing the new update to get a better feel for it), so I hope it's not too gamebreaking. It's easy to slip up with a concept like this ship.
And y'know, feedback on other ships is also nice. c:


Also, a PSA for anyone wondering: If in launcher the mod shows up as yellow(ie "This mod requires a different version but might run with this one"), it's safe to use the mod as I really do not expect for any further hotfix to break it. So if it says RC10 but current version is RC12 or whatever further number we'll get - it's (almost certainly) safe.

Also also, sorry for a bit of egocentric plugging of my socials but if you're interested in some more sprites from me, or want to possibly see some sneak peeks of modding content I'm working on, do check out my twitter: https://twitter.com/PMMeCuteBugPics
Title: Re: [0.95a] Fluff's Ship Pack 0.2.1
Post by: Twilight Sentinel on April 01, 2021, 09:45:00 AM
I can say from playing previous versions some thoughts on various ships. 

Crab: Really like this ship.  It's great as another option alongside the Lasher and Wolf for a generalist military frigate.  It's probably too strong for its cost, between the strong loadout, salvage gantry, and built in targeting unit.  All you need to do is add extended shields to nullify its main weakness.  Maybe raise the maintenance and deployment cost to 6?

Firecrow: I don't like this ship.  Not because it's necessarily bad, but because it is a rare blueprint.  It doesn't feel like it should be, by the time you find and can make that ship it isn't useful anymore.

Collier: It's fine if you're playing Nex and doing some mining.  Otherwise kinda meh, but it's a default ship so that's appropriate.  Oddly it won't show up in player faction patrol fleets when prioritized, not sure why.

Bielik: Felt really underwhelming to use.  Could be because I'm not good at flying it or gave it a bad loadout.  The ship never felt like it could do that much in a fleet under the AI either.

The other ships I haven't used.
Title: Re: [0.95a] Fluff's Ship Pack 0.2.1
Post by: Flunky on April 01, 2021, 10:00:26 AM
One thing the Collier has going for it is being a frigate-sized non-civilian salvage gantry. Not having to take militarized subsystems is pretty useful with the current Auxiliary Support skill, as you don't have to waste the points on e.g. a shepherd.

Haven't really used the other ships much at this point, but I can say I'm having trouble finding a good use for the Light Machine Railgun - while the range is a little better than a machine gun, it's still short enough that just taking machine guns is overall more useful. Maybe 450? 550 would definitely be too close to the autocannon and even 500 would probably be too long for its firing style. 450 would overlap with heavy machine guns, which could give it a nice niche as a complementary light version.
Title: Re: [0.95a] Fluff's Ship Pack 0.2.1
Post by: MrFluffster on April 01, 2021, 04:08:50 PM
First off, thank you for the feedback, I really appreciate it.

Crab: Really like this ship.  It's great as another option alongside the Lasher and Wolf for a generalist military frigate.  It's probably too strong for its cost, between the strong loadout, salvage gantry, and built in targeting unit.  All you need to do is add extended shields to nullify its main weakness.  Maybe raise the maintenance and deployment cost to 6?
That's a fair point. I gotta reevaluate it. Do note that it doesn't have much armour or speed, so while it's strong at range it folds like paper the moment something can catch up to it.
Quote
Firecrow: I don't like this ship.  Not because it's necessarily bad, but because it is a rare blueprint.  It doesn't feel like it should be, by the time you find and can make that ship it isn't useful anymore.
That's a good point, though I'd prefer not to make it super easy to get. I might change it up a bit to be more of a semi-rare early game ship.
Quote
Collier: It's fine if you're playing Nex and doing some mining.  Otherwise kinda meh, but it's a default ship so that's appropriate.  Oddly it won't show up in player faction patrol fleets when prioritized, not sure why.
I'll look into it - I probably messed something up in default ship roles.json.
Quote
Bielik: Felt really underwhelming to use.  Could be because I'm not good at flying it or gave it a bad loadout.  The ship never felt like it could do that much in a fleet under the AI either.
Bielik is in a weird spot since it's more of an oversized frigate than a typical destroyer. I wouldn't really recommend engaging most destroyers with it, but it can do wonders as a frigate hunter - I recommend trying it out with Safety Overrides. That said, I might lower it's DP to be in line with Shrike as that's a much more comparable ship than the other midline destroyers.

