Your attention is presented to the futuristic VTOL aircraft that are well suited to the style of the game. The mod includes aircraft: transport, light combat, heavy combat.
Mods introducing new content into the game.
Transportation of the player, be it vehicles or teleporters.
New ways to deal with enemies, be it attack or defense.
Good day! Are there any plans to upgrade to version 2.0? If so, will the mod somehow use the functionality of jet packs? For example - when the player leaves aircraft, it lands on the ground and zero fuel consumption seemed logical.
+1
+1 for compatibility
Please Update this mod its awesome thank you for the fun had already
Oops, I ported this to 2.0 months ago but I guess I forgot that I have mod portal upload permissions myself. I'll get the update released within a few days.
It won't use any jetpack functionality because that isn't how the factorio engine works. In general, features added for one thing (in this case, armour) can't be used with other things (spidertrons, which these aircraft actually are). However, in 2.0 you will be able to use all the new RTS selection stuff with these aircraft, because they are spidertrons.
Thanks
I would like to suggest a integration option that if ticked, the 3 aircrafts would be locked to specific planets (with recipes tweaked accordingly), my idea is:
- Vulcanus unlocks the cargo aircraft
- Fulgora unlocks the light fighter
- Gleba already unlocks the spidertron, so pass.
- Aquilo unlocks the heavy fighter
And as some mod, don't know which did this with Krastorio 2, that swapped the machine gun from the Heavy Fighter to the anti-material rifle... the same could be done by swapping the same MG with a railgun... and it would fit nicely with Aquilo.
Hmm yes, I hadn't considered SA integration yet. It's a hard mod to balance, because frankly the whole point is that they are OP :D
Your proposal sounds good, although I'd be concerned that adding them to Vulcanus/Fulgora just makes Gleba's spidertron feel rather weak in comparison. What about moving them all to after the spidertron?
- Cargo aircraft requires gleba and vulcanus
- Light fighter requires gleba and fulgora
- Heavy fighter requires all 3? Or aquilo science too?
Thoughts? I don't really know how they typically fit into the balance of the game since I've only used them in the context of my overhaul Freight Forwarding, where I removed light fighter and moved the other 2 past spidertron.
Well, from the time I played with this mod (about a year+ ago) I thought that the fact they have smaller equipment grid + smaller inventory + fuel requirement kinda balanced with the spidertron that only inferior trait was not be able to fly.
Spidertron has bigger inventory + bigger Equipment Grid + No fuel requirement... so, in places where you don't have water/lava/other liquid surfaces, spidertron still is the winner.
So, I still think my suggestion is valid and balanced... the best feature of the 3 aircrafts is the flight capability, but the minuses vs. spidertron, balance things out.
Also, from a superficial look at the mod files:
Cargo:
No weapon slots
Light Fighter:
1 slot for Machine Gun
1 slot for Rockets
Heavy Fighter:
1 slot for Cannon
1 slot for Rockets
Although, all these weapons are modified versions (very likely stronger - range and firing rate?)
vs:
Spidertron
4 rocket slots
+1 ?
Love the idea of space integration any chance on the update soon? During my krastorio play-through i would never leave my gunship. Happy times!!!!
Space Age integration has now been released - let me know what you think of the recipes and technologies.
Idea:
- Equipment: Thermonuclear reactor. Something like a portable thermonuclear reactor, inserted into the grid of armor equipment. Reduces fuel consumption or allows you to completely abandon it (for example, if you install several units of such equipment). It should take up a lot of space so that the player has the torment of choosing what to put in the equipment grid. It is possible, when installing equipment, the space in the cargohold is reduced.
do not like recipes/tech ...
what the point of unlocking jet engines if you cant build anything, it should give access to light gunship or cargo ship, or both
science costs HG are rediculous
heavy gunship shouldnt require agriculture or cryo sci
at this point maybe split heavy gunship into, base(tank) variant (2k base sci +vulc), and sub variants:
railgun (base gunship reasearch + 500 base sci +railgun research),
telsa (base gunship reasearch + 500 base sci +tesla research),
rocket (base gunship reasearch + 500 base sci +rocket turret research), have huge resistance to explosions, 2 normal rocket slots, 1 nuke rocket slot, make it only gunship that can launch nukes
other:
would be nice to have logistic support like tank and aircraft mod
should probably nerf weapons dps and equipment grid sizes to vanilla levels
hg seems to have less resistance than other vtols
should probably not allow exoskeleton an toolbelt in grid
Yeah I wasn’t sure what to do with the jet engine tech as it doesn’t seem super relevant when the 2 dependencies have mutually exclusive science pack requirements. Maybe I’ll just remove it when space-age is enabled.
