Space Engineers

Space Engineers

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Air Sea Land - Modern weapons systems (Weapon core olny)「Infantry Assault version is being updated」
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Type: Mod
Mod category: Block, Modpack
File Size
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1.338 GB
15 Nov, 2023 @ 8:38am
1 Jul @ 7:34am
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Air Sea Land - Modern weapons systems (Weapon core olny)「Infantry Assault version is being updated」

Description
Note that Scope Framework is not necessary. If you do not plan to use high-magnification hand-held weapons, please ignore this required mod requirement.


Air Sea Land - Modern weapons systems (Weapon core olny)


This is a weapon package of weapons from various countries from the middle and late Cold War to modern times.Let you carry out various modern battles on land, sea and air in Space Engineer.

If you must need anything other than weapons, please go to [Air Sea Land - Multifunctional module]
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3084278121

There are three faction with weapon styles. Similar weapons in different faction have their own strengths and weaknesses. You can choose which weapon according to your preference.


American weapons:

Advantage:
The overall performance is high, and it is the formation with the highest weapon accuracy, the highest weapon health, and is more difficult to intercept.
Many weapons have multiple racks, allowing them to carry more ammunition in the least space.

Shortcoming:
Lack of hypersonic weapons.


Soviet Union/Russia weapons:

Advantage:
Except for a few mid-class and low-class missiles, their firepower is generally stronger than that of other faction at the same class.
Better anti-ship missiles, more cost-effective than other faction.
More supersonic and hypersonic weapons.
More types of anti-submarine weapons.

Shortcoming:
Overall lowest accuracy.
The weapon is huge in size and lacks multiple racks. The amount of ammunition downloaded in the same space is relatively low.
Some high-performance weapons lack low-class substitutes and are relatively expensive.
Ammunition has the lowest HP and is easier to intercept.


Europe weapons(UK,France Italy Germany Sweden etc.):

Advantage:
Weapons are relatively balanced in all aspects, and some high-class anti-air missiles have a longer range.

Shortcoming:
Not every country has a complete weapon tree, and some countries only have a small amount of weapons.

Asian weapons:

It will include weapons from three countries, and their characteristics will be biased towards the original three camps.

Japan (corresponds to American series)

Taiwan, Republic of China (corresponds to European system) - coming later

People's Republic of China (corresponding to the Soviet Union)


HandWeapon:
The Hand Weapon being tested provides individual soldiers with a variety of firearms, rockets and missiles for man-to-man and even small grid combat. Different types of firearms have their own specialties and can be selected for different tasks.




Ammunition and weapon classification:
Due to the large number of weapons, this module uses unified ammunition. Similar weapons and ammunition will only be divided into classes, instead of using independent ammunition for each weapon, in order to achieve the simplest management.
As for the class classification mechanism, it is based on the era and weapon performance. The lower the class, the more economical it is, but the weapon performance will also decrease. On the contrary, the higher the class, the higher the cost, but the performance will also be greatly improved. You can choose your weapon according to your needs.





Detailed introduction

https://drive.google.com/drive/folders/1UcwbV-SvvSGlreJC-DPixM7EqAIzCN3D

Future direction:


-Common Tactical/Strategic Nuclear Weapons

-hand weapon

Crew Enabled Support

With simple steps, the enemies generated by Crew Enabled will be equipped with the handheld weapons of this module.

1.Find the save <CrewEnabledConfig.xml> file in your archive and open it
2.search <SupportedHandWeapons> (EX.<SubtypeId>ASL_M9Item</SubtypeId>
), just copy it to <HandWeapons>. Note that each crew member has an independent <HandWeapons>. If you want all types to be able to use MOD weapons, you must modify them all.

It is recommended not to put weapons such as sniper rifles and rocket launchers into <HandWeapons>


If you have any comments or suggestions, you are welcome to submit them : )

*Please do not re-upload without authorization

Q&A:

Q1.Why can’t I lock on a target above 10Km?

A1.You need to do two steps:
1.Search your server/save for sandbox_config.sbc,Adjust your <SyncDistance> to above 10000 (measured in meters)
2.Search your server/save for CoreSystemsServer.Change <MaxHudFocusDistance> to the distance you want (in meters)
Weapons built before modification may become invalid and cannot lock on targets above 10KM. This can be solved by deleting and rebuilding.

Q2.Guide bombs and torpedoes cannot be launched after being locked

A2.These two weapons are also deeply affected by gravity. Although the theoretical range is very high, the actual situation must consider the distance and height between the bomb launcher and the enemy.
When the horizontal distance is very far but the height is insufficient, the system will determine that it cannot hit and refuse to fire. The best solution is to drop the bomb at a short horizontal distance but with a considerable height, which can solve the problem (the same applies to torpedo launch tubes)
(The ideal bomb delivery speed is below 240m/s)

Q3.Hand weapon recoil is weird?

A3.At least as far as I can see from my experiments, WC's recoil replaces the original's 'front and back' recoil, and WC's recoil is incompatible with the original's recoil animation, so there's no way to show forward and backward movement, so you can only use The XY axis is used to express recoil. Although I have considered not using the WC system for hand weapons, the other advantages of WC prevent me from giving it up for this matter.

Q4.Unable to use weapons equipped with high magnification scopes?


First, please make sure to install 'Scope Framework'. Secondly, Scope Framework will conflict with the plug-in 'Performance Improvement' and make it invalid. There is no solution, you can only choose one of the two.


Acknowledgments:

Thanks to 'Echthros' for granting permission to use his nuclear explosive particles,there will be updates on weapons of mass destruction in the future

Thanks to Kilme for permission to use his Thermal Camera imaging Script
219 Comments
乂Oo忘★了愛oO乂  [author] 27 Jul @ 10:40pm 
The theoretical range of Javelin is about 3KM, so I believe it will be no problem to attack from a long distance.
ŁongDog 27 Jul @ 8:06am 
So would shooting the javelin from a further distance work cause I've been shooting them at 500m DA dose work tho and thanks for the help hopefully this is frustrating 😅
乂Oo忘★了愛oO乂  [author] 27 Jul @ 7:17am 
Javelin's default ammunition is in top attack mode, which means it will climb first and then attack the target, but this mode is difficult to hit targets within 400M.

You can try to long press R to switch to DA mode
ŁongDog 26 Jul @ 12:51pm 
Update So hitting mmb dose switch it from auto to painter works but the missile still flies up 😅
ŁongDog 26 Jul @ 8:19am 
THANK YOU SOO MUCH that's what I was trying to figure I thought the blue circle meant it was locked
乂Oo忘★了愛oO乂  [author] 26 Jul @ 4:41am 
Have you locked onto the target?
HandWeapon you must press MMB to lock onto the enemy in order to guide.
ŁongDog 25 Jul @ 8:39pm 
the javelin doesn't seem to work it just flys up and keeps going
semaJ 19 Jul @ 10:08pm 
These weapons are really nice but the smoke visuals on the guided missiles feels a biiit too much
乂Oo忘★了愛oO乂  [author] 11 Jul @ 5:34pm 
Stuff means tools or other equipment? Sorry, my English is not very good.
Captain Winters 11 Jul @ 12:10pm 
Hey brov I very much enjoy the mod. I've got a light tank in front of me that I'm very proud of that uses your stuff. The only thing is that it kinda just shoots through my stuff and damages it. Am I doing things wrong, is it a bug?