Space Engineers

Space Engineers

Starsector Weapons v1.1.25
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Update: 23 Dec, 2018 @ 11:53am

Another patch!
Some reballancing of weapons, and descriptions for every weapon block.

- Added descriptions and stats to all weapons, viewable when you are selecting the block from the block menu.

- Dual Hammer Torpedo rack reload time set to 5 mins, now fires a pair of torpedos with one second delay between them before reloading.
This is to prevent torpedo spam using inventory sizes greater than 1x

- Hammer Barrage Reload time nerfed to 30 seconds.

- Lowered energy requirements for Pulse laser (60.8MW) and IR pulse laser (30.4MW) continuous fire.

- Phase lance time before heat dissipation increased to 6 seconds.

- nerfed light autocannon shell from 900 damage to 700

- buffed reload time on heavy autocannon from 1 second to 0.8 seconds

Update: 22 Dec, 2018 @ 4:04am

Some bugs fixed and a new better looking muzzle flash!

- New muzzle flash replaces the old explosion flash, now you can actually see what you are shooting at!

- Glowing white tactical laser texture fixed

- Maybe some other things I cant remember, been a while...

Seems like the sounds for the light machine guns and the vulcan cannons are broken, I think this is a bug caused by a change in the base game after some update, so nothing i can do about that at the moment afaik.

Update: 9 Aug, 2018 @ 2:23am

Tiny bug fix:

Camera position should be fixed on the IR pulse laser, Pulse laser, Tactical laser and Phase Lance

Update: 25 Jul, 2018 @ 8:14am

Big update!

The various weapon types will do different amounts of damage to DarkStars Defence shields mod (bubble shields mod)!

Here is how it works:

- All weapons with the red explosion icon in the bottom right corner of their menu icon will do 4x LESS damage to shields than they do to armour blocks.

- All weapons with the grey bullet kind of icon in the bottom right corner will do 4x MORE damage to shields.

- Weapons with the blue laser bolt icon or the yellow fragmentation icon will do equal amounts of damage to shields and blocks.

I have not had the chance to test this properly due to the heat wave not being kind to my computer, but hopefully it all works fine. Please comment with any bugs or other problems on the mod page!


ALSO four new energy weapons!

- IR pulse laser: a small 500m ranged pulse laser (think starwars) that is great for taking out fighters and other small craft for a comparitively low energy cost.
- Pulse laser: Litterally the IR pulse laser but with a bit more range (600m), twice the damage output and green instead of red. Costs twice as much energy as it fires.

- Tactical laser: A long range continuous beam laser that is fairly low powered, great for taking out unshielded fighters at long range or pressuring larger ships with a small amount of constant perfectly accurate damage.

- Phase Lance: A short range (600m) hitscan laser that fires in bursts that deal a huge amount of damage in a short time, however it also drains huge amounts of power in doing so. great against larger ships once their shields are downed and you have gotten in close.


More energy weapons are on the way, i dont know when they will start appearing since this heatwave is slowing everything down and never seems to end. Next up is the Tachyon lance (a larger longer range version of the phase lance), the High Intensity Laser (a much more powerful version of the tactical laser, but with worse anti shield preformace), the mjolnir cannon (a dual barreld plasma style cannon that deals great damage at a resonable rate of fire), and finally the Auto Pulse laser (a very fast firing large pulse laser that deals good damage at medium ranges, not too accurate however).

Hope you guys enjoy!

Update: 10 Jun, 2018 @ 8:24am

New weapon!

Hammer Barrage, a 5x5 large block only hammer torpedo launcher that has conveyor access and can hold up to 20 hammer torpedos internally. Every five seconds it fires a burst of four hammer torpedos in a slight spread, this makes it potentially the most powerful weapon in terms of HE DPS that will come out for this mod.

Using recoil as an experiment to animate the reloading of the torpedos, hopefully in the future will replace with somthing more advanced.

Less good news:

Sorry for being so slow in updating, lots of IRL stuff goin on and i have not had the energy to really be working much on the mod, on top of that, the bubble shield mod i had hoped to incorperate into my mod is still being updated frequently so im gonna have to wait for it to calm down a bit for it to be incorperated.

