Space Engineers

Space Engineers

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[OBSOLETE] DHI weaponry (balanced energy weapons for vanilla enhancement)
   
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Type: Mod
Mod category: Block, Script, Modpack, Other
File Size
Posted
Updated
61.788 MB
19 Sep, 2019 @ 6:14am
23 Sep, 2019 @ 2:32am
4 Change Notes ( view )

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[OBSOLETE] DHI weaponry (balanced energy weapons for vanilla enhancement)

Description
DHI Weapon system rebalance
Hello i have released the mod few days ago and its steadily gaining subscribers which im happy about please leave comment and review of what you think of this mod as even if you giveme dislike but you dont write what is that which you dont like i cant upgrade nor fix the mod if you have some favourite gun from some other mod but its too op just write me i dont mind putting in more weapons or doying separate one with diferent guns my next project is thruster mod which im gonna name DHI Glowgine so stay tuned for it i think yougonna like it

This mod is unification and balancing of
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1627392234&searchtext=discovery+mod
(Energy weapon code by Cython. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=635057556)

and

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1492610472&tscn=1568848454
(original mod by Mexpex: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=655001934)
I had wanted to implement railgun also but it is beyond my skill level which is about 0,5(total noob)

because of this, i will modify it as a different entry as that seems to work because there are different versions of it in the workshop.

As such, i take by no means any credit for model, scripts, textures and most sounds. The credit goes to the mods respective authors stated above from whom i asked permission and i am thankful was allowed to use their hard work for my project.

special thanks to Firstofficered for teaching me the basics of modding thx to which i was able to edit both his work and the basics of Telion turret

and Skallabjorn for telling me how to update the energy weapon script his turret uses

Weapon info compared to vanilla

Vanilla weapons (these values are taken directly from their respective .sbc files as such they are 100% accurate)
Large Blocks
Warhead rof manual dmg/shot 15000 radius 22.4415

Gatling turret rof 600 burst 180 dmg/shot 150

Missile launcher rof 120 burst 19 dmg/shot 500 radius 4

Missile turret rof 90 burst 6 dmg/shot 500 radius 4

Small Blocks

small Warhead rof manual dmg/shot 15000 radius 4.4883

Gatling gun rof 700 burst 180 dmg/shot 150

Small Gatling turret rof 300 burst 180 dmg/shot 150

Small Missile launcher rof 60 dmg/shot 500 radius 4

small Missile turret rof 90 burst 2 dmg/shot 500 radius 4

interior turret rof 600 dmg/shot 30

DHI weaponry
Large Blocks

DHI Mass Torpedo Launcher rof 60 burst 2 dmg/shot 3750 radius 8

DHI Burst Plasma Turret rof 180 burst 5 dmg/shot 500

DHI Heavy Plasma Launcher rof 45 burst 4 dmg/shot 1000

Small Blocks

DHI Plasma Cannon rof 250 burst 10 dmg/shot 400

DHI Heavy Plasma Launcher(small) rof 30 burst 4 dmg/shot 1000

except for torpedo which has a speed of 600 and maximum range of 2400 (to be used with 500 speed mod without the worry of destroying own ship) all projectiles have speed of 300 and max range of 1km but ai aim is vanilla 800m


As you can see the dps is close identical to vanilla my main reason to make this weapon collection was to create valid energy counterpart to vanilla without being too op i know many others are already balanced but tbh i kind of didn't like them. to offset the advantage of not having any ammo the heavy launchers draw 10x the energy of Skallabjorns Telion and i increased the costs for each block.
Large Blocks

DHI Mass Torpedo Launcher
<Component Subtype="SteelPlate" Count="100" />
<Component Subtype="Construction" Count="24" />
<Component Subtype="MetalGrid" Count="18" />
<Component Subtype="LargeTube" Count="60" />
<Component Subtype="Motor" Count="12" />
<Component Subtype="Computer" Count="10" />
<Component Subtype="SteelPlate" Count="60" />

DHI Burst Plasma Turret
<Component Subtype="SteelPlate" Count="40" />
<Component Subtype="Construction" Count="20" />
<Component Subtype="LargeTube" Count="5" />
<Component Subtype="Motor" Count="10" />
<Component Subtype="SmallTube" Count="8" />
<Component Subtype="Superconductor" Count="50" />
<Component Subtype="PowerCell" Count="50" />
<Component Subtype="Computer" Count="20" />
<Component Subtype="Construction" Count="10" />
<Component Subtype="SteelPlate" Count="35" />

DHI Heavy Plasma Launcher
<Component Subtype="SteelPlate" Count="100" />
<Component Subtype="Construction" Count="60" />
<Component Subtype="LargeTube" Count="10" />
<Component Subtype="Superconductor" Count="100" />
<Component Subtype="PowerCell" Count="100" />
<Component Subtype="Motor" Count="400" />
<Component Subtype="Computer" Count="12" />
<Component Subtype="Construction" Count="20" />
<Component Subtype="SteelPlate" Count="30" />

