Space Engineers

Space Engineers

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GSF Energy Weapons Features and Upgrades.
By Neimoh and 1 collaborators
This will explain all the intricate details we've added into the GSF Lasers, the purpose of their upgrade parts, slider settings and explainations of functions.
   
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Beam Features
Beam Features:
Custom model conversions - adds significant variation and style to the game.

No Conveyors – None of the weapons require a conveyor network.

Custom Sliders – Control everything from range, damage, shield damage and beam color.

Overclocking – Beams can be pushed beyond safety ranges in any category
- Overclocking can cause damage to the weapon

Range - Beams generally shoot further than the AI can target

Network Optimization
- Saves settings, sliders, colors and transmits them to nearby players for a shared experience.

Shield Integration – Fully integrated with Darkstars defense shields to stop at the shield and deliver normal damage plus additive coded shield only damage.

Multiplayer Optimizations
- Tick skipping stores damage and at a specified interval delivers the damage to the targeted block, and subsequent/nearby blocks GREATLY reducing server load.
- Debris bypass, prevents non-destructible materials from blocking beams.
- Coded targeting, Big guns don’t shoot little stuff.

Power calculations
- Power Required = (Range/1000)*((Modulation+Frequency) / PowerModifier
- Power Modifier is an arbitrary number used to balance the power requirements of the weapons against some of the Keenisms that were induced into the coding of the weapons.
- Max Power = Coded Power required + Component Upgrades +
(Power Override= Power Required X1.50)
- All weapons are set to 80% on all sliders as default this will allow the weapons to be placed using space master and fire.
- Check your Max Power vs Required power if Required Power exceedes Max Power the weapon will not function. Players can either enable power override or lower their sliders or buy and install upgrades.


Overclocking % chance of damage:
- % chance of Damage for overclocking is determined by
(Coded Power Required*Manufacturer Quality)/ Ingame power required) turned into a percentage and compared to a random number after every firing cycle. If there is no damage caused then the percentage is added to the last percentage chance. The only way to repair this %chance is to replace the weapon.

Modding Optimizations
- Weapon managers that allow even novice coders to affect in game values
- Modular coding design for easy expansion and integration to other mods
- Integrated HIGHLY detailed debug loggers
- Completely rewritten damage and detection logic that is optimized for multiplayer

This is the initial installment of a commitment to improve the pvp experience.
Weapon Line Explanations
Galactic Trade Federation – These will be the base weapons used in GSF and do not require a license to build they are roughly 50% the strength and range of Aegis and leave A LOT to be desired. They are a significant upgrade to pulse weapons but only because they are immune to point defense. These are sufficient to be dangerous and are significantly improved over weapons previously available (AND LESS LAGGY hence the power level incentive to use them) The next line of weapons will be Tec Mar to be released 4th QTR 18.
Balancing Info
Balance Notes:
The weapons are specifically balanced based on damage over 15/sec using a Heavy Armor Block as the standard unit of measure. XXL weapons are balanced over 60sec due to longer recharge times.
All data is based on 100% slider settings.
AI ranges are significantly reduced from max weapon range, this is intentional. Some weapons may produce unique and interesting damage patterns, this is intentional. Beam placement is important and affects damage, each beam is its own entity and does damage independent of the others.

The in-game UI displays real-time readings for power required (Max Power / Power Req), raw damage values (frequency) and shield damage (modulation). The UI additionally offers players full beam color customization.
C:\Users\USer\AppData\Roaming\SpaceEngineers\Storage, so they persist through saves.

Power Over-ride will allow players to overclock their weapons giving access to 200% maximum power. If power exceeds a specified value the weapons may take damage and eventually burn out.
Weapon Info
Introducing:

GTF Beams
The GTF line of beams has been around for ages, as reliable as they are deadly. The tried and true GTF line is the standard across the known worlds for commercial and civil application. Economical and power efficient GTF beams are perfect for all your starship defense needs. Certified for outer rim work; see your GTF trader for details.

Large Dual Beam
1GW Max Power
2500 Range
9 HBlock/15sec
4.5 Shield dmg (add)
2 Shots /15sec
2 Cooldown Delay (sec)
3 Heat Dissipation (sec)
2.5 Beam Time (sec)
8 Shots to Overheat
10 Overheat time (sec)

Large Static Beam
523MW Max Power
2400 Range
9 HBlock/15sec
6 Shield dmg (add)
3 Shots /15sec
.5 Cooldown Delay (sec)
2 Heat Dissipation (sec)
2.5 Beam Time (sec)
4 Shots to Overheat
10 Overheat time (sec)

Large Static Sm Beam
50MW Max Power
1200 Range
6 HBlock/15sec
3 Shield dmg (add)
3 Shots /15sec
1 Cooldown Delay (sec)
2 Heat Dissipation (sec)
2 Beam Time (sec)
4 Shots to Overheat
10 Overheat time (sec)

