Space Engineers

Space Engineers

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Large Ship Sniper (Dx11)
   
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Type: Mod
Mod category: Block, Modpack
File Size
Posted
Updated
694.397 KB
10 Nov, 2014 @ 9:15am
18 Apr, 2016 @ 3:38pm
11 Change Notes ( view )

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Large Ship Sniper (Dx11)

Description
Dx11 Compatible

Large ship version of the 'Weapon Example' sniper rifle, fire rate is the same, damage is proportionately higher, required materials have been balanced for the increased size and damage, and the material requirements for ammo creation have been balanced (i.e. it actually requires something besides iron to make the ammo for this).

The small ship version in the screenshot is just for scale, it isn't included in this mod.
A balanced version of the small sniper is now included in this mod.

I've added a version with a rearward-facing conveyor port, since it was in such high demand.

Specs:
1x1x4 large block
Occupies the same g-menu slot as the weapon example sniper, so if you try to place the example sniper on a large ship, you'll get this instead.
Uses HE Sniper Rounds and HE Long Sniper Rounds (both included in mod, 'Long' rounds have higher material requirements, and longer range).
Has conveyor ports on 4 sides.
Has 3 build states.

Survival Ready: Tentatively, yes.

The ammos that work with the sniper turrets are as follows:
Small Sniper:
"High Speed Low Damage Sniper Round"
"Low Speed High Damage Sniper Round"
"D.U. Armor Piercing Round" (coming soon)

Large Sniper:
"H.E. Sniper Round"
"Long H.E. Sniper Round"
"Heavy D.U. Armor Piercing Round" (coming soon)

For those using advanced item sorting mods, the ids are as follows:
Long H.E. Sniper Round= HE_SniperRound_long_AK
H.E. Sniper Round= HE_SniperRound_AK
High Speed Low Damage Sniper Round= SniperRoundHighSpeedLowDamage_AK
Low Speed High Damage Sniper Round= SniperRoundLowSpeedHighDamage_AK
Popular Discussions View All (1)
1
23 Apr, 2016 @ 11:56pm
Effective range?
Jhett
210 Comments
Laffyistired 13 Apr, 2020 @ 9:51am 
@kenja please update
Wallard 7 Mar, 2020 @ 5:23pm 
It really is kinda strange this mod never got added to the vanilla game..
SultonMRP 24 Apr, 2019 @ 9:23am 
So does this still work?
Vinier McNuggNugg 8 Dec, 2018 @ 9:08pm 
Did they take down the large ship cannon mod?
=|[T.K.]|= Point Blank 2 Dec, 2018 @ 5:42am 
Is it possible this mod breaks some of the physics ? The large ship sniper itself creates a wierd gravity well. And it seems to change the hitbox of other turrets as well
TheAngrySquirrel  [author] 30 Nov, 2018 @ 3:40pm 
Actually, this mod is mostly just old, it was one of the very first weapon mods released after Keen unlocked weapons so we could mod them. At that point, configs, scripts, etc. weren't even a thing yet
TheAngrySquirrel  [author] 30 Nov, 2018 @ 3:38pm 
nope, no configs, no scripts, this mod is old-school, nothing but block and weapon definitions, with models and textures added.
u2020bullet 28 Nov, 2018 @ 6:42am 
Hmmmm, anything above about 650-ish (don't know the exact distance) makes the shot disappear. And since i'm running Modular Encounters, some of the ground bases and ships have larger range. Is there a config file included that i can look into to see if i can change anything?
TheAngrySquirrel  [author] 28 Nov, 2018 @ 5:57am 
If it's range is currently the same as vanilla weaponry, then it's likely a bug in the game, as I set its range to something like 5x the range of the vanilla turret I based it on.
u2020bullet 27 Nov, 2018 @ 5:29am 
I must say, this mod is a wonderful idea, but it's not much of a sniper since it has the same range as basic vanilla weaponry. The accuracy is good, but something needs to be done about the range.