Space Engineers

Space Engineers

ST - OKI weapons collection (Deveopment on hold till further notice)
161 Comments
Arugula 30 Nov, 2021 @ 3:54pm 
Imagine accidentally loading blanks into the turrets before a battle.
Copper Boltwire 13 Mar, 2019 @ 1:59pm 
Something about that bright (hot?) pink and light gray that plays well together. I like that.
Gives me some ideas...
{DBD} Kmoney_93 22 Jan, 2019 @ 10:28am 
I found yesterday that it looks like the original oki pack was updated. take a look! Thank you for all your work while it wasnt up to date though

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=429053416&searchtext=
SoulTechnology  [author] 22 Jan, 2019 @ 9:00am 
hmmmmm.... well, i would be lying if i say i havent had that issue befor, i also know exaclty how to fix it (sortof, memories abit foggy tbh). but that is also an entirely new issue aswell. however this mod is nolonger supported untill further notice (aka i get back into the game. which... might be happening in the enxt year maybe as a friend is getting a high qaulity server now that hes moved and has real internet). a few comments down was a chap who was aksing for my balance numbers (if there still any fkn valid over updates, it has been a.. year... s? whenevr i last updated this mod is when i last played). so if u like the balance his/her mod may be something to check out untill a far away time where i bother to come abck to this (ill update the title:P)
{DBD} Kmoney_93 21 Jan, 2019 @ 2:58pm 
Same as Lifariz. the 45x186 doesn't seem to work at all for me though. it won't let me control it and doesn't seem to move around on its own, or collect ammo.

Also, if i try and place the single cannon version of the 45x186, it places the quad
Lifariz 25 Dec, 2018 @ 12:30am 
Err, somehow the 45x186mm quad turret with hvap rounds(haven't tested other rounds) has no sound, tracers, or muzzle fire. But it does shoot something.
SoulTechnology  [author] 11 Dec, 2018 @ 12:36pm 
srry, dint set up a config for easy editing (just had links on my end to the source files dotted around for quick changes). dont remember the numbers off the top of my head but i did extensive testing with the ammo vs heavy and light armor n keeping it as balanced as possible. be fair tho last few updates i did was due to the games armor values changing every update and having to rebalance (how how damage is calcualted, or how ect, ect) so wouldent be suprised if its thrown off again since i havent updated this mod in about a year? ish? cant say ive abandoned the mod but cant say im updating it either. check the last bit of the description.
123 10 Dec, 2018 @ 7:08pm 
Is there a config file for the damages so i can tone them down a bit. 9000 damage destroys a heavy armor block in one shot. and the 5 around it to 50%
Dr.Dangerous 1 Sep, 2018 @ 9:52pm 
I hope someone makes awesome models for this mod someday. I really like the design and function.
jokerace45 28 Aug, 2018 @ 12:48pm 
I fired the 203 quades and had no issues. But all the guns only want to load HVAP ammo it seems. I forced them to load other ammo and have the ability to fire them. Because if you only manually load them with other ammo they will not auto fire or auto load unless you trick them to do it.
Starry 19 Jul, 2018 @ 10:48am 
the hitbox on the 203mm (i think it was) the hitbox on the projectile when it fires is broken, it just immediately exploded
Starry 18 Jul, 2018 @ 12:05pm 
so this works and will be updated again?
Dreph 10 May, 2018 @ 1:02pm 
@Tankroller I agree! The modifications to the handheld weapons are needless, and they dont even spell "assault rifle" properly. I use the "engineer's defence kit" mod but really like the vanilla guns with their different versions.
SoulTechnology  [author] 29 Apr, 2018 @ 3:10am 
well see. the answer is in your question. 'gets stuck in the model'. i cant make adjustment to the model. so untill i make whole new models for eveyrhting in this mod...... will not be fixed anytime soon. unless a dev or someone abit more clever then me comes along with a fix?
Ultimo_Mochacino 28 Apr, 2018 @ 4:45pm 
hellp
203 mm fixed cannon explodes itself
projectile seems to get stuck in the model and explodes
hope u can fix
thnx
Tankroller 21 Apr, 2018 @ 10:33am 
Dont like the modified handheld weapons, If you're going to make a rocket launcher, make a seperate launcher, not a replacer.
SoulTechnology  [author] 30 Mar, 2018 @ 7:05am 
updated description "i am temporarily pausing development on this mod untill SE stabilises eventually. however, if someoen wants to keep this mod updated due contact me. ill approve a re-upload aslong as its kept fixed (id hate to see a spam of broken reuploads) and your aware that when i return to continue releasing content for this mod i will likely take your udpated version at that time (with credit given obviously). im sorry for abandoning this if onyl for a bit but im to busy to keep prodding it with sharp sticks every thursday."
envy 30 Mar, 2018 @ 7:01am 
Super! I really like this mod, massive content update sounds great!
SoulTechnology  [author] 30 Mar, 2018 @ 7:00am 
ON THE BRIGHT SIDE! when i do return to this it will likely be a hotfix for eveyrhting broken soon followed by a MASSIVE content update to the mod. so. yaknow.... srry guys.... however ill do sometin first (check description soon)
envy 30 Mar, 2018 @ 7:00am 
Also the audio seems to be really short ranged
SoulTechnology  [author] 30 Mar, 2018 @ 6:55am 
@soultechnology doesnt ping me this aint discord im just subscribed my owns mod chat :P. but dunno, as far as 'the last fiel i uploaded' theres nothing wrong, so, chances are its a game update that broke it, and smaller but likely chances are i can fix it.... SE stills ays its uninstalled from me flaling behind on updates (never actually canceeld the auto update it mustve jsut been a big one) and still CBA to return untill EVERYTHING is broken again. i really hate to do this but between picking up a hobby that may turn into a job and university i kinda dont have time to dick around with this when its gonna keep breaking for a bit.
envy 30 Mar, 2018 @ 6:48am 
@SoulTechnology
strelok11223 30 Mar, 2018 @ 2:40am 
turrets don't target, even if they are set to values higher than 800
envy 29 Mar, 2018 @ 11:54am 
I think he meant that turrets don't target, even if they are set to values higher than 800
SoulTechnology  [author] 29 Mar, 2018 @ 11:53am 
just to confirm. its 800 by default yet if you go into the wepons console you should be able to turn it up.