Medium Quad Beam
300MW Max Power
1200 Range
7 HBlock/15sec
0 Shield dmg (add)
2 Shots /15sec
2 Cooldown Delay (sec)
3 Heat Dissipation (sec)
2.5 Beam Time (sec)
8 Shots to Overheat
5 Overheat time (sec)


Small Beam
12MW Max Power
1000 Range
2.5 HBlock/15sec
.5 Shield dmg (add)
2 Shots /15sec
2 Cooldown Delay (sec)
3 Heat Dissipation (sec)
2.5 Beam Time (sec)
8 Shots to Overheat
10 Overheat time (sec)

Small Static Beam
10MW Max Power
1000 Range
2.8 HBlock/15sec
.5 Shield dmg (add)
3 Shots /15sec
1 Cooldown Delay (sec)
2.5 Heat Dissipation (sec)
1.5 Beam Time (sec)
9 Shots to Overheat
10 Overheat time (sec)


Large Dual Pulse:
750MW Max Power
1000 Range
12 HBlock/15sec +AOE
6 Shield dmg (add)
3 Shots /15sec
1 Cooldown Delay (sec)
2 Heat Dissipation (sec)
2 Beam Time (sec)
8 Shots to Overheat
7 Overheat time (sec)

Medium Pulse
190MW Max Power
800 Range
4 HBlock/15sec
4 Shield dmg (add)
3 Burst /15sec
1 Cooldown Delay (sec)
2 Heat Dissipation (sec)
2 Burst (sec)
8 Burst to Overheat
7 Overheat time (sec)

Medium Pulse Sm
32MW Max Power
600 Range
2.5 HBlock/15sec
2.5 Shield dmg (add)
4 Burst /15sec
1 Cooldown Delay (sec)
2 Heat Dissipation (sec)
.75 Burst (sec)
21 Burst to Overheat
6 Overheat time (sec)

Medium Static Pulse
230MW Max Power
850 Range
4 HBlock/15sec
4 Shield dmg (add)
3 Burst /15sec
.5 Cooldown Delay (sec)
2 Heat Dissipation (sec)
2.5 Burst (sec)
10 Burst to Overheat
10 Overheat time (sec)

Medium Static Pulse Sm
65MW Max Power
600 Range
2 HBlock/15sec
2 Shield dmg (add)
3 Burst /15sec
.5 Cooldown Delay (sec)
2 Heat Dissipation (sec)
2.5 Burst (sec)
10 Burst to Overheat
10 Overheat time (sec)

Interior Pulse
335W Max Power
100 Range
.175 HBlock/15sec (~40hp per shot)
0 Shield dmg (add)
5 Shots /15sec
.5 Cooldown Delay (sec)
.75 Heat Dissipation (sec)
.75 Beam Time (sec)
35 Shots to Overheat
8 Overheat time (sec)
Customization
Weapon Customization:
All weapons are default set to 80% of range, current (damage), modulation (shield damage), this is intentional and allows players to optimize their systems out of the box. Values will save from one game to another so once they are set they are locked in regardless of what the server does.

Each weapon manufacturer has a different innate quality standard, players are encouraged to use this to their advantage. This is accessed through the use of upgrade “after-market” components. These components affect their specific values and do not automatically provide the power available to fully utilize these functions. So, a player may add a capacitor bank to their weapon which raises the damage value possible but will have to sacrifice range or shield power to fully utilize this upgrade. Just because you put Pirelli tires on your Yugo doesn’t make it faster. Now if you do some engine work maybe add a turbo and yea then your tires mean something. Upgrade components build on each other but a fully upgraded weapon is not necessarily the best fit for all roles.

Upgrade Components:

Capacitor Bank = adds 10% to current

Cooling Heatsink = adds 10% faster cooling

Focus Prism = adds 10% to range

Power Coupler = allows full utilization of Manufactured Tolerance. This essentially provides additional
power availability to the weapon without the potential for damage from power override.

Aegis:115%
Citadel:107%
GTF:105%

PWM Circuit: TBP

Safety Bypass: Allows Access to Power Override

-Power Override
This allows the player to overclock the turret with up to 200% power. This is extremely hazardous to the turret. If safety tolerance levels are exceeded damage to systems may occur, up to and including destruction of the turret. (TBI explosion damage around overclocked turrets.) Each percentage above the tolerance gives a chance that the weapon will take damage. This is cumulative over time and is triggered when a beam hits maximum heat. The only way to repair the cumulative affect of overclocking is to fully replace the turret, this is intentional.
Important Things to Note
Development Note – This mod was developed as a collaborated effort over many months with the intent being to improve the Space Engineer multiplayer experience. The dev team is extremely proud of the work presented and are excited to share it with you. In deference to the foundational work done, Please contact the Mod team before adopting this code for other purposes.

