Space Engineers

Space Engineers

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Battlestar Galactica Mod Pack 2.8
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Type: Mod
Mod category: Block
Tamaño
Publicado el
Actualizado el
431.381 MB
30 ENE 2023 a las 11:36
4 AGO a las 5:32
19 notas sobre cambios ( ver )

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Battlestar Galactica Mod Pack 2.8

Descripción


Welcome to the Battlestar Galactica Mod Pack by Q-Tech. This mod pack adds a number of weapons and fighter craft from the TV shows and requires WeaponCore and Animation Engine to function, so make sure you have both mods loaded in your world. They are listed as dependencies so they should load automatically but if there are issues it may help to add them manually to the mod list. It is also optional, but not mandatory, to use the Q-Tech Vanilla Reinforcement mod on my workshop together with this mod pack. It will make the fights last longer as the armor will be tougher and the weapons are balanced against the effective DPS of the WeaponCore Vanilla Replacement Weapons.

IMPORTANT: Update information for this mod can be found in the Change Notes tab.

Under no circumstances is this mod to be publicly re-uploaded by anyone for any reason!



The description of each mod in the mod pack can be found in the Battlestar Galactica Mod Pack Guide. Please refer to the guide for information about each mod. Please do not post questions or complaints if you have not read the guide. If you have read the guide and your question / concern has not been addressed then feel free to post it in the comments section.



This mod contains the following blocks:
  • KEW Battery
  • Fixed Battery
  • Flak Battery
  • Point Defence Battery
  • Colonial Guided Missile Launcher
  • Colonial Nuclear Missile Launcher
  • Cylon Guided Missile Launcher
  • Cylon Nuclear Missile Launcher
  • Drone Launcher including Viper MKI, MKII and MK VII; Cylon Raider MKI, MKII and MKIII Heavy Raider; and Raptor
  • Centrifuge for producing Enriched Uranium for nuclear missiles
  • Small grid Viper Cannon
  • Small grid Cylon Raider Cannon
  • Small grid Viper Missile Launcher
  • Small grid Cylon Raider Missile Launcher
  • Small grid Raptor Missile Launcher, Rocket Pod, and Decoy Launcher
  • Colonial Viper MKII Kit
  • Colonial Raptor Kit



The Energy and Kinetic damage resistances in this mod are set to 1. This means that weapons will do 100% of their normal damage to the affected blocks. It is possible to customise these resistance values using the WeaponCore server configuration file. This file is automatically created when a world loads with WeaponCore in the mod list, and can be found at:



For convenience, clicking here[1drv.ms] will allow you to download a config snippet that can be inserted into the WeaponCore server configuration file. This config snippet contains overrides for the damage output of each weapon as well as overrides for the armor resistances of the blocks. Each <AmmoOverride> section can be copied to the config file between the <AmmoOverrides></AmmoOverrides> tags. Each <ArmorOverride> section can be copied to the config file between the <ArmorOverrides></ArmorOverrides> tags. You can then change the weapon damage output or armor resistance values to suit your gameplay.


  • Cylon Raider MK I - ShaggyDude
  • Cylon Raider MK II (TRS) - Mohamed Hussien
  • TRS Cylon Heavy Raider - Marian87
  • Single KEW Battery - Battlestar Galactica Deadlock
  • Dual KEW Battery - HustlerJohn
  • Colonial Nuclear Missile - Bogdan Kuznetsov
  • Colonial Guided Missile - Euvand
  • Colonial Viper Missile - Pocolov
  • Point Defence Battery - Atherin
  • Raptor - Pagan
  • Viper MK-I - LocoPixel
  • Viper MK-II - LocoPixel
  • Viper MK-VII - LocoPixel
  • Centrifuge - Pavlinkov
  • Enriched Uranium - Asset Factory



If you like this mod pack then please visit Qarannia's Space Engineers Workshop to check out my other mods.





If you like my work and would like to support me, then you can buy me a coffee by clicking on the image below. Any support is greatly appreciated.

[www.buymeacoffee.com]
403 comentarios
Qarannia  [autor] 5 SEP a las 13:58 
@B.R. NortherlyRose Indeed.
B.R. NortherlyRose 5 SEP a las 13:57 
Oh god, heart attacks anytime you move, lords have mercy
Qarannia  [autor] 5 SEP a las 13:55 
@B.R. NortherlyRose Not just guns either; I know of a particular thruster mod that when you stacked more than 3 of them the noise was intolerably loud.
B.R. NortherlyRose 5 SEP a las 13:53 
Yea I've had in the past as well, my ears still have not healed, rain was so hard I'm sure there was absolutely nothing else but the rain
Qarannia  [autor] 5 SEP a las 13:50 
@B.R. NortherlyRose Oooof, yes, that'll do it. The sounds are purposely set to cut each other off if there are two many because otherwise you can end up with a volume level that is actually harmful if you're using headphones. I know of a few weapons / mods in the past where the sounds were not set to cut off and the result was terrifying.
B.R. NortherlyRose 5 SEP a las 13:47 
I think the sound cutting off is from too many batteries firing at once and cancelling out each-other's sound, I say that cus the only ship I've had that problem with is the uhh 1km Dreadnought that klang totally loves, and it has so many guns that my game crashed 3 times in the process of placing all of them, don't press control if you have buildinfo around the 1km dreadnought
Qarannia  [autor] 5 SEP a las 6:37 
@boomstick154 Sound is one of our biggest bugbears as modders. It seems like so many other things influence it; there's no way we can account for all of them. Some people report sounds cutting off, others say some of the guns sound weird, some people report no issues at all. Prior to 2.7 I was using Keen's own vanilla sounds for the big guns and the issues that resulted from that led me to put dedicated sound files in for all the weapons. But I can't account for every PC / server configuration, game configuration, and of course other mods and how they interact with this mod. I wish I could but some things are just out of our control.
boomstick154 5 SEP a las 4:49 
biggest complaint is audio sound cutoff while firing the gun
Qarannia  [autor] 1 SEP a las 10:42 
@No1syJun1or Nope, you're not missing anything. Gyro is one of the blocks you'll need to place internally.
No1syJun1or 1 SEP a las 10:01 
I noticed that the Raptor kit does not include a gyroscope. am i missing something or are you?