i havent found a way to set the default targeting range so itss till 6,7,800 depending on the wepon but if you go into the console they should all be abel to be racked up to jenerally just below the maximum range of the shortest range ammo the wepon cna fire (giving advantage to manual fire) i think the ranges are 1km to 5km for AIs
strelok11223 29 Mar, 2018 @ 7:43am 
BUG
AI maximum targeting range 800m for all turrets
I have tested it in new world with only this mod
sorry for my bad english
Crazy Angel 23 Mar, 2018 @ 6:01am 
theres no 7.62x186mm ammo in the assembler :c
envy 17 Mar, 2018 @ 10:39am 
Ok
SoulTechnology  [author] 17 Mar, 2018 @ 10:28am 
please, if your running into issues go through the standard self support checklist (basically start a new world with only this mod active and nothing else and try and recreate the issue).

as im not getting a spam of the same issue (however i belive your having the issue) i cant be asked to currently fix my broken SE game files (i know how its just effort at this point). im not stopping support of this mod its just support is delayed untill a major issue presents itself that actually breaks the mod (at this point, i belive such an issue cna only arise from a game update tho).

@macK54 - please do test #1, start a BRAND new world with ONLY this mod loaded and recreate the issue
@Milord - its not a stat i displayed the guns should haev recoil, try the above test, maybe load in creative and make a lightweight ship that is literally just a cockpit, reactor, and a few doesn cannons. im pretty sur eyour ships are just too heavy or have to much thrust to care about the wepons recoil.
envy 17 Mar, 2018 @ 9:32am 
@SoulTechnology All guns have no kickback/recoil
SoulTechnology  [author] 5 Mar, 2018 @ 1:55pm 
i could but be honest im not interested in making another version. versioning is soemthign i may do in the far future when i find the mod is 'complete' but as of now i dont want to update multiple versions.

also some things, when it comes to versioning, i wouldent want to do as there is no point in the mod if there are similar mods or that defeat the purpose (like asking to remove variouse ammo types or wepons). in the future ill likely end up even changing the models for the stock wepons as having that amny verisons of the same thing was always somethign i intented to change with this mod from the start. (i can understand how this may affect survival games in progress if youve been playign withought the mod but i cant really balance for that.)
Dying Dark Star 5 Mar, 2018 @ 9:38am 
if you cant thats fine
Dying Dark Star 5 Mar, 2018 @ 9:33am 
ok lol well could i ask can you make a copy that doesnt do that to the rifles? i like the variety of ship weapons this mod has to offer but i'm not too fond of it changing the rifles.
SoulTechnology  [author] 5 Mar, 2018 @ 4:16am 
@Dying Dark Star
thanks for reading the ocmments and running through the usual tech support stuff every modder has to repeat however you coulda saved yourself time if you read the description.

the mod turns the elite rifle into a rocket launcher and the precice rifle intoa 23mm anti-material rifle.
Dying Dark Star 4 Mar, 2018 @ 4:31pm 
idkw but this mod turns the elite rifle in to a rocket luncher and the precise rifle takes about 30 sec between each shot please fix (and iv tested it and it is this mod i loaded up a fresh new world used the guns they were fine loaded this mod and then the proble occurred)
SoulTechnology  [author] 28 Feb, 2018 @ 3:55am 
imean ill take a look through the linked mods... however waht woudla saved yous oem time woudla just beent eh enw woeld and just this mod thing.. as if it works there then you dont need to remove your mods one at a time and if it doesnt then come back to me as itle be my mod if its only my mod laoded.

and i cna garuntee that first mod you linked SHOULD cause issues with this one as it changes ammos wepons sues and ammo properties, same thing my mod does. whatever you laod first should take prority but since mines abit larger itle likely cause issues wiht my mod if that ones laoded befor, or completly make that mod mute if mines laoded befor.

due get abck to me if turrets after run time is an issue as i had an issue wiht 122 and 50mm turrets for small ship manuall controll crahsing the game but a keen dev made a comment earlier saying they were going to implement a method to atleats stop the crashing from the bug. (as i am unable to fix said bug)
requiemfang 27 Feb, 2018 @ 8:45pm 
well I tested all the mods I linked and I got nothing causing issues. Though turrets were acting funny after a bit of running. Some of them wouldn't fire after I started adding mods at least manually controlled. Automatically they fired. Gimbaled turrets I didn't see fire once in non-creative without those other mods installed and installed. handheld weapons no issues with those mods. Must be another mod I am using hmmm...
requiemfang 27 Feb, 2018 @ 7:14pm 
added post from below (bloody text limit.)

