Space Engineers

Space Engineers

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MA Laser Beam System (discontinued)
   
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Type: Mod
Mod category: Block
File Size
Posted
Updated
18.945 MB
20 Jan, 2018 @ 7:35pm
24 Jun, 2018 @ 5:33pm
18 Change Notes ( view )

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MA Laser Beam System (discontinued)

Description
DISCONTINUED


NEW MOD HERE:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2023664724
The weaponcore weapons is the successor to this mod. In due time upgrade features will let me restore beam network functionality.

------------------------

This mod I cannot fix.
I will re-release these weapons soon, using different code.
The full beam network will not be utilized, just the lasers, using power supplies as direct upgrades.. no tubes/splitters/etc.
But it will have proper multiplayer sync and shield interaction.


Equinox and I are proud to present the Beam Weapon System.
This is a weapon system composed of fixed lasers, turrets, power sources, and conveyor style tubes to connect them.

The code for this is written by Equinox from the ground-up to be a line-of-sight beam weapon.. You might notice most “laser” mods are simply modified bullets or thrusters, not here. This is continuous, instant and accurate beam.
Damage is heat based, for most blocks they must sustain continuous beam exposure until the critical temperature reached, from then on they get damaged quickly. Voxel damage currently turned off.

Weapons:
  • Gimbal Style Turret: This is a turret designed to have a compact footprint and provide accurate energy based defense. The integrated 500kW laser is suitable for point defense, and it's configuration featuring superconducting mirrors can accept an extremely powerful beam from an external power supply and aim it accurately.
    It comes in plain or armored versions.

    Basic version: unencumbered by armor not only looks cooler but sports a parallax compensator module for increased 1000m range.

    Armored version: The turret flush-mounts to armor blocks with just the gimbal style eyeball peeking out. Full block, 45º, and half-slope in two directions. High density grid technology makes it as tough as heavy armor. Standard 800m range.

    Small blocks variants: 1/5 the size, 1/5 the power, _slightly_ less range. 100kW is very little damage, upgrading a good idea.

    Area of effect: a 90 degree cone facing straight up from the base. That is 360 degree azimuth and 45-90 degree elevation. This is somewhat limited in comparison to traditional turrets, a cost of manipulating external beam source.

  • Fixed Laser: This is a fixed mounted weapon which you equip in the grid cockpit much like the rocket launcher. It does NOT have an integrated laser source, it is useless without an external power supply.
    It comes in a few configurations to match the external armor shape of your ship. Note that each variant is considered a separate weapon, getting multiple styles to fire simultaneously may require timer or script.

  • PDX Turret: Point defense only. The same 500kW laser from the gimbal turret, packaged in more traditional turret form for nearly complete coverage. It is compact and provides excellent point defense. The trade-off is that it is not upgradable. (And of course not hiding in armor).
    Tip: For best anti-missile defense, set to target ONLY missiles so that other targets do not distract it.

Beam Network Components:
  • Beam Conveyor Tube.
  • Beam Conveyor Tube that's 3 blocks long.
  • Airtight Beam Conveyor (large grid only).
  • 90º Angle Tube.
  • Combiner: Accepts up to 3 inputs and has 1 output. 3x the power, 3x the fun.
  • Splitter: Accepts 1 input and up to 3 outputs. It will divide the beam power (throughput) evenly.
  • T1 Power Supply: Outputs a 5MW beam to the network, to be used by turret or laser weapon.
  • T1 for Small grid: 2MW Flat-pack design.
  • T2 Power Supply: 2x size and 3x power. Outputs 15MW.
  • T2 for Small grid: Same exact part as large grid, 5x5x10 15MW.

Additional details and notes:
  • Throughput: Using the combiners it is possible to increase the beam power by several factors. While there is no upper limit to power, there IS a throughput limit. If you connect power sources+combiners as a cluster tree, it will offer better utilization than just putting a line of them in series. You will visually see that the beam gets weaker towards the back of the stack as less power is drawn from the supplies. Either way, there is diminishing returns. I recommend keeping it simple, and using multiple systems for coverage instead of trying to make a single super-laser.
    I have a plan to fill the super-weapon role, and it will be a separate mod because of balance considerations.

  • Armor edges are something I can't seem to do anything about, you can use a mod to remove them.

  • The turrets drop pink energy ammo items when destroyed. It's a functional part of laser system, we'll tidy it up if possible but for now just ignore them, they have no value. Unless you are fighting in a war for energon. Also, if looking through the log file, ignore the missing model error for this ammo. It will get sorted eventually.

  • Please be patient with any bugs, we are still working to improve.


Support
If you like this mod, consider supporting us!

AutoMcD: https://www.patreon.com/AutoMcD

Equinox: https://www.patreon.com/314piwm



Popular Discussions View All (4)
79
28 Feb, 2019 @ 10:19pm
PINNED: Bug Reports
Equinox
25
26 Mar, 2019 @ 9:51pm
Suggestions
CTH2004
2
8 Feb, 2018 @ 8:02am
Mod error
Delebre
730 Comments
AutoMcDonough  [author] 16 Feb, 2024 @ 1:50pm 
This mod has not been supported for years, I would be highly surprised if it worked at all. Please check out my "MA WeaponCore Weapons" pack, there are plenty of lasers in it.
kinngrimm 4 Feb, 2024 @ 1:16pm 
does this still work?
Rusted Droid 19 Mar, 2022 @ 2:49pm 
Is this mod able like shoot Combiner with laser turret so that combiner act like laser sink?
Like IR remote?
Alexios the 2083rd 2 Feb, 2022 @ 10:57am 
When WC gets upgrade modules I hope you can add the ability to change laser color, think about the pew pew light show that would ensue :D
AutoMcDonough  [author] 11 Sep, 2021 @ 5:17am 
Yes when WC supports upgrade modules I will be able to implement some type of beam network style upgrades. It's hard to say if it will be identical with the conduits and all, or simply let me separate the power supplies from the turrets. But it will open up my options to do these things.
That said, yes my weaponcore mod currently has all of these lasers and more.
Abisius Xarvenius Carbensius 11 Sep, 2021 @ 4:05am 
@James Fire
sounds like you didnt understand my last comment so i make it mor elike i would tell it one of my younger siblings:

in moddescription linked version has basic laser weapons (pdx laser, fixed laser, gimbal laser)

in moddescription linked version has no laser generators to build a stronger laser weapon (laser generator, beam conveyors)

hope that this shows more clear what i mean.
James Fire 11 Sep, 2021 @ 3:31am 
No it's not. Auto has very clearly said that will not happen until Weaponcore supports upgrade modules, and it does not.
Abisius Xarvenius Carbensius 11 Sep, 2021 @ 1:44am 
@James Fire
if yo ugo specifically for the part with generators feeding the laser for addictional firepower, then yes. but the basic laser system is there.
James Fire 10 Sep, 2021 @ 11:22pm 
No there isn't. The linked mod does not have the laser system functionality.
Abisius Xarvenius Carbensius 10 Sep, 2021 @ 11:09pm 
@FaolonPlays
thre is a workign verison of it linked in the moddescription.
outgoing from the problems of workign without wc i ssupect that it is unliklly there comes a vanilla based version back to life