About this mod
Updates and re-balances ship combat through weapon, engine, reactor, and hab/structural tweaks.
- Permissions and credits
- Changelogs
WEAPONS
In general, most non-turret weapons are buffed to the same damage output as their turret versions if they have one. Turrets now have increased ammo capacity before needing to reload, and will start reloading faster. All weapons are now scaled in such a way that Class C > Class B > Class A. Non-Auto weapons now more consistently do ~75% DPS of the primary damage type of the equivalent Auto.
Lasers get significant boosts to shield damage and a significant buff to max range. Most will match or exceed particle weapon range.
Ballistic weapons get a range boost as well, but will be the shortest of the weapon categories. Most are buffed in damage, either by reducing power cost and allowing more to be placed, or a straight damage improvement. (The Vanguard Hellfire Autocannon is already significantly over-tuned for its price and availability early, so that has been toned down to give others a change to shine.) In addition, all ballistic weapons are heavier than standard, typically between 10 for low power weapons to high 20's for high power turrets.
Particle weapons have a range reduction in return for EM damage and slightly reduced close range damage.
Missiles get a roughly 50% range increase (along with the ability to lock at further ranges). All get various degrees of damage boosts. Ammo capacity has been changed to match in game model, and reload time adjusted accordingly. All missile systems are increased in weight, typically 4-5x base weight. Projectile velocities are increased.
EM Weapons have various buffs depending on manufacturer. Extra damage, extra range, or added shield damage.
Starborn weapons get a substantial buff, both to NPC ships, and player ships. Beams now have EM damage, and are classified as both EM and Particle weapons. Torpedoes get a range increase, half as many shots with a reduction in charge time, and significantly increased damage to Hull/Shield/EM. Now classified as an Energy weapon (laser) instead of a missile.
All shields are given ~50% more health. Some have slight adjustments to health or power requirements to place them more in line with each other. The 11 and 12 power shields are now more comparable to each other.
SHIP MODULES AND HABS
Structural components now provide hull value, at 5x per mass. All radiators also now provide some EM resistance for engines and shields in addition to hull.
Computer Cores and Engineering Bays provide other buffs to your ship.
Some landing gears have increased lander thrust to counteract increased weapon weights for smaller ships.
Cargo Halls and Storage Habs are given 80 cargo space per 1x1 unit. (80 for 1x1, 320 for 2x2, etc), but now have 15 mass per unit as well. This is still more efficient than cargo containers, but given the space they take up, should be a reasonable exchange.
Starborn ships are given more cargo capacity, and a 2x increase to shields, along with improved mobility.
ENGINES
All Engines have speed cut ~in half, but are now additive. For example, for 3 power Engines, 2x Engines will be standard vanilla speed while a full load of 4x Engines would be twice as fast. 2 power Engines are further cut in speed, but a full loadout of 2 power Engines will be slightly faster than an equivalent loadout of standard 3 power Engines. Likewise, the 4 power Poseidon Engines are faster per engine, but overall top speed at 12 power (3 Engines) will be lower.
Boost acceleration increased as has Engine deceleration.
SAE-5xxx Series reduced to 2 power to be the same as other Slayton Engines. Stats adjusted to bring them more in line. Same with White Dwarf 10xx Series
Poseidon Engines now have ~2x more EM health than vanilla.
REACTORS
Reactor power is improved on the low end through to the best ones. A-Class now have between 16-33 Power, B-Class from 19-39, and C-Class from 25-41. This separation both amplifies class distinctions and acts as an indirect buff to lower tier NPC ships who can now more efficiently power their meager systems.
Also, added Experimental Reactors to each class to allow more efficient options for building using different parts. These parts will be roughly equivalent to the best in class options already available in the base game, so won't throw balance off from using them.
INSTALLATION
Included as 4 separate ESM files.
Install via Mod Manager of choice.
OPTIONAL FILE - Ship Thrusters Empowered
Thrusters and breaking engines are now functional maneuvering thrusters.
Split into 3 categories for convenience
- Nova Thrust Array - Light weight, .2 power (4 for 'free'), very small boost
- Nova Braking Engine / HopeTech Thruster / Taiyo Port & Stb / Deimos Braking Engine - 20 Mass, .4 power (2 for 'free'), moderate boost
- Taiyo Braking Engine / Stroud Braking Engine - 25 Mass, .75 power (1 'free'), large boost