Haven't really used the other ships much at this point, but I can say I'm having trouble finding a good use for the Light Machine Railgun - while the range is a little better than a machine gun, it's still short enough that just taking machine guns is overall more useful. Maybe 450? 550 would definitely be too close to the autocannon and even 500 would probably be too long for its firing style. 450 would overlap with heavy machine guns, which could give it a nice niche as a complementary light version.
Fair point. It's a bit hard to change since it's inherently a sort of low impact type of weapon(like a lot of competing smalls), but I think a boost like that should be okay.
Title: Re: [0.95a] Fluff's Ship Pack 0.2.1
Post by: legion499 on April 01, 2021, 05:16:38 PM
I have an issue...
I want to use the red Collier.
I Don't want to use Vera.
How to?
Title: Re: [0.95a] Fluff's Ship Pack 0.2.1
Post by: MrFluffster on April 02, 2021, 09:33:31 AM
I have an issue...
I want to use the red Collier.
I Don't want to use Vera.
How to?

You can cheat; install Console Commans, open the console and type in addships fluffships_collier_rg. Unfortunately no way to get it without Vayra's Sector!
Title: Re: [0.95a] Fluff's Ship Pack 0.2.1
Post by: Space Cowboy on April 12, 2021, 09:17:12 PM
I love the looks of these ships but all the ones I've tried so far have been super underpowered sadly. The main issue is that they get overloaded in half a second flat. Even the capital dsnt seem to be able to do anything in a fight. It might be ok if they had lots of utility to make up for it like adding salvage gantry/ surveying equip/ etc.
Title: Re: [0.95a] Fluff's Ship Pack 0.2.1
Post by: MrFluffster on April 13, 2021, 01:43:49 AM
I love the looks of these ships but all the ones I've tried so far have been super underpowered sadly. The main issue is that they get overloaded in half a second flat. Even the capital dsnt seem to be able to do anything in a fight. It might be ok if they had lots of utility to make up for it like adding salvage gantry/ surveying equip/ etc.
The capital is fragile and long range focused, you need to use the maneuvering jets to stay out of the way because it will die easily. That's the cost of it being a cheap capital with good flux stats.

Edit: Forgot to mention that there's gonna be a bunch of balance changes in the next update so most ships will get a bit of a buff.
Title: Re: [0.95a] Fluff's Ship Pack 0.2.1
Post by: Space Cowboy on April 13, 2021, 11:50:40 AM
The capital is fragile and long range focused, you need to use the maneuvering jets to stay out of the way because it will die easily. That's the cost of it being a cheap capital with good flux stats.

Edit: Forgot to mention that there's gonna be a bunch of balance changes in the next update so most ships will get a bit of a buff.

I'll look forward to the next update in that case. I tried a long range setup but it doesn't have the flux to support large ballistic weapons so it's effectively just a slower and more expensive eagle with fewer forward facing mounts. The one advantage over the eagle is the fighter bay I suppose but I think that's negated by everything else. Do you have a particular loadout you would recommend to try with it?

edit: Actually I think I found a decent set up for it but it involved weapons from the Kadur Remnant mod. I would use this ship if it had a max burn of 8 instead of 7. I don't think there's a way to fit in aux thrusters and have it still be viable and it's just not worth slowing down my fleet for something so meh.
Title: Re: [0.95a] Fluff's Ship Pack 0.2.2
Post by: MrFluffster on April 16, 2021, 09:13:02 AM
New update! Bit of a big changelog this time

