Space Engineers

Space Engineers

[Fixed] rearth's Advanced Combat Systems
368 Comments
Dont draft = Lose 11 Nov, 2024 @ 5:00pm 
Thats a lot of people asking for a weaponcore version but I imagine there is a reason its not there. I wish for it too though.
Silverbane 18 Jan, 2023 @ 8:08pm 
Sasha which part of this mod are you trying to use? It has been a while since I dived into any of this but I can always share what modifications I made to make it work.
Sasha Fox #SaveTF2 17 Jan, 2023 @ 1:59am 
@Silverbane If your ever willing to share at all, or even just the modifications, I would be grateful as I use weaponcore for as much as I possibly can.
Silverbane 2 Nov, 2021 @ 1:26pm 
Abisius I actually made a version of this mod for myself to work with WC. But I removed missiles and targeting seats and just made it work on all cