Rocket Science
Community Rating
Hello Captains, Have you tried every spaceship mod in the Settled Systems? Do you long for something a little stranger, or more experimental? Do the other manufacturers just not have quite the selection of parts to match your playstyle? Then why not try Rockhead Dynamic's fine selection of experimental modules? Haven't heard of us? Well, we're bit low on manufacturing capacity due to spending a little too much on R&D and not quite enough on not being directly in the path of the most destructive war in human history, which is why we're offering a unique deal to the scientifically inclined members of Constellation: If you can help get our old prototypes up and running again, we can send them to any manufacturer in the Settled Systems.
Note: For Update Changes, search for (1.1) or (1.2)
All you have to do is use the new research category "Aeronautics" from any research station,(1.1) or just set the Parts-In-The-Bag setting to "level based" and you'll gain access to
Weapons systems such as
*Combat Drones that require custom parts to use but will both draw fire from enemies and take them down, now actually Stylish(1.1) Additionally, you can now build Mobile Operation Orbital Combat Helpers, or Mooches, that attach to your hull and deploy automatically (more in equipment section)
*Proximity Mines that can blow up pursuing enemies, and proximity missiles that trade seeking ability for blast radius
*Ion Blasters that damage shield systems right through their shields, & Ion Cannons that can shut down whole reactors (1.1) Ion Weapons now also do direct damage to enemy drones
*Helical Electromagnetic Rail Cannons, or HERCS that grow more powerful the larger they are
*Deployable Energy Barriers that can absorb enemy attacks in a large area
*The Chimera
*(1.1) Hwach'a turrets that fire projectile shredding flechettes
*(1.1) Laser Drills that fire in a spread and do more hull damage than shield damage
*(1.1) The Asclepius and Caduceus repair systems, which can repair allied ships instead of damaging them
Propulsion systems
*Bidirectional Engines that let you move backwards almost as quickly as you can forwards
*The Chimera
*Booster Tanks that increase boost duration at the cost of durability
*(1.1) Freefall Engine that uses gravitic propulsion to let you move at high speeds in any direction, but lacks a boost funtion
*(1.1) Flywheel Engines that boost maneuvering capacity at high speeds, and are entirely practical, and in no way whimsical attempts to justify adding propellers to spaceships, and the Aether Turbine, which generates its own atmosphere for jet propulsion in space.
Shield Systems
*Hardened Shields that take the same damage from any attack
*Poly-Circuit shields that have low total health but almost never stop regenerating
*Tensor Fields that boost health instead of generating a separate shield
Reactors
*Antimatter Reactors that provide extreme power but have very little health
*Overcharged Reactors that boost energy damage but weaken your shields and increase EM vulnerability
Equipment Systems
*(1.1) The Auto-Dock repair arm, which repairs your ship automatically
*Antipersonnel Turrets that can be mounted to a ship's hull to provide fire support in ground battles
*(1.1) Robot Deployment Pods that deploy robotic allies when landing
*(1.2) Dropships/Landing Craft/Shuttles that can take you from orbit to surface and can also come with turrets and robots.
*(1.1)Mobile Operation Orbital Combat Helpers, or MOOCHes that attach to your hull and deploy when traveling, aiding you in combat, these being
*(1.1) The Red-Tail Strike Fighter, which launches High Speed attack with its autocannons and burst fire missiles
*(1.1) The Geobukseon Gunboat, which has heavy armor, Ion Cannons, and 4 Hwachas to soak up damage, annihilate drones, and disable foes
*(1.1) The Khepri, which must be reverse engineered from Starborn tech, and uses powerful solar beams to melt the strongest enemies
*Garage bays that let you swap out your vehicles on the go, (1.1)And now also come in the form of a terminal you can place on your ship and Four new vehicles to accompany them, The Pelirota, which adds electrical bursts to its ramming attacks and hard landings, The Safari Special, which boosts your scanning and sniping ability, The Landlubber, an Unvercraft that uses Pro-Gravity fields to cling to the surface of even the lightest worlds, and (1.1) The Crack erjack Automated Personnel Carrier, which packs two robots to aid you in combat.
*Several other gizmos and doodads.
(1.1)Enemy Ships Unfortunately, whether by intercepting transmissions, finding backup archives, or attacking our couriers, enemy factions now have access to many of our designs
*Spacers lack the organization to research the most powerful modules, so tend to use large numbers of weak modules, often more than their reactors can actually sustain.
*The Fleet is rather straightforward, often using laser drills, HERCs, and Ion weapons to just disable or kill you
*Ecliptic Mercenaries have heavily adopted Drone systems, though they have little objection to just taking the biggest gun they have and shooting you with it
*Va'ruun Zealots are using large quantities of mines, and will often make near-suicidal charges with them. We are unclear if serving on these ships is an honor or a punishment.
*Note that enemy ships with drone launchers use their own hacked variant, which display the code NME, for Not Manufacturer Expected, and must be converted back into a normal drone launcher at a shipyard before legitimate users can use/reload them
Dependencies: Deimog Rover
**NOTES: *(1.1) Enemy ships use special "Evil" drone launchers, with the code NME. You will not be able to reload them, and have to manually convert them to playable drone launchers at a shipyard. My apologies, I did try several workarounds to this, but none worked.
