Space Engineers

Space Engineers

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(Smart Variant) Rebalanced 35mm Inky Works Autocannon - Dev
   
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Type: Mod
Mod category: Block
File Size
Posted
18.795 MB
21 Nov, 2020 @ 4:21am
1 Change Note ( view )

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(Smart Variant) Rebalanced 35mm Inky Works Autocannon - Dev

In 1 collection by V L A X
VLX Server
75 items
Description
A "smart" variant of the 35mm Cannon by Inky Steel Works, with additional volume and weight balancing to make this autocannon more viable in comparison to its larger counterparts. Designed to immediately replace any existing systems without compromising velocity, but at the expense of damage.

It features zero perceived ballistic drop and enhanced accuracy with the aid of a built-in targeting unit, instantaneous automatic ranging, and a stabilization system integrated into the ammunition, without any sacrifice in velocity. The specialized ammunition, however, receives a marginal penalty in penetration because of the need to replace dense materials with the integrated ballistic control computer. Additionally, this features a modified "distant" sound effect.

Ammunition material cost is adjusted as well.

Separate block, compatible alongside the original mod. Requires separate ammunition.

Custom "distant" sound effect created by me through processing author's original sound effects in Adobe Audition.

A modification based off of Inky's original 35mm cannon:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2161158739

Credit to Whiplash141 for his Railgun Weapon Framework that makes this mod possible.

Permission provided by Inky

##Original author's profile##
https://steamhost.cn/steamcommunity_com/id/INKY__

11 Comments
V L A X  [author] 25 Dec, 2022 @ 12:05pm 
With the warfare 2 update adding auto-leading and custom controllers, having a no-drop version makes little sense. Also, the lack of drop seems to screw with the gravity compensation in vanilla turret controllers. I consider this obsolete now, but will keep it up. Will post updates to the normal rebalance to make it a premium AC compared to vanilla.
V L A X  [author] 26 May, 2021 @ 11:14pm 
3KM
EpicSOB 22 May, 2021 @ 8:28pm 
Range?
is it different from the 5km of the original?
V L A X  [author] 25 Nov, 2020 @ 4:11pm 
Would also be a good idea to get permission from inky too.
V L A X  [author] 25 Nov, 2020 @ 4:10pm 
I would need to see the files to understand what is going on, you can send here or in dms, I sent a friend req.
Psyc 24 Nov, 2020 @ 12:50pm 
Okay so now it's refusing to explode full stop, like the ammo effect is still the same just with the names changed but it's not working, theres still a muzzle flash but no explosion after impact, oh and sorry for spamming your comments btw
Psyc 24 Nov, 2020 @ 12:22pm 
Okay so, I got it to work and exist as a separate block to the default however, it's refusing to explode post penetration
Psyc 24 Nov, 2020 @ 10:50am 
Ultimately, and if I can even work out how to, I'd like to be able to add shell types to give the weapon different effects, like AP and HE and APFSDS etc but I'm guessing given the weapon's properties are dictated by the weapon and not the ammo that would require some extra code
Psyc 24 Nov, 2020 @ 10:44am 
Okay so say for simplicity I wanted to just change how INKY's 105mm works and make it effectively fire APHE, will the other WeaponConfig.cs floats actually work for this weapon? Like explode post penetration and reducing the penetration distance (but not damage) then if they do actually work I'd also need to change Ammo and AmmoMagazines if I wanted the base dmg and velocity to change, then to get the config changes working I'll have to rename the config file so it reads that config and not Railgun's one. Is that the right idea?
V L A X  [author] 24 Nov, 2020 @ 1:28am 
Well you need to also edit the config damage values in MODROOTDIR\Data\Scripts\Inkys35\ along with Ammos.sbc in \Data, and AmmoMagazines.sbc handles physical properties of the ammo item like mass and volume. If you want to make your rebalance work alongside instead of replacing Inky's weapons, it takes quite a bit more work.

Additionally you need to set a new config file name in WeaponConfigs.cs in the scripts folder, ex:

ConfigID = "Inky35VLXSmartGun",
ConfigFileName = "Inky35VLXSmartGun.sbc"

the config ID I believe is the folder of the folder in the script (Inkys35Gun) and ConfigFileName needs its name changed. This is because for some reason it creates a config and reads values from AppData\Roaming\SpaceEngineers\Storage\2013340341.sbm_WeaponFramework\ModConfigName instead of directly from the weaponsconfigs.cs