From a small test I did early by installed a small ship weapon on a fighter I can confirm that small ship weapons may work but it was only the quad 23x152mm cannon. That was with those other mods installed. I noticed large ship/station weapons wasn't working, again same weapon quad 23x152 cannon.

Gonna start a test world and see if this mod by itself works. If it does then I'll start adding those mods above one at a time to see if it alters anything. I am suspecting the very first mod in the list above.

Only other thing I can think if is that I need to change the load order around, maybe placing this mod higher in the list above all others.
requiemfang 27 Feb, 2018 @ 7:14pm 
There are a few weapon mods I am using though the only one I think that affects vanilla weapons is https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=435019002

Though I thought that only affects turrets and not hand weapons.

Other mods I have in my list that are installed are

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1197416087
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1200017536
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1094782067

only other mod that adds weapons is the Azimuth megamod

Those 4 at the bottom of the list I do not think affect vanilla weapons. I could be wrong though.

requiemfang 27 Feb, 2018 @ 6:40pm 
Right I'll go through the steps to figure this out. I don't think I'm using any mod that alters the vanilla hand held weapons but maybe I could be wrong. I'll go through my activated mod list just to be sure.

lol I understand wholeheartedly about needing to wake up and letting coffee kick in :steamhappy:
SoulTechnology  [author] 27 Feb, 2018 @ 6:22pm 
SE is installed but says it isnt so to save me the time of dealing with that.
- are you playing with ANY other mods that MIGHT effect the stock wepons?
- have you tried running with JUST this mod in a new world? (just to test the above and other problems)
- turn it off and on again, ect, ect. just woke up so coffe needs to kick in befor i go through the usual tech support stuff.
requiemfang 26 Feb, 2018 @ 8:34pm 
None of the hand held weapons work even after producing ammo none of them will accept ammo :steamsad:
filcon  [developer] 23 Feb, 2018 @ 5:09am 
*sometime*
filcon  [developer] 23 Feb, 2018 @ 4:43am 
Hi, we will add checks so it's not crashing, but something gun will not shoot.
SoulTechnology  [author] 13 Feb, 2018 @ 4:26am 
K.... well good enws and bad news.
- pretty much know whats causing the 50mm and 122mmm turrets to crash the game
- but i cant fix it.

this is a cause fo the last update breaking the okim 122 and 50mm small ship only turrets.a as okim doesnt want to give away the origional models (which is acceptable) the only fix now is to remake all the models, which i dont mind doing, but univerisyt is starting its ramp up now so i wont have the aptience to remake ALL the models for all the weaponry to the quality of the stock wepons like i want. so. yall gonna have to wait unless someone steps up to do it for me. ETA on when it may get done i would say is 5-6 months so... for now... just gonna have to live wiht those 2 turrets not ebing able to be manually controlled. if it ends up crashing servers ill see if i can disable the manual controll button but if not im not going to be bothered.

any other minor issues i will continue to support and fix in the meantime.
GENOBEESRAGE 12 Feb, 2018 @ 5:09am 
and dont use creative tools to spawn it in.
GENOBEESRAGE 12 Feb, 2018 @ 5:07am 
method to recreate the 122mm bug.
1.go into a survival world (not creative survival)
2.build small ship 122 mm turret,
3. try to manual control.
4. crash

only have this mod loaded in the world, i chose the earth easy start to so i have the resources.
Anarch Cassius 11 Feb, 2018 @ 2:19pm 
I was testing in Creative so ammo shouldn't have been an issue. But today I can't replicate it or anyone else's bugs... maybe I had a damaged battery on the test unit and didn't notice. I'll keep an eye on things.
SoulTechnology  [author] 11 Feb, 2018 @ 4:35am 
in the weapon stats the player damage is the first value and block the second (block dmaage may be 'slightly' inacurate due to updates messing with damage values and me having to wing it to get the same damage with enw damage models). i belive the dogs have 80hp, players 100, spiders 120. all should have headshot hitboxes that increase damage. also amke sur eyour nto using the 'blank' ammo as its just a cheap ammo for jokes.

and i cannot regreate the issue with the 122mm turret. if anyone else has the problem (preferably with steps to replicate) ill give it a deeper look.
Smart Bear 11 Feb, 2018 @ 4:01am 
Your modified light weapons don't work!!! You shoot a dog at point blank range, and it doesn't lead with an ear!!! So why was it necessary to touch machines? And I found a bug, 122mm Turret mout on a small ship in manual control causes the collapse of the game, the rest is not checked.