*(1.1) For reasons unclear, updating the mod may reset Aeronautics research, it is recommended that you turn on the Parts-In-The-Bag setting to leveled if you've lost your progress
*(1.2) When using dropships, traffic around planets will not spawn, as they interacted with the traffic system in a way that caused massive amounts of ships to pile up in planetary orbits, causing major lag.
Please send feedback on other Glitches or Balance to AMicAndAPulse@Gmail.com, Rockhead_Dynamics on Reddit, or the comments section of my Youtube videos, and if you've enjoyed the mod, please give it a like, it helps
(Fun Fact: The Creator of this Mod also made the "A Mic and a Pulse" YouTube Channel, where he inaccurately speculated that spaceship research might be in the base game, alongside many, many other bad predictions. Consider this my apology.
Special thanks:
THE HUGEST OF THANKS TO DOWNFALL NEMESIS, for giving me the code to add spaceships to leveled lists. Her Stuff Here: https://creations.bethesda.net/en/starfield/all?author_displayname=DownfallNemesis
Big Thanks to JRamos and Kinggath creations for their modding guides.
Modest thanks to Matilja Aerospace, I didn't copy your gatling guns to make the lasers drill/fans, but they did serve as proof of concept that they were possible, so, thanks, and to Crimson Flyboy for helpful feedback, some eyes on the mod, and getting additional feedback from his viewers.
Support the Author Here: https://ko-fi.com/rockhead_dyamics
Release notes
Xbox
-
1.2Added/Enabled Dropships
Various bug fixes and code cleanup
Added a quest that should prevent research progress from resetting -
1.13== Describe this release ==
*Turrets and Mooches should only spawn in correct locations
*Warlock hit box issues fixed
*Vytinium reactor C has fixed attach points
*Geobukseon rebalanced, module model updated
*Freefall Engine speed improved. -
1.12Minor Bugfixes and Balance patch
*Djinn Missiles no longer produce giant debris
*Short wings now take colors properly
*Whirldwind Engines now have consistent 160 speed -
1.11*Patches some collision issues with Redtail and Geobukseon
*Adjust balance on Redtail -
1.00*This should be called 1.1
Added many new modules, including Parasite fighters that can be attached to your hull, robot deployer pods, new weapons systems, etc..., which are in the description
Visually updated many existing systems including drones
Fixed several bugs,
*Extra Copy of Zoology perk deleted
*Empty research projects removed
*Fixed packin glitches on some turrets
*Taiyo aft garage bay linked to correct packin
-
1.00== Describe this release ==
-
1.02Fixes bug preventing drones systems from recharging. My apologies
-
1.01== Describe this release ==
Playstation
-
1.2Added/Enabled Dropships
Various bug fixes and code cleanup
Added a quest that should prevent research progress from resetting -
1.13== Describe this release ==
*Turrets and Mooches should only spawn in correct locations
*Warlock hit box issues fixed
*Vytinium reactor C has fixed attach points
*Geobukseon rebalanced, module model updated
*Freefall Engine speed improved. -
1.12Minor Bugfixes and Balance patch
*Djinn Missiles no longer produce giant debris
*Short wings now take colors properly
*Whirldwind Engines now have consistent 160 speed -
1.11*Patches some collision issues with Redtail and Geobukseon
*Adjust balance on Redtail -
1.00*This should be called 1.1
Added many new modules, including Parasite fighters that can be attached to your hull, robot deployer pods, new weapons systems, etc..., which are in the description
Visually updated many existing systems including drones
Fixed several bugs,
*Extra Copy of Zoology perk deleted
*Empty research projects removed
*Fixed packin glitches on some turrets
*Taiyo aft garage bay linked to correct packin
-
1.00== Describe this release ==
PC
-
1.2Added/Enabled Dropships
Various bug fixes and code cleanup
Added a quest that should prevent research progress from resetting -
1.13== Describe this release ==
*Turrets and Mooches should only spawn in correct locations
*Warlock hit box issues fixed
*Vytinium reactor C has fixed attach points
*Geobukseon rebalanced, module model updated
*Freefall Engine speed improved. -
1.12Minor Bugfixes and Balance patch
*Djinn Missiles no longer produce giant debris
*Short wings now take colors properly
*Whirldwind Engines now have consistent 160 speed -
1.11*Patches some collision issues with Redtail and Geobukseon
*Adjust balance on Redtail -
1.00*This should be called 1.1
Added many new modules, including Parasite fighters that can be attached to your hull, robot deployer pods, new weapons systems, etc..., which are in the description
Visually updated many existing systems including drones
Fixed several bugs,
*Extra Copy of Zoology perk deleted
*Empty research projects removed
*Fixed packin glitches on some turrets
*Taiyo aft garage bay linked to correct packin
-
1.00== Describe this release ==
-
1.02Fixes bug preventing drones systems from recharging. My apologies
-
1.01== Describe this release ==
-
0.99== Describe this release ==
-
0.98Release Version
-
0.97== Describe this release ==
Drones, Dropships And More | Starfield Rocket Science Review
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