Space Engineers

Space Engineers

Skallabjorns Revamped Energy Weapons - Range and Damage Boost
55 Comments
Skallabjorn  [author] 1 Feb, 2023 @ 7:46am 
not supposed to work with weapons core, this mod was released way before that existed. Not broken, not going to update unless it does break.
=Longhooter= 1 Feb, 2023 @ 6:50am 
dose not work with weapon core please fix and update
MovNik 14 Nov, 2019 @ 12:03am 
Perhaps this is my conflict of mods (many mods), I tried in the creative.
Skallabjorn  [author] 13 Nov, 2019 @ 12:40pm 
ummmmmm thats weird.... is this on a server..... unalbe to reproduce your issue on local or my DS
MovNik 13 Nov, 2019 @ 3:52am 
Laser Turret at any range settings produces damage at a distance of 800 meters. When setting a distance of less than 800 meters, objects are still damaged at a distance of 800 meters, while the Laser Turret beam does not change its length (800 meters).
Skallabjorn  [author] 14 Apr, 2019 @ 6:05am 
Thats very strange... never in te 2 years its been up has that happened and these have been on many DS in the past... will investigate....
MrFox 13 Apr, 2019 @ 11:22am 
Sadly there not buildable for us on DS possable fix?
Skallabjorn  [author] 12 Feb, 2019 @ 10:54am 
Thank you for asking. Yes you may do so with this mod. Thanks
SpacedNConfuzed 12 Feb, 2019 @ 3:39am 
Hi, is it possible for having a tweak to this mod to incorporate some components that are specific to a server ? It is to make sure they are only made at a certain tier of progression in line with all the other mods ... would give you full credit , link etc and a place in the modders hall of fame in the starter station on the server ...
Gerda 6 Sep, 2018 @ 3:52am 
Targeting range results real 800 m, Laser does damage, but >800 the damage is 0!
Starry 5 Feb, 2018 @ 4:41pm 
YAY, god you are so awsome for actually keeping your mods working :) best wishes
Skallabjorn  [author] 5 Feb, 2018 @ 7:44am 
Ok thats avfire rate issue and plasma speed. Will have a look adap
Starry 4 Feb, 2018 @ 3:03pm 
the plasma turrets, when they fire, seems to explode near enough to the ship to not hit the enemy, but not near enough to damage your own ship, it also does not appear that they are hitting lasers
Skallabjorn  [author] 4 Feb, 2018 @ 2:44pm 
yes please
Starry 4 Feb, 2018 @ 11:46am 
that would make sense, also my previous explanation was a bit thin, do you want me to explain what happend more in detail?
Skallabjorn  [author] 4 Feb, 2018 @ 9:36am 
Will have a look asap but yeah it seems this allways happens when keen breaks their own missle turret as it uses alot of the same mechanics direct from the game itself
Starry 3 Feb, 2018 @ 7:05pm 
ok, it also breaks every missile in the game
Starry 3 Feb, 2018 @ 7:01pm 
the plasma turrets have the exploding near the ship issue again :(
Starry 3 Feb, 2018 @ 6:41pm 
Let the YAY continue
Skallabjorn  [author] 3 Feb, 2018 @ 6:34pm 
As far as I know yes, no one has said they are not.
Starry 3 Feb, 2018 @ 6:13pm 
Does this still work as of the new shitdate?
MrFox 31 Jan, 2018 @ 12:12pm 
=D
Starry 21 Jan, 2018 @ 10:38am 
:)
Skallabjorn  [author] 21 Jan, 2018 @ 9:55am 
I may not be doing new mods lately but I am making sure the ones I did keep working :) Your Welcome
Starry 20 Jan, 2018 @ 10:50pm 
god im happy this works :)
Ulfsark 13 Jan, 2018 @ 1:57pm 
interesting. Danke!
Skallabjorn  [author] 13 Jan, 2018 @ 1:54pm 
Effeciency has no effect, speed will assist in the turret scanning speed, but not by much
Ulfsark 13 Jan, 2018 @ 1:49pm 
i had NO damn idea. I can understand what hte power one would do, but what do the efficiency and speed mods do?
Skallabjorn  [author] 13 Jan, 2018 @ 10:59am 
Upgrade slots are the sides of the turrets, power modules
Ulfsark 12 Jan, 2018 @ 7:54pm 
ugrade slots? What upgrades go with this mod??
Spock The Builder 17 Oct, 2017 @ 11:26pm 
@Skallabjorn Maybe the Pulse Cannon mod. Same idea but with more options and both grid sizes. The damage is just waaaaaaaaay too OP on those.
Skallabjorn  [author] 7 Sep, 2017 @ 8:12pm 
@Dark. the original of this mod has no small ship version. which "other" mod do you mean ?
Skallabjorn  [author] 4 Sep, 2017 @ 5:15pm 
I am working on a separate small ship laser on my return from travel. I use these on my own base builds and we're human controllable on Friday unless something has changed since. they were also slaveable to a designator using Whips mods. I will check on my return
Dark_453 4 Sep, 2017 @ 3:19pm 
@Skallabjorn any chance you would be able to add in the small ship of these,
The Other mod has them but they seem to not shoot on there own. much like the large blocks. -
[question] did you fix the shooting automation (will they shoot within Human control).
*atm im forced to use the star ship weapons to get energy weapons for small ships. but honesly really only need these two.. (If it helps dont alter the model. just make it for small ships directly) .. always good to have "Large" weapons on small block (large ship) builds.

