A solo/duo operated gunship with set of weapon and projectiles switching. It can be a mobile platform that can carry 6 passengers and some other features.
Steam Workshop Version: https://steamcommunity.com/sharedfiles/filedetails/?id=1218671249
HOW TO INSTALL?
Just put the WolFenFLCN-11Gunship.pak inside your "...\Starbound\mods\" folder.
You can get the gunship from Penguin Pete at the Outpost for 150,000 pixels.
This is originally a mod I made for myself. I've worked on this since 2016 on and off, I've been digging through the game files and other mods to see how they worked, to create my own gunship mod. I kinda made things complicated with the control combinations. I'm not a programmer, the gunship might still have some bugs that I have to iron-out and the code might not be the most optimized. Though I'm happy how things turned out.
I'd like to share it with everyone, this is the first mod that I ever published. I hope you all enjoy! ^w^
The FLCN-11 is a twin-turboshaft attack gunship with a skids-type landing gear which can form as a platform, while it can be operated by a single pilot it has a tandem cockpit that can support a gunner, it has extra seats in the back that can support 6 passengers. The gunship features a nose-mounted chain-gun carried between the main landing gear, under the aircraft's forward fuselage and mounted with a spotlight. It's armed with Bomb/Decoy hatch below the cockpit exterior.
The FLCN-11 have stabilizing wings that has four hardpoints mounted on wing pylons, carrying a Cannon Launcher Hybrid and a Powerful Railgun. It features an Auto-Hover/Landing, Zero-G/Liquid-Sensor systems, Gravity Field Magnet capable of carrying heavy cargo. The FLCN-11 has a large amount of systems redundancy to improve combat suitability such as Auto-Flare and Attack Drone deployment.
Pilot Seat: Controls the movement, utilities & weapon by default.
Gunner Seat: Can control the weapons when toggled to.
Passenger Seats: Can hold up to 6 passengers.
Landing Rails: It acts as a platform which you can stand on.
Dynamic-Wings: The wings will always stay horizontal, you can grapple/rope into it to get up. TIP:Attach your hook in the middle of the wing. If you're grappling down, hit the top of the wing then swing down. (Sadly hook won't stick when gunship is moving.)
Sealed Hull: Protects the people inside the gunship from hazards. The gunship can operate in zero-g and will float on liquid.
Auto-Hove/Land System: The Pilot and Gunner can leave, the gunship it will hover by itself. If there’s no crew present inside for 120 seconds, the system will hover-down the gunship vertically, if it detects solid ground(Ignores platforms), zero-g or liquid the engines will shutdown and drones are deployed for defence.
Zero-G/Liquid Sensor: The gunship has a built-in sensor that detects if the ship is in zero-g or liquid, it will automatically turns off the thrusters accordingly to the movement or when it comes in contact with liquid. If the gunship is submerged in liquid it will automatically shut down its engines.
Alarm: Trigger when the gunship is damage or critical, flares are auto-deployed when gunship gets damaged.
WEAPONS & UTILITIES
[HMG] Heavy-Chain Machine Gun: Rotate 360°: AP/HE/IN Rounds.
[LCH] Launcher Cannon Hybrid: Rotate 330° Front: Homing Missile/Flak AP/Barrage Missiles.
[RLG] Railgun: Rotate 330°: Front: Heavy Rod/Molten Plasma
[CLB] Cluster-Bombs: HE Bombs/IN Bombs/Gravity Sphere. Only works in ‘Flight Mode’ (Warning: IN flames can kill friendlies and damage vehicles.)
[SPL] Spotlight: A light mounted in the [HMG].
[SRN] Siren: Gunship will emit a siren sound.
[DRH] Door Hatch: Let’s NPCs to ride the gunship’s railing platform. (Makeshift solution for getting NPCs to ride with you in the. I’m still figuring out how to get NPCs inside the gunship.)
[GVF] Gravity Field: Can carry some mech and some vehicles but the gunship will go half as fast.
[LDG] Landing Gear: Deploys on an even ground surface and will multiply [RLG] shooting speed twice.
[ALR] Alert: Damage alert and critical damage notification.
[FLR] Flares: Deploy 8 flares that will chase and distract enemies.
[DRN] Drones: Deploy 4 attack drones that will shoot enemies.
[MSC1] Music: Plays “House Cleaning” Music.
[MSC2] Music: Plays “I was the Sun” Music.
[MSC3] Music: Plays “Club Deck 2” Music.
Controls shown below are the default Starbound keybinds, Please be sure to assign Special2 & Special3 to your keybind controls. (I use G & H key for this.)
A) Engine Controls:
[Space] = Start Engines
[Space]+[W]/[A]/[D] = Flight Mode
[Special3]+(S) = Shutdown Engines (Shutdown engines above platform to land on it)
[W] = Up
(S) = Down
[A] = Left
[D] = Right
**Hold** [Space]+[A]/[D] = Flip Facing Direction
[Space] = 50% Speed / If Zero-G = Breaks
C) Weapon Controls:
[Left Mouse] = [HMG]
[Right Mouse] = [LCH]
[F]+[Left Mouse] = [RLG]
[F]+[Right Mouse] = [CLB] (Flight Mode Only)
[F] = Rotate [LCH]+[RLG]
You’ll hear clicking sound when cycling, accordingly on the ammo table you’re in.
