Space Engineers

Space Engineers

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Defense Shields - v2.2(8)
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Type: Mod
Mod category: Block, Script, Modpack
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290.994 MB
4 feb om 19:35
13 mei om 11:15
4 wijzigingsnotities (weergeven)

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Defense Shields - v2.2(8)

Omschrijving
Version: DefenseShields - v2.2(8)

Major Update!
2.2 brings a major update to defense shields. You will notice a new shield HUD ui which represents some new functionality that is critical to getting the most out of your shields.

*UPDATE* Shield side/face health pools have been added. Also added an "Automatic Management" mode (on by default in the controller), this mode self manages heat, shunting, modulation etc.. but comes at a recharge cost and is not nearly as effective as skilled manual control.

Two new core concepts have been added in this version, shield vulnerability and heat sinking. As your shield becomes more vulnerable you will notice a new icon show up on the left of your shield hud this value represents how likely a projectile is to penetrate your shield. The more heat your shield builds up and the lower its HP the higher the chance of penetration. This leads into the second new feature heatsinking, using the heat sink action will rapidly redirect heat from the shield to the emitter, which will both decrease the shields heat but also temporarily decrease your shields max (icon on the right) possible hp, both of which will greatly reduce the chance for penetration. In addition the existing shunting feature also has a very powerful counter penetration effect, so be sure to deploy this existing feature to avoid penetrations.

The other big change in this update is with modulation. Previously modulating would be very punishing when the enemy used the opposite damage and it was near impossible to find a good balance. With this update you now get rewarded for modulating into the predominate damage type you are taking, which will show up as the color of the shield planet on the hud icon. If the color is more orange you want to increase energy protection until its white, if its more blue you increase kinetic protection until its more white. If the icon is white you are receiving optimal protection.

*NOTE* Hud icon can be resized and moved, type /ds in game to see commands.

If you appreciate DefenseShields or WeaponCore please consider contributing:
https://www.patreon.com/user?u=14228932

[*** IMPORTANT NOTE ****]
This mod does not work with the Vanilla combat system, see WeaponCore below.

WeaponCore
These shields are designed to work with my combat framework which you can find here:
https://steamproxy.net/sharedfiles/filedetails/?id=3154371364

And the mods listed here:
https://github.com/Ash-LikeSnow/WeaponCore/wiki/Current-WeaponCore-ModList

Discord Server
For question or help join the discord:
https://discord.gg/crcBuacDgy

[Howto/Guide]
https://steamproxy.net/sharedfiles/filedetails/?id=715757295
https://www.youtube.com/watch?v=xKRUwfNj9Pc

[Config File HOWTO]
'C:\PathToSpaceEngineers\Storage\DefenseShields.cfg

APIs
The following properties can be found on any ImyUpgradeMOdule block or ProgrammableBlock (via MODApi or PB). In addition the ApiClient can be used to init from session.

Mods:
https://github.com/Ash-LikeSnow/DefenseShields/blob/master/Data/Scripts/DefenseShields/API/ApiClient.cs

Programblocks:
https://github.com/Ash-LikeSnow/DefenseShields/blob/master/Data/Scripts/DefenseShields/API/PbApiWrapper.cs


[Contributors]
Thank you Neimoh for the awsome emitter models! Thanks to AutoMcD for the O2 Generator and Control Block. Thanks to Enenra for shield voice warnings. Thanks to Whip for all of the fancy math help... math makes what would otherwise be dull and lifeless beautiful. Last but certainly not least, a big thanks to Nukeguard for the shield models/textures, shield hud icon, Modulator blocks, damage enhancer blocks, armor emitter blocks, block balancing, particles, testing, guide and more!

Thanks to Alysius for reworking the shield hit wave effects!

Thumbnail made by Adaline Industries https://steamproxy.net/sharedfiles/filedetails/?id=1708781387

[Special Thanks]
Equinox, Digi and Rexxar for putting up with all of my questions and providing awsome suggestions and examples.

Also much thanks to "Abisius" for providing support in the steam comment section! He has answered a ton of peoples questions over the last year or more!

License
https://github.com/Ash-LikeSnow/WeaponCore/blob/master/License
256 opmerkingen
ReNaStuNo 6 uur geleden 
Can we get or i get version for me to remove shunt system with HP per side and automatic clean heat ? maybe to add simply in config the possibility to allow system with hp per side and automatic clean? thanks you
Abisius 3 okt om 8:49 
@eaglegundam
as long as the vanilla weapons dont provide the neccesary informations you will need to use a weaponframework that provides the neccessary informations.
the only one i know of atm would be weaponcore but as someone could make another one could make a new weaponframework designed to provide the neccesary informations or make a weaponframeworkaddon for vanilla to provide the neccessry informations as is not set as ahrd requirement.

known weaponframeworks that work with it are listet inside the moddescription.
eaglegundam 3 okt om 5:20 
so can i use this with vanilla weapons or do they have to be WC weapons
Abisius 1 okt om 14:19 
@VS-lockon
can the grid you have the power limit set to 500gw provide these 500gw for the shield? if not it will only support the shield up to the amount you can provide and calculate i nthe power of grids that dock once they dock.

you could also run a check for modconflict and file corruption.
if you have run that check and made sure that the power limit you set on that grid can be fulfilled by that grid i would suggest putting together logs and example world and make a full blown report on either the discord (preferred) or github.
VS-lockon 1 okt om 13:29 
@ oh there is a power limit i set it at 500.00 gw and as soon as i docked a small grid it shoot up and when i un dock the grid the shield gose down and i have to turn the controler of and on again just for the shield turn back on it use not do that
Abisius 29 sep om 11:56 
@VS-lockon
sounds like the known stuff that is based on how keen calculates power.
if you didnt set a power limit the shield calculates with all avaible unused power, this includes docked grids.
i allways recommend setting a power limit inside the shield controler/-table with a power value you can allways provide regardless of what is docked or running for the shield to work with.
VS-lockon 29 sep om 10:05 
ash i like report a bug so i have a station shield when i add my tank and fighter to the grid there power get add to the shield so my 40 million be come 90 million it ant like the power is part of the same grid when there not
Morthwyl 28 sep om 8:57 
Ah that makes sense, thank you for answering my questions!
Abisius 28 sep om 4:47 
@Morthwyl
there once was but as it could be setup so that it would never get depleted unless you would basically throw a deathstar at it and also would not overheat for hours with the correct setup it was removed to avoid that beeing exploited.
while you can still make a shield that is basically undestroyable you will need hundreds of gw of power input for that nowadays adn that resulsts in millions or more of shield hp.
Morthwyl 27 sep om 14:31 
Ah, so is there no way to shift the shield between capacity/recharge? Having a shield that takes 800 seconds to charge feels weird.