Small Blocks

DHI Plasma Cannon
<Component Subtype="SteelPlate" Count="20" />
<Component Subtype="Construction" Count="1" />
<Component Subtype="MetalGrid" Count="2" />
<Component Subtype="SmallTube" Count="3" />
<Component Subtype="Motor" Count="1" />
<Component Subtype="Superconductor" Count="30" />
<Component Subtype="PowerCell" Count="30" />
<Component Subtype="Computer" Count="5" />
<Component Subtype="SteelPlate" Count="3" />

DHI Heavy Plasma Launcher(small)
<Component Subtype="SteelPlate" Count="60" />
<Component Subtype="Construction" Count="60" />
<Component Subtype="LargeTube" Count="10" />
<Component Subtype="Superconductor" Count="50" />
<Component Subtype="PowerCell" Count="50" />
<Component Subtype="Motor" Count="20" />
<Component Subtype="Computer" Count="12" />
<Component Subtype="Construction" Count="20" />
<Component Subtype="SteelPlate" Count="30" />

also as i didn't change much in the mods themselves there is a high chance that they will not be compatible with the originals.

Again great thanks to the Space engineers modding community and the mod authors for allowing me to use their work and i hope player will like this balanced weapon pack its not much but it gives variety without breaking immersion of base game as even today we have technology to superheat plasma so in the year 2077 these weapons should be possible.

and even though the weapons are named plasma they use their original trail effects as my photoshop load the files as pitch black.
44 Comments
ar15mullins 21 Sep, 2023 @ 11:20pm 
nice i will try it as soon as i wake up
Daniel_Nero_Drake  [author] 21 Sep, 2023 @ 4:35pm 
Its up
Daniel_Nero_Drake  [author] 21 Sep, 2023 @ 11:09am 
They gonna be up i few hours im also preparing small updates and fixes to my other mods so that i roll it out all at once
ar15mullins 20 Sep, 2023 @ 6:58pm 
any update on your new weapon mod because i'm really looking forward to trying it
ar15mullins 10 Sep, 2023 @ 8:28am 
i didn't knew the code was older but anyhow the new mod your working on sounds beast
Daniel_Nero_Drake  [author] 10 Sep, 2023 @ 7:41am 
its as stated in desc these weapons use old cythons energy weapon scrip which was made before the bubble shield and reputations of factions im working on new weapon mod that uses whiplash script as anti shield and vanila+ framework to create guided torpedos without need of weapon core but the fixed weapons range will be set to 10km with guided at max 7,5km at least thats the plan if all goes well it should be uplouded within next 10 days
ar15mullins 10 Sep, 2023 @ 2:22am 
i have only been using this mod for a few days but i'm loving it so far

i have found 1 bug for sure and 1 possible bug but the possible bug is related to another mod the first bug is that i don't lose any reputation when these weapons hit which doesn't effect usability but i figured i should mention it

the second bug is to do with these and the bubble shield mod ether the heavy plasma launcher or the burst plasma launcher pass right through the bubble shield

i use both Cython's shield mod and the bubble shield mod on the same ship i use Cython's for landing mishaps and the bubble shield for my main shields and i was testing these against some MES ships with the shields and modded weapons mods for it and noticed these passing through the bubble shield at first i thought it was just a visual bug because i have seen that with gats before but then i start losing turrets and check and the bubble shields are at 100% but Cython's are drained BTW these work great with Cython's shield mod
Storm 23 Feb, 2023 @ 5:23am 
MyAudio.LoadData - START
2023-02-23 02:22:00.212 - Thread: 1 -> MyAudio.CreateX3DAudio - Device: Speakers (Realtek High Definition Audio) - Channel #: 2 - Sample rate: 48000
2023-02-23 02:22:01.255 - Thread: 1 -> MOD_ERROR: DHI weaponry (balanced energy weapons for vanilla enhancement)
2023-02-23 02:22:01.255 - Thread: 1 -> in file: C:\Program Files (x86)\Steam\steamapps\workshop\content\244850\1867070993\Data\Audio.sbc
2023-02-23 02:22:01.255 - Thread: 1 -> 3D sound 'DiscoveryPhaserPulseFire', 'C:\Program Files (x86)\Steam\steamapps\workshop\content\244850\1867070993\audio\Firstofficered\DiscoveryPhaserDTurretPulse.xwm' must be in mono, got 2 channels
2023-02-23 02:22:01.887 - Thread: 1 -> MyAudio.LoadData - END
Wizard_ice 27 Dec, 2020 @ 1:17am 
Which specific small grade weapons use energy instead of ammunition?
Daniel_Nero_Drake  [author] 14 Aug, 2020 @ 2:38pm 
in assembler you make the nuke and uranium enriched misiles