**Thank you very much for your time and effort**
**Peace**
Skallabjorn  [author] 29 Aug, 2017 @ 6:42am 
Sounds have not been changed from the original, I will work on it
Starry 23 Aug, 2017 @ 2:33pm 
iknowfren
Skallabjorn  [author] 23 Aug, 2017 @ 7:29am 
plasma is abit trickier but will work on it. its treated as a missile by the game vs a bullet
Starry 23 Aug, 2017 @ 2:59am 
pls can we mak plasmu stronker
Church.exe 22 Aug, 2017 @ 10:57pm 
cool i didnt even know you could program that in
Skallabjorn  [author] 22 Aug, 2017 @ 10:42pm 
Also edited the lasers degres of arc, it can now depress about 30 degrees below the horizontal, based on visual observation of the model. the barrel is mounded up on a pivot / gimbal. Thus it makes sense that it could aim lower vs flat level. The plasma however is unchanged. Based on its model, the barrels sit in a cradle and thus cant depress below 0 level.
Skallabjorn  [author] 22 Aug, 2017 @ 10:34pm 
Reballanced parts vs dammage today and fixed the overheat issue on the laser. Its now able to withstand more heat but heat per shot is up and parts cost went up to accomodate. Tweaked the plasmas today as well. Other than buliding a super laser, I think this is done being ballanced.

Feedback please :)
Church.exe 19 Aug, 2017 @ 5:38pm 
cool :steamhappy:
Skallabjorn  [author] 19 Aug, 2017 @ 3:36pm 
Changing to small ship would require abit more than I know how to do at the moment.. but its something im up for trying to do.
Church.exe 19 Aug, 2017 @ 2:53pm 
hey can you make a MUCH weaker version of this for small ships?
i know your just changing the damage and range but if you could then that would be great
oh ps THANK YOU FOR THIS MUCH EVEN IF YOU CANT
i mean i love they originals but they are really really really weak
Skallabjorn  [author] 19 Aug, 2017 @ 11:28am 
yes that will happen as with any weapon the degree of arc to avoid at a range within 1-4 blocks gets dicey
Starry 19 Aug, 2017 @ 11:26am 
it might be because im placing them to close to each other (omfg im dumb)
Skallabjorn  [author] 19 Aug, 2017 @ 8:43am 
Thats a new one... the AI in them will avoid the grid they are on... will take a look ( im new at this, the AI is stock from the vanilla missile launcher ( Cythons original mod unchanged, im only working on the power and fire rates etc )
Skallabjorn  [author] 18 Aug, 2017 @ 6:41pm 
THANKS... next after the tune on this, Im gonna tackle the construction wire frames, change it to the gat gun vs the missile launcher
Tangent 18 Aug, 2017 @ 6:17pm 
Oh that's all fine and dandy, it's just I rather like weapon mods and a laserbeam that caps out at 800 isn't super great for anti-torpedo work. Or anything really, so thanks again :)
Skallabjorn  [author] 18 Aug, 2017 @ 6:13pm 
@Tangent, thanks, just building on anothers work ( Cython, thanks ) to suit my servers needs so thought I'd share. Still working on it to ballance range power and cost so the range might go up again but so will the parts needed and power used. NOT going to attempt changing the textures, thats beyond me at this point