Space Engineers

Space Engineers

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Consolidation Armaments User Guide
By Foltast
The most comprehensive guide to using the WeaponCore-based Consolidation Armament and Consolidation Armament II mods
   
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General Info


If you are using a WeaponCore-based mod for the first time, it is highly recommended that you read its official documentation[github.com]

Most of the guns in Consolidation Armament will fire at the enemy automatically, but some guns (primarily launchers) require you to lock a target beforehand. To do this, point the camera at the target and click right mouse button
Mods alteration
We allow you to republish our mods only as part of private builds that do not show up in Steam Workshop search. However, this way of making changes can make it very difficult to keep everything up to date, as we regularly release updates for our mods. To avoid problems, we recommend using ModAdjuster for .SBC files and WeaponCore Server Config File for .CS files
Mods balance
Conslidation Armament and Consolidation Armament II are balanced for use on servers with each other and with other WeaponCore mods. However, given that the balance of other mods varies considerably, we do not guarantee that you will get a good combination

From the experience of users on our Discord server, we know that our packs work well with Northwind and Assault Weapon Packs



Unfortunately, given the many variables that are unknown to us, it is almost impossible to make a perfect balance that would fit specific cases. This is due to the fact that in Space Engineers a lot of things are under player control and without additional customization server-side restrictions/saves can be abused (ex. "Weapon DDOS"). Therefore, we recommend you to additionally customize such parameters (restrictions on the installation of blocks, their number, etc.) independently for your needs and preferences
Weapon Code naming system
In Consolidation Armament there is a special coding of guns, which allows you to determine the type, size and number of barrels of the gun




Variations:
  • T/F - Turret / Fixed -> is the type of gun. Can be turret or static
  • B/E/L - Ballistic / Energy (Plasma based) / Laser -> damage type
  • C/R/G - Cannon / Repeater / Gatling -> rate of fire. Cannon is slower than Repeater which is slower than Gatling
  • X1 -> gun size and its corresponding class. The higher the number, the more powerful the gun is
  • X2 -> divider for guns that require a number higher than 10
  • X3 -> the number of barrels the gun has

Exception for Launcher Missiles:
  • LM -> Launcher Missile
  • X1 -> missile size
  • X2 -> divider
  • X3 -> number of missiles
Consolidation Armament
Ammo

Some guns in Consolidation Armament can use more than one type of ammo. Here is information on such ammo and their weapons

FBR/TBR weapons:
  • APBC-T Chaingun round - Armor-Percing-Ballistic-Cap-Tracer - high penetration, high armor damage
  • HE-T Chaingun round - Hight-Explosive-Tracer - low armor penetration, but high damage radius

FBC/TBC (not Railguns):
  • FBC101 APFSDS round - Armour-Piercing-Fin-Stabilized-Discarding-Sabot - high armor penetration, high damage on armor
  • FBC101 HESH round - High-Explosive-Squash-Head - reduced armor penetration, high damage radius

"Basic" ammo for TBC101 and TBC202 is produced in Basic Assembler and is created as a cheaper alternative to the ammo produced in Assembler


Ammo used in weapons
APBC-T Chaingun Round
FBR101 "Gleipnir"
TBR102L "Gungnir"
TBR102S "Mjolnir"
HE-T Chaingun Round
FBR101 "Gleipnir"
TBR102L "Gungnir"
TBR102S "Mjolnir"
TBC101 Shell
TBC101 Basic Shell
TBC101 "Thunderbolt"
TBC202 Shell
TBC202 Basic Shell
TBC202 "Excalibur"
TBC404 Round
TBC404 "Hofund"
TBR202 Round
TBR202 "Skofnung"
FBC101 APFSDS Round
FBC101 HESH Round
TBC102 "Samosek"
FBC101 "Kladenets"
BMG Round
FBG101 "Nehte"
TBG101 "Hatal"


Special weapons

TEB101 "Ancile" - Point Defense Cannon that uses only energy and destroys approaching rounds that have 1 or more hp. Can be used to defend against hostile players

TR100 "Oko" - A "radar" gun within Weaponcore. In fact, it is a gun without ammo that is used for early detection of the enemy. It is primarily designed to be used in conjunction with scripts that allow you to display the position of objects (Radar scripts) or similar (for example, TurretAlarm v2 is using these settings). According to Weaponcore's logic, you will also be able to switch aiming between long-range objects that come within range of the Oko
Consolidation Armament II
Missiles


Missiles are divided by their size and type of purpose. Starting at S0, missiles increase in size, and with them the effects they can have. For example, S0 has little effect against large armored targets, while S3 can deal critical damage to them


There are 3 types of effects in Consolidation Armament II:
  • Damage - destroys blocks and players
  • EMP - disables blocks that use energy as power supply
  • Decoy - used to draw fire away from the object using them

Hint: you can do this also with the help of the naming system. Thus, EMP missiles inherit their names from the gods of thunder and lightning, damage - from the gods of war, and decoy - from the gods of deceit and lies


Ammo used in weapons
The easiest way to identify the missiles used by the launchers is their first digit. It always corresponds to the size of the missiles

Mars S0 missile
LM012 "Joyeuse"
LM036 "Sauvagine"
Odin S1
Loki S1
Thor S1
LM110 "Froberge"
LM104 "Hauteclere"
LM112 "Almace"
Ares S2
Zeus S2
LM208 "Durendal"
Morrigan S3
LM301 "Jericho-HS1"
LM303 "Jericho-HS3"


Launching missiles
In order to launch missiles you need to lock your desired target using the right mouse button and hold the direction of the missile launchers within the limits indicated for each missile size below
  • S1 -> 60 degrees
  • S2 -> 60 degrees
  • S3 -> 60 degrees

S0 missiles are currently the only ones that have no homing function and can only be used as dumb-fires. This will be changed later with introducing of more S0 missile types

Plasma Weapons
In the Weaponcore version, plasma guns require only electricity for their operation. Plasma guns are the most effective against shields, while they have negative bonuses (and less damage) against armor
Localization
All Consolidation mods use the localization system provided to us by Keen Software House.

However, there is a known issue where when you reload the world, blocks that have localization loaded names (i.e. blocks that you did not rename after creating them) display the localization ID instead of the name. Like this:

LOC:OPC_TBC101C_L_LID

instead of this:

TBC101 "Thunderbolt"


Keen Software House is aware of this problem and according to their post on their official forum[support.keenswh.com] - they are working on fixing the problem
In case of problems
We keep a close eye on any problems with our mods and try to make fixes as soon as possible. However, we need as much information as possible to identify the source of the problem. If you encounter any problem, we will be happy to help you on our Discord server[discord.gg]


We will make changes to this guide as needed. All changes will be announced in advance on our Discord news channel[discord.gg], Patreon[www.patreon.com] and YouTube
4 Comments
Dark 7 May, 2024 @ 3:40pm 
Thanks a lot !!
:steamhappy:
Foltast  [author] 20 Mar, 2024 @ 6:30am 
thanks!
Vomsay 19 Mar, 2024 @ 6:06pm 
Nice work :steamthumbsup:
Firekill222 19 Mar, 2024 @ 1:51pm 
First Comment:steamhappy: