Space Engineers

Space Engineers

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TOs Combat Tweaks Plus
   
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Type: Mod
Mod category: Other
File Size
Posted
Updated
1.763 MB
29 May, 2023 @ 10:06pm
10 Jun, 2024 @ 5:28pm
27 Change Notes ( view )

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TOs Combat Tweaks Plus

Description
A full revamp of vanilla weapons with a few addition, there are now 2 large homing torpedoes that run off the in-game target locking mechanism. One type of smaller missile that can be locked on --or-- will auto detect forward targets (used for the sidewinder shoulder launcher). Flares are useful now and have a 75% chance to break target locks, so if you see these coming for you i recommend using them. Using gatling's and flares as a combination can negate most incoming missile damage. more details below

[Recent Update: Multiplayer positioning support and flares now can be used to break target locks]

(Additions):------------------------

-Added a custom made torpedoes and launcher with vanilla aesthetic. One launcher can fire both torpedoes
-Torpedo Guidance and homing ability added (Vanilla grid target locking)
-Nuclear Homing Torpedo (You don't want to be hit with this, trust me)
-Standard Homing Torpedo (Homing, target lock and fire)
-200mm Sidewinder missiles (Friend or foe target lock anything in front of it or manual target lock)
*Sidewinders can't be loaded into the 19 round large rocket launcher for balance reasons*
-The Elite PRO handheld launcher is now a MANPAD and can fire sidewinders
-Turrets placed, built, or spawned with a grid now always have max range set. (This sets up enemy grids so they can fight back at range)
-Gatling's always set to target missiles (They are now the single most effective way not to get hit by a nuke and have been set up as an anti-torpedo and Anti-Drone point defence weapon)
-Added custom special effects to change up how things look
-Removed smoke particles from smaller weapons to improve performance in fights
-Reduced smoke from larger weapons to improve performance and less distraction

(Tweaks):-----

-Extended Target Locking Range to 5km
-Turret ranges and projectile speed increased (Includes custom turret controller)
-Most Ammo Recipes have been reworked to be more realistic and easier to make
-Spotlight range and effect extended
-Nerfed the insane interior turret accuracy
-Railguns are much more powerful, but have a doubled recharge amounts
-Missiles have been completely reworked into a volley style weapon, their reload time is horribly painful but they pack a big punch and fire fast. Try a broadside with static launchers it is epic.
-Other small tweaks here and there, give it a try and let me know what you think! Will not play nice with other modes that change vanilla weapons and ammo's

**NOTES**
-Will need survival balancing, WIP
-Nuclear explosion from torpedo seen in video has been reduced for balancing, it was a bit too terrifying
-If the block the torpedo is locked onto gets destroyed guidance will fail and turns dumbfire
-Homing script has been modified to allow time for missiles to clear the ship before guidance turns on and also takes ship velocity into account when firing so it is now speed mod friendly but if you really try hard you can still run into your own torpedoes ;)
-Sidewinder missiles are low damage and meant for drones, they are directional locking friend or foe missiles so pointy end towards the enemy. Heat seeking so will not track if all thrusters get destroyed on the target
-Not an addition but many do not know, if you target lock a grid you get a little range boost to AI turret target range ;)


Homing Torpedoes use modified script from https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2841320639 Check them out they are deadly
A Big Thank you to @Meridius_IX / Lucas, torpedoes would not reload properly with out him!
13 Comments
troubled_offspring  [author] 25 Feb, 2024 @ 2:00pm 
@Commander Beaver - you can but it will only change the speed when fired, acceleration is hard coded in the homing script. i had to do this to prevent massive frame drops when the game was calculating the lead indicator
@Ceadias - Torpedoes are meant to be slow, this allows balancing and the modified gatlings to shoot them down. If they are faster they get past point defences and become majorly imbalanced. Load time is also painful for balancing and performance reasons, this makes it so they are a volley style weapon and gives reason to use other turrets. prevents easy missile spams and keeps the homing vector calculations down.
@TheRebornAce Sounds like a keen bug, im fairly new to modding so getting around a keen bug would be very time intensive, i would imagine they will fix this at some point
Commander Beaver 18 Feb, 2024 @ 1:09pm 
@Ceadias it's possible to modify in the Torp_Ammos.sbc
Ceadias 26 Jan, 2024 @ 1:45pm 
Hey, love this mod. It's the closest thing to "The Expanse" without venturing into weaponcore. Btw, is there a way to increase the missile velocity as I'm using a speed mod and decrease the missile reload time?
TheRebornAce 24 Jan, 2024 @ 8:58pm 
It seems this mod affects the "Aim at Sun" option of the CTC. Every time i load a save, the CTC will not track the sun even though it is set to. I would have to turn off then back on the option for it to track the sun. This issue only occurs when the save first loads up and after i make the reset then does it track the sun again.

I thought it might be my other mods conflicting. But after testing on a new vanilla world, with just Build Info installed with it, the bug still appears.

I notice this same bug for any mod that affects the CTC AI range. I hope this can be fix? I really do like the options it provides. Luckily its nothing game breaking but kinda annoying everytime I load up my save and have to turn off and on again.
troubled_offspring  [author] 10 Dec, 2023 @ 7:26am 
i just tested my mod only, weapons LG grid weapons are 2.5-4km and ranges auto set to max so its all working properly. Check for other mods that make any changes to weapons, as they may have their own cubeblock or Ammo .sbc file that overwrites my changes
kitsu.eb 7 Dec, 2023 @ 3:53pm 
You say "Turret ranges and projectile speed increased" but it seems like all my LG turrets are limited to 800m? (Part of the Keen rename issue?)

Otherwise I really like all your changes, makes early defense feasible.
maxdean02 10 Oct, 2023 @ 11:38am 
So.... about that survival balancing..... can you shed some light on that?

I was playing with it in survival and noticed that the missiles and artillery shells still require uranium. Have you considered removing those requirements?
maxdean02 8 Sep, 2023 @ 8:50am 
How is it in survival? You said it needs survival balancing, but is it still usable in vanilla atm?
wingmaster 31 May, 2023 @ 5:44am 
still looks cool though :selike::clang:
troubled_offspring  [author] 30 May, 2023 @ 7:54pm 
i spent alot of time getting the torpedo effects to work the vanilla game lol FYI the current torpedo is about half the power of what is seen in the video. it was a little big game breaking with that much power in one little warhead lol may make more nuclear tipped options in the future