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Modding / [0.95a] Combat Docking Module 005
« on: April 02, 2021, 10:37:53 PM »
A module that allows certain player ships to land and repair on a nearby carrier. Currently refit time takes 20 seconds, repair full HP/Armor, refill all ammo, and restores Combat Readiness 20%. Featuring auto landing auto pilot if hull HP falls below 80%, CR falls below 40%, or ammo reaches 0. Controls will be locked during the final landing phase. If the carrier dies when the landed ship is inside, it too will die. A side effect and requirement is that the ship will have fighter class collision in order to actually land on the carrier.
WEBM Example
Purpose: I like playing small speedy ships in the early game. And by late game, they are made unviable. Now, there is a fighting chance if they are able to repair and re-arm. I have been play testing for a few months now, it is quite balanced and isn't over powered. You still need capital ships for serious fights like besieging a battle station.
How to use for player ship: Install the hullmod onto your ship and go into combat. If "Systems Critical"/""NO MUNITIONS"" status appears on the left hand side, then your ship is able to land if you turn on Auto Pilot* (Default Key: U). Be advised that the Landing Auto Pilot AI does not have threat evasion and will take the shortest path. Auto pilot works normally if the player ship status is normal.
How it works on allied ships: The AI behave normally until their HP, CR, and Ammo falls into the critical level and they will seek to land. If the AI is too far away from a carrier, you will need to spend Command Points and ask them to escort the carrier for the Landing Auto Pilot to activate.
Applicable to ship types: White list is available for any ship you want. Defaults are Shuttle, Courier, Drone, Scout, Corvette, Light Rig, and Pinnace.
Known Issues:
-Drift if the landing happens too fast.
-Fighter Collision class break some weapons that does not target fighters.
-Refit time is very short if HP is full. (Feature?)
-Unknown result if the carrier retreats with the ship landed inside. Coded for, but untested edge case.
-AI pilot doesn't initialize if carrier doesn't have an LPC equipped. 06/18/2021
Special Thanks: Sundog, Ed (Repair Drones examples), and Dark.Revenant for all the utility codes.
WEBM Example
Purpose: I like playing small speedy ships in the early game. And by late game, they are made unviable. Now, there is a fighting chance if they are able to repair and re-arm. I have been play testing for a few months now, it is quite balanced and isn't over powered. You still need capital ships for serious fights like besieging a battle station.
How to use for player ship: Install the hullmod onto your ship and go into combat. If "Systems Critical"/""NO MUNITIONS"" status appears on the left hand side, then your ship is able to land if you turn on Auto Pilot* (Default Key: U). Be advised that the Landing Auto Pilot AI does not have threat evasion and will take the shortest path. Auto pilot works normally if the player ship status is normal.
How it works on allied ships: The AI behave normally until their HP, CR, and Ammo falls into the critical level and they will seek to land. If the AI is too far away from a carrier, you will need to spend Command Points and ask them to escort the carrier for the Landing Auto Pilot to activate.
Applicable to ship types: White list is available for any ship you want. Defaults are Shuttle, Courier, Drone, Scout, Corvette, Light Rig, and Pinnace.
Known Issues:
-Drift if the landing happens too fast.
-Fighter Collision class break some weapons that does not target fighters.
-Refit time is very short if HP is full. (Feature?)
-Unknown result if the carrier retreats with the ship landed inside. Coded for, but untested edge case.
-AI pilot doesn't initialize if carrier doesn't have an LPC equipped. 06/18/2021
Special Thanks: Sundog, Ed (Repair Drones examples), and Dark.Revenant for all the utility codes.
Change Log
001 Initial release
002 Prevent Landing on Frigate and Fighters
003 Added whitelist, Einhander removed from applicable ship.
004 Reduce Supply and Fuel use by 90% since technically the craft is inside the carrier during transit.
005 Fixed Null Pointer Crash if fleet has no carrier on game load.
002 Prevent Landing on Frigate and Fighters
003 Added whitelist, Einhander removed from applicable ship.
004 Reduce Supply and Fuel use by 90% since technically the craft is inside the carrier during transit.
005 Fixed Null Pointer Crash if fleet has no carrier on game load.
[close]
Requirement: LazyLib
Download Combat Docking Module version 005 : https://www.dropbox.com/s/eghytfdiszc73xm/Combat%20Docking%20Module%20005.rar?dl=0