DOWNLOAD HERE: https://github.com/MrFluffster/fluffShipPack/releases/download/v0.2.2/fluffShipPack.zip

BREAKS SAVES

0.2.2 Changelog:
Quote
Buffalo Mk IV
-Major sprite rework
-Now has built-in Hammer Barrages, as well as 3 more small mounts
-Revamped stats - it’s like a new ship
Atlas Mk V
-Changed DP to 30 from 28
  -Brings it more in line with Prometheus Mk. 2
-Increased turn rate from 15 to 20
  -Makes it even more maneuverable - it can practically do flips now with its system
-Increased burn level from 7 to 8
  -While doesn’t fit the lore flavour this fits more the feel flavour
Catamaran
-Base top speed increased from 80 to 90
-Increased armor from 150 to 200
Crab
-Increased OP from 60 to 65
-Increased armor from 100 to 150
-Increased speed from 100 to 110
-Removed ITU as a built-in
  -Gives it an all-around boost while avoiding excessive hullmod built-ins and giving it more flexibility
Bielik
-Changed DP from 9 to 8
  -Matches the Shrike which is the destroyer the Bielik is most directly comparable to
-Increased armor from 120 to 150
  -Minor buff and to stop a minor rounding error from showing up in refit screen
-Changed the points from where active flares are launched on system use
  -Should allow it to more easily protect itself against missiles wherever they’re coming from
Steward
-Increased PPT from 200 to 300
  -Brings in line with vanilla(multiple of 60) and also emphasizes its role as a sturdy support ship
Firecrow
-Changed DP from 6 to 3
Custodian
-Removed Underpowered Heavy Mounts
Collier(RG)
-Buffed Revolutionary Beam
Buffalo-EX
-Changed skeleton crew from 150 to 80
-Changed max crew from 250 to 150
Light Machine Railgun
-Increased damage per shot from 35 to 40
-Changed range from 400 to 450
  -Emphasises the strength of the weapon over the LMG while also matching the HMG’s range for some more synergy.
Title: Re: [0.95a] Fluff's Ship Pack 0.2.2
Post by: MrFluffster on April 18, 2021, 08:18:01 AM
Hotfix to stop Catamaran fluxing itself out on system use


Download: https://github.com/MrFluffster/fluffShipPack/releases/download/v0.2.2a/fluffShipPack.zip (https://github.com/MrFluffster/fluffShipPack/releases/download/v0.2.2a/fluffShipPack.zip)
Title: Re: [0.95a] Fluff's Ship Pack 0.2.2a
Post by: Trensicourt on April 18, 2021, 01:15:56 PM
Can you make militarized versions of your Panhandler and Buffalo EX? I think it'd be cool if the pirates/independents have a militarized version of the Panhandler and the pirates/path have a militarized version of the Buffalo EX.
Title: Re: [0.95a] Fluff's Ship Pack 0.2.2a
Post by: MrFluffster on April 20, 2021, 05:44:35 PM
Can you make militarized versions of your Panhandler and Buffalo EX? I think it'd be cool if the pirates/independents have a militarized version of the Panhandler and the pirates/path have a militarized version of the Buffalo EX.
I'm definitely planning to do a Buffalo-EX(P) eventually. No idea about the Panhandler as it needs a rework first.
Title: Re: [0.95a] Fluff's Ship Pack 0.2.2a
Post by: Helldiver on April 22, 2021, 01:28:51 AM
Love the Crab and Panhandler. Vanilla is sorely lacking in industrial, utility ships like these.
Title: Re: [0.95a] Fluff's Ship Pack 0.2.2a
Post by: MrFluffster on April 25, 2021, 06:08:33 PM
Work on the next update is paused as I'm having some PC issues. Might be the hard drive failing, almost everything in this thing is over 6 years old.
In the mean time, have this little extremly WIP preview of a planned ship.
(https://cdn.discordapp.com/attachments/512356777451323393/832629806134591508/unknown.png)
Barely a sketch so rest assured it'll be fully painted over and properly mirrored.
Title: Re: [0.95a] Fluff's Ship Pack 0.2.2a
Post by: Qipchak on April 25, 2021, 10:57:12 PM
Looks nice. I have an idea, maybe thats something for this mod. A buffalo freighter white painted with red cross. Basically a hospital ship for roleplay.
Title: Re: [0.95a] Fluff's Ship Pack 0.2.2a
Post by: MrFluffster on April 26, 2021, 09:49:04 AM
Looks nice. I have an idea, maybe thats something for this mod. A buffalo freighter white painted with red cross. Basically a hospital ship for roleplay.