In the mean time im going to try to slowly work in some energy weapons over the next few weeks till either IRL gives me a break or somthing big happens with the sheild mod.

Current list of weapons to be added next:

- IR pulse laser (small weapon short range energy DPS), Pulse Laser (medium sized version of IR pulse), Autopulse laser (large sized medium range v.high ROF pulse laser),
- Tactical laser (small continuous beam weapon with long range), High Intensity laser (large slot HE damage continuous beam laser)
- Phase Lance (medium size short ranged high damage burst laser), Tachyon beam (v.high damage and long range burst laser)
- one of these three:
Heavy Blaster (medium size high damage high DPS short range power hungry energy pulse cannon),
Hellbore Cannon (large size v high damage slow firing HE cannon)
or Mjolnir cannon (large slot energy pulse cannon with high DPS and comparitively low power requirement but requiring ammo)

Update: 2 Jun, 2018 @ 2:00pm

Tweeks and bugfixes:

- Fixed all the block pair and block variants for the turrets and guns, should auto switch between large and small ship versions and so on properly now EXCEPT for the heavy autocannon, assault chaingun and heavy machinegun small ship hardpoint mounts, these are seperate icons in the block menu.

Why? Frankly idk, i think its a dumb keen thing this time instead of me.

- Turned off autorotation for all the turrets, hopefully this is not a problem for people heh

Update: 27 May, 2018 @ 3:20pm

Added in a new weapon! :
A twin rack of Hammer torpedos, very powerful, but this version does not have any conveyor access, must be reloaded by hand.

Tweeks and bug fixes:

- Lowered sound volume across the board, going to do some more work on the sfx for the next patch, see if i can get them working better in general, especially with realistic sound mode.

- Changed up the damage and explosion radius formula i was using to convert the stats from Starsector into SE. all the weapons are nerfed rather a lot.
Keep in mind that the KE weapons (all the weapons with the grey bullet icon in the lower right corner of their build menu icon) do much worse than HE weapons (the weapons with a red explosion icon instead) against armour blocks and components. This will be adressed when i work in a shield system into the mod, the idea being that while HE weapons are powerful against the hull of a ship, KE weapons are very strong at taking down shields. Energy weapons will do equally well vs hull and shields but less than the specialised damage types.

Update: 16 May, 2018 @ 8:50am

After a short break, got some more bugfixes and blueprint component/material cost tweaks out of the way!


- changed up costs for turret and hardpoints based on the large gatling turret (not final but should atleast be consistant)

- proper amunition cost system (each box of ammo costs equilivent to its total damage worth of 25mm_nato boxes)

- fixed spinning muzzle effects on vulcan turret (no muzzle flashes in exchange, for now)

- fixed smallship assault chaingun hardpoint and smallship heavy machinegun harpoint and small/largeship heavyautocannon hardpoint conveyors

- Fixed visual display of Hardpoint conveyors on small ship weapons

- Fixed orientation of side barrels on heavy autocannon hardpoint

- Adjusted centers of hardpoints to make them easier to place

Update: 9 May, 2018 @ 10:34am

Thought for the day: AAAARGGHHHH TYPOS

This patch:

- graphical glitches with heavy Autocannon turret, hephaestus assault gun turret and hardpoint and PD laser fixed.

- ammo should now be properly displayed for construction for all weapons (light dual machinegun and light dual autocannon use light machinegun and light autocannon ammo respectively, PD laser makes its own from electricity)

- assault chaingun hardpoint can be placed once again

- hardpoint weapons should now appear in the tools menu again so you can fire them manually

- weapons should now automatically pull amunition from connected cargo containers correctly

- New version of the recoil and muzzle flash script from PhoenixTheSage! Thanks!


Upcoming changes in next patch:

- reballance damage for all missile based weapons

- implement properamunition cost system

- new models for the various projectiles (possibly, if i dont take too long on it)

Update: 7 May, 2018 @ 7:19am