Heavy gunship is pretty much a direct upgrade from spidertron right? So it should be available later. I could maybe move it from Cryo to Agricultural+Electromagnetic+Metallurgic but even then, if you do Gleba last (which seems popular) then you’ll unlock it right after spidertron. And if I moved it earlier, it would probably have to lose its railgun (or alternatively it keeps it, as you wouldn’t be able to use it anyway until you unlock railgun ammo. Would be a bit weird).
I’m not adding more variants, 3 different aircraft is already plenty.
Having nukes be restricted to heavy gunship (and player, presumably…?), and not allowed in light gunship and spidertron is interesting, I’ll consider. It will require some modifying of ammo categories which has the potential to reduce mod compatibility without a bunch more work, but sounds like something worth considering. On the other hand, heavy gunship already has railgun which is pretty epic too.
Yes I can add logistic support.
Feel free to suggest specific weapon balance changes - I’m not very experienced in this area, but since the mod has existed for a while already and I didn’t create it, I’m reluctant to change it too much.
Allowing exoskeleton and toolbelt: yes it’s a bit weird, but vanilla allows these in tanks and spidertrons anyway, so I’m not sure I should remove them from the aircraft. Also removing them has similar mod compatibility concerns. I’ll consider.
Finally: does the movement speed and acceleration/decceleration feel a bit off compared to 2.0 for anyone else? I need to do a side by side comparison but they feel slower and less ‘floaty’ in that they seem to stop faster.
Since fulgora unlocks light aircraft and Tesla, perhaps light aircraft should have Tesla weapon rather than rockets? And we’ll leave rockets to spidertrons and heavy gunship (since rocket turrets are a Gleba unlock).
i've only finished vulc base, and probably will fly to fulgora next, but i question why would i need such a pricey heavy gunship so late in game, after aquila/spidertron, when light gunship is a better option for just about everything as it was in pre 2.0
well we are in space age, i dont think upgrade would describe it. and 5k of all/most planet sciences and logistics to build it is not "right after"
as i understand you cant drive tank in gleba, so spidertron makes sense for those swamps, and serves as reward
hg makes sense to murder vulcanis worms, but after that i dont see my self using them, they are slow(compared to light gunship), cant be moved by space platforms, cant fly in space, what is their use?
i think variants is better approach, main gun + secondary, maybe 1 day there would even be more gunship models
im not sure about balance, from what ive seen mod uses custom weapons that mimic vanilla, tank cannon has rof 0.67, and heavy gunship 1.5,, same with railgun 0.5->0.75, so seems like 50-100% rof increase and up to 60% range increase, would prefer vanilla like stats, or a toggle for them, or as quality bonus
Hi,
sorry it's only my opinion.
I think the current mod is not intresting.
On the moment you can explore aircraft it is not very helpful (very late, at that moment you already have lots of full bases and others vehicle).
I liked this mode for fly, equipment-grid, vehicle control system (like spidertrone, not like tank). Especially, vehicle control system.
But now it is easier to modify "Aircraft-space-age" mod, to change vehicle control system to spidertrone (it works), and use it (it gave the aircraft already on the first planet).
I liked this mode very much, but now it is not helpful.
Some considerations:
1) Forbidding Exoskeleton and Toolbelt is bad... I mean, you might not like the name and the sprite, but it is essentially a equipment to boost speed... if this idea moves forward, then is best to add a setting for that (and please both crowds). You can also use your own imagination and visualize the exoskeleton as a booster/turbo and the toolbelt as a cargo pod. :P
2) Speaking of settings, there is already a setting to to enable logistics for both light and heavy gunships (its default set to 0)
3) Yeah, I didn't reach space yet and I'm missing the ships on Nauvis, they made clearing bitter nest a lot less tedious... maybe add a option that make the ships buildable in Nauvis like pre-space age and the current version.
4) With the Light Gunship associated with Fulgora, it would really make sense to also add a electric weapon to it, but not removing the machine gun or the rocket launcher (the Light Gunship is fun the way it is)... So, either also add a electric weapon or don't do anything.
5) I think the nuke limitation is a waste of time, even if you add a option for it... the player can already self impose such limitation without any changes.
6) I agree that the costs are a bit high, but with the spidertron remote you can build and control squadrons with many gunships... and this feature is a good enough compensation for that.
7) You could add the "weight" property (and find the appropriate value) to the heavy gunship and cargo ship ships prototypes to make it possible to carry at least 1 of each in the rockets.
In general, I think it would be better to have a option in the settings to make the mod work like pre-space age (ships unchanged and researchable + buildable on nauvis) and the current version (with the integrated weapons: +electric for light gunship and +railgun for heavy gunship).
Another reminder:
There is already settings for modifying each ship max speed AND inventory sizes!
On the other hand, you could easily add a "X,Y" setting for equipment grid for each aircraft... more options = everybody happy.