I'm fairly sure that'd be literally illegal
Title: Re: [0.95a] Fluff's Ship Pack 0.2.3
Post by: MrFluffster on April 27, 2021, 01:46:44 PM
Yep, a new patch. Not much here, mostly small adjustments and some small fixes.


Download: https://github.com/MrFluffster/fluffShipPack/releases/download/v0.2.3/fluffShipPack.zip (https://github.com/MrFluffster/fluffShipPack/releases/download/v0.2.3/fluffShipPack.zip)

Quote
0.2.3
Bielik
-Changed the Medium Ballistic mounts to Medium Hybrid mounts
-Increased armor from 150 to 200

-Added Civilian-grade Hull on several ships that were missing it
-Fixed an incorrect turret arc on one of the ships
Title: Re: [0.95a] Fluff's Ship Pack 0.2.3
Post by: ThatOneWeirdo on May 19, 2021, 10:40:31 AM
Oh man I see that Buffalo EX and immediately think to myself: There better be a pirate or Ludd variant in there
Pls add...
Title: Re: [0.95a] Fluff's Ship Pack 0.2.3
Post by: Arcagnello on May 19, 2021, 10:41:08 AM
Yep, a new patch. Not much here, mostly small adjustments and some small fixes.


Download: https://github.com/MrFluffster/fluffShipPack/releases/download/v0.2.3/fluffShipPack.zip (https://github.com/MrFluffster/fluffShipPack/releases/download/v0.2.3/fluffShipPack.zip)

Quote
0.2.3
Bielik
-Changed the Medium Ballistic mounts to Medium Hybrid mounts
-Increased armor from 150 to 200

-Added Civilian-grade Hull on several ships that were missing it
-Fixed an incorrect turret arc on one of the ships

Ah, double Ion Beam annoyance incarnate here we go  ;)

Oh man I see that Buffalo EX and immediately think to myself: There better be a pirate or Ludd variant in there
Pls add...

Welcome to the forum by the way. Praise be unto Ludd and the Path!
Title: Re: [0.95a] Fluff's Ship Pack 0.2.3
Post by: MrFluffster on May 19, 2021, 10:59:21 AM
Ah, double Ion Beam annoyance incarnate here we go  ;)

Don't worry, more on the way ;3
Title: Re: [0.95a] Fluff's Ship Pack 0.2.3
Post by: Arcagnello on May 19, 2021, 11:12:45 AM
Ah, double Ion Beam annoyance incarnate here we go  ;)

Don't worry, more on the way ;3

Looking forward to it! Good luck out there with the sprites!
Title: Re: [0.95a] Fluff's Ship Pack 0.2.3
Post by: MrFluffster on May 19, 2021, 11:22:10 AM
Ah, double Ion Beam annoyance incarnate here we go  ;)

Don't worry, more on the way ;3

Looking forward to it! Good luck out there with the sprites!

Thanks! There's quite a couple to make since I've got a pretty big scope for the update, big enough to make it a 0.3 update.
I wish I could say "expect it soon" but there's a lot of work to be done before it's ready. I want to set the bar of quality higher for myself as well as add some content/features beyond just ships. I want to keep it a surprise for now so I can't tell much else - just be ready to see a couple of surprise.