[F]+[Special2]+[Left Mouse] = Cycle [HMG] Ammo
[F]+[Special2]+[Right Mouse] = Cycle [LCH] Ammo
[F]+[Special3]+[Left Mouse] = Cycle [RLG] Ammo
[F]+[Special3]+[Right Mouse] = Cycle [CLB] Ammo
D) Defence Switch:
[Special2]+[Special3] = [FLR] | [Special3] for Gunner
[Special3]+[Left Mouse] = Toggle [ALR]+Auto-[FLR] on damage / Auto-[DRN] on Auto-Land (On by default)
[Special3]+[Right Mouse] = Toggle [DRN]
E) Utility Switch:
[Special2]+(S)= Toggle [LDG]
[Special2]+[Left Mouse] = [SPL] | Same for Gunner
[Special2]+[Right Mouse] = [SRN] | Same for Gunner
[Space]+[Special2]+[Left Mouse] = [DOR]
[Space]+[Special2]+[Right Mouse] = [GVF] (Flight Mode Only)
F) Pilot - Gunner Control Switch:
[SPACE]+[Special3]+[Left Mouse] = [HMG]+[LCH]+[SPL]
[SPACE]+[Special3]+[Right Mouse] = [RLG]+[CLB]+[SRN]
One Beep: Toggled to Pilot
Two Beep: Toggled to Gunner
Pilot controls every weapon by default and can be toggled to the gunner.
G) Music Switch:
[F]+[Special2]+[Special3]+[W] = [MSC1]
[F]+[Special2]+[Special3]+[A] = [MSC2]
[F]+[Special2]+[Special3]+[D] = [MSC3]
-Pilot/Gunner headgear when you ride the gunship.
-Shells will be ejected.
-Shooting the Railgun recoil will push the gunship back a little.
-It has its own atmosphere/zero-g engine, startup & shutdown sounds.
-The gunship will wobble by its own in mid-air. It will not wobble if the gunship is touching the ground or if it's in zero-g.
-The gunship will try to tilt accordingly to the shape of ground below it.
-If 50% of the gunship mass goes under water, the engines will automatically shutdown.
-Thrusters will turn off if it's submerge in any liquid.
-Idle thrusters will turn off if you enter zero-g and certain thrusters will only work accordingly where you move the gunship.
- If auto-landing finishes, siren, headlights will turn off and the door hatch will close and gun rotation will reset. drones will be activated for gunship defense.
- Fixed on potential exploit where you can fire the machine gun through walls. I made some condition that if there's blocks in front of the gunship you won't able to shoot the turret. if the blocks are in the rear and nothing in front of the gunship then you can still shoot.
- Bomb hatch now closes when all projectiles are ejected.
- Gunship will still wobble when its very close to the ground and will only stop when its touching the ground.
- Landing gear won't deploy on slopes, can be activated and will form as a break. it will double the railgun rpm when deployed.
- Door hatch and gravity field will automatically close when in zero-g.
Don't like the headset?
-Sounds vanishes and auto-land timer won't start if the gunship is off screen.
-Dynamic-Wings can derail stuff and can push movable objects. Projectiles can't pass through the wing. (Not necessarily a bug since this is needed for hooks to grab on it.)
-When [DRH] is active the Penguins or small NPCs will float when pulled. Sometimes it can also flung NPCs around.
-Thanks to ZimaZang for letting me use the handtheta railgun from ZZ Mech Modifications mod.
-Thanks to Mizuno for testing the mod for me.
-Thanks to Rylasasin & pjaj for making addons for this mod.
Also from the modding community for inspirations ♥
Current Version: 1.3 - GUN CYCLE UPDATE
If you already purchased the 1.2 version which I renamed "Prototype", you can upgrade it for free via the WolFen FLCN Station from Penguin Pete.
- 3X More Projectiles, Reloading & Projectile Ammo Cycling!
- Drones and Flare rework which makes them more functional.
- Gravity Field can carry NPCs and Vehicles with you.
- Landing Gear that is functional and doubles the Railgun firerate.
- Added Black & White color option.
- Added some animations, sounds and reworked the sprites.
- Decorative parked version of the gunships from WolFen FLCN Station.
- A lot more! Posted in Update tab above.
Things to do/figure out in the future:
-NPCs to ride with you inside the gunship/AI weapon control.
-Overlay that shows Info over the gunship.
(I can’t promise all the updates, I’m still figuring out things as I go)
NOTE: Must be installed on server AND client/s for multiplayer use.
-It's a standalone mod, it should be compatible with any other mods.
-The prototype version is the older version of the gunship, its unobtainable and only exist to be safely upgraded to the latest version.
-Please be sure to read the controls stated above before commenting a problem.
Don't forget to post your review and most of all have fun!
- Mod Pack Permissions:
- Do not include this mod in compilations.
- Mod Assets Permissions:
- Do not alter or redistribute the assets included in this mod.
Welcome to the official Starbound Mod repository, Guest! Not sure how to install your mods? Check out the installation guide or check out the modding help thread for more guides.Dismiss Notice
Outdated Mods have been moved to their own category! If you update your mod please let a moderator know so we can move it back to the active section.
WolFen FLCN-11 Gunship 1.3a
A solo/duo operated gunship with set of weapon, projectiles switching and a lot of other features.