Notes to Admins:
These weapons are optimized for survival and have been noted to sometimes not work correctly when placed through space master in a survival world, if you have unexpected events, such as UI not loading, values not reflecting addition of upgrade components then re-load your game.

Notes to Modders:
The beams are specifically balanced to use an interdependent algorithm for power requirements, adjusting any value may disable the beam due to in accurate power computation. PM Shroud for access to the computational spreadsheet that can be used to determine appropriate values for private or server-based games.

These beams fundamentally reworked the damage mechanics to reduce server load.
With easy to use weapon mangers in the file structure that allow novice moders to modify beam values. Damage handling has been optimized to store damage and distribute it after a moder prescribed number of ticks, vastly decreasing server load with no detectable reduction in performance.
22 Comments
SnowFlakes 4 May, 2019 @ 7:49pm 
Hello, is there a way to remove the extra construction components so the weapons can be built with just the vanilla stuff? thanks :)
jowillis78 7 Feb, 2019 @ 1:42pm 
how do you get an Aegis license?
The Nameless 31 Jan, 2019 @ 4:57pm 
Whew. Thanks. :) Less for the fix, which is going to be awesome enough, more for actually listening to me.

No sweat about the plasma firing slower than Mexpex's weapons. That's only fair, after all, since they don't require ammo.
Neimoh  [author] 31 Jan, 2019 @ 11:10am 
@dc040583 I wasn't trying to be difficult or sound like I was blowing you off. I wanted to find the issue and I had little to reference to as everything was set as it should be. That being said.

I found the problem and fixed it, credits to you for the lead. Keen has a poorly worded line for MissileSkipAcceleration which I read as true if I want the object to fire and fly at the launch speed which were both 700 in this case. If that line is true keen fires as if the turret was stationary for some reason. I've fixed all my plasma's to not skip accel and added in accel values of 200 with speed variance of 20 for each plasma. They still fire slower than mex's by design but aim is much truer now that they follow relative grid velocity.

I just pushed the update enjoy the much more accurate and effective plasmas!
The Nameless 30 Jan, 2019 @ 9:56pm 
...

I've tried three times and can't figure out what I want to say, since I already told you, directly, that it isn't the launch speed. After I tested it, looking very carefully at what happened, because I remember you blew me off with more "launch speed" the last time we had this conversation too. I knew better then, and I know better now.

It's his Warfare 1.1.5 mod. Go try it yourself--I used the Telion dual cannons, "stacked" version, firing perpendicular to my axis of motion at higher than 200 m/s. The projectiles fired directly to the weapon's point of aim, with none of the sideways 'skew' yours would show at that speed, proving that they DO handle relative motion correctly.

If you try it yourself and still think it's the launch speed... then you have to be blind as a bat and I won't waste any more time arguing with you.

Neimoh  [author] 30 Jan, 2019 @ 8:54pm 
which mod in particular of mexpex's did you test against. Keen does not nor ever has acounted for grids relative motion and the only scripting I'm familiar with mexpex uses is for barrel recoil. I'm also using the most up to date cubeblock and weapon configs transferred from vanilla. I can cross reference what you are testing against and find the cause or "workaround" you are seeing which could be as simple as increased launch speeds.
We have this line of GTF weapons made on purpose to be weaker and a bit more in-effective then the un-released other weapons we've got on hand. Most of our balancing comes in lower turret movement speeds, more inaccuracy and slower projectiles.
The Nameless 30 Jan, 2019 @ 5:47pm 
And, PS, if you saw that post before I deleted it and tried again, I'm sorry. I said it all confrontationally and jackassy and decided to try agian and NOT be a turd this time. :P
The Nameless 30 Jan, 2019 @ 5:33pm 
Yeah, we've gotten this far before. I actually tested Mexpex's weapons this time though, and it's definitely not just a high launch speed; the projectiles actually have correct relative motion.

I asked him about it once though, and he didn't seem to understand what I was getting at; HE thought it was just increased shot speed. So maybe he fixed it by accident, or had a collaborator that fixed it without mentioning it, I dunno.

Either way, he's got it fixed, whether he meant to or not.
Neimoh  [author] 30 Jan, 2019 @ 1:20pm 
What you are talking about is not entirely possible using keens engine wihtout more coding. The engine is what spawns the object from the turret muzzle. By default we can define a launch speed for that object but it will never take reletive velocity into account without help. That is unfortunately how keen has coded their weapons.

We may be able to do something about it on V2 but you won't see it in this current version as we aren't porting in anymore new features to this outdated buggy code. I gotta bribe zader to hack in updates to keep V1 alive as it is until we launch V2 lol.
The Nameless 29 Jan, 2019 @ 5:32pm 
Nope. Plasma physics still act the same; physics are still wrong; turrets are still useless when your own ship is moving. :( Too bad. At least the lasers and pulsers are awesome now.