Cold Space Systems (Alpha)

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Authors: Bourbon, EvilMonkeyPaw, jeoc42, someusername6, AGM-114

Last revision: 27 Sep, 2023 at 22:38 UTC

File size: 46.23 MB

On Steam Workshop

Description:

This mod is focused on fleshing out the ewar, radar, and other module based options available for ship design in a way that doesn’t clash too much with the vanilla, or other balanced mods.

Finished:

Testing:

Towed Array Radar
By moving the detection portion of a ship’s sensor array into a dedicated component that is far from the electrical noise of a ship, overall radar peformance can be greatly improved.

E95 ‘Deadeye’ Jammer
An exceptionally powerful jammer, the E95 ‘Deadeye’ saturates a given direction with a burst of electronic white noise tuned for tracking radar frequencies. This surge of feedback forces even dedicated fire control radars to break lock, if only temporarily.

FM01 ‘Tug’ Micro Drive
This highly compact civilian drive provides a reserve of thrust and power should the primary drive fail, or can be the main drive of a ship with minimal thrust requirements.

RS10 ‘Tripwire’ PD Radar
The RS10 ‘Tripwire’ Suite is a specialized radar system intended for dedicated point defense escorts or to provide precise targeting data to the point defense of large combatants.

RS45 ‘Kingfisher’ Search Radarr
A long range search radar like the spyglass, which requires constant burnthroughs.

ES56 ‘Sphygmos’ Listening Post
A comms based elint module

High Capacity Magazine
This older style of magazine, formerly used on the Solomon, trades safey for capacity and speed of fire.

External Magazine
This very safe magazine, takes up an external slot.

SYS & Jupiter Shipyard Antennas
Module versions of the antennas like the vanilla ones.
Provides extra functionality if you have the requisite faction mod. (WIP)

Reinforced Reactors
Reinforced versions of the stock reactors.
Similar to the reinforced drives.

Soon:
Pure Kinetic Warhead
More Reactor Variants
Radar that can only do burnthrough sweeps.
Very sensitive radar with 0kw of output power.
High power, low duration illuminator.
DC locker that just gives restores
DC locker that gives a ton of low quality DC teams.
Engine that takes power.
A giant block of armor to stick in the spinal mount.
Cheap "structural" modules for increasing DR and providing hp.
Anti jamming module that greatly decreases overall radar capability, but makes it more resistant to jamming.
Hesh

Needs Mesh Work:
Extra radar panel that gives a boost to radar strength.
Bigger, spinning antenna (No real purpose besides having the asset already).
Super cheap PD that ONLY gives FC lock.

After Missile Update:

"First strike" Missile module. (Increased missile programming speed but increased mag exposition chance, representing armed and active missiles in the mag)
Some kind of towed array. (Would need a model)
Antennas that can program missiles in flight
Extended duration decoys.
Small recon drone.
A lot of new missile options.

Maybes:
Batteries
Some additional passive radars if they work. (Needs testing)
Additional functionality for sig scrambler & antennas.
Multimode jammers
Elint upgrade that connects it to the ships radar panels giving 360deg FOV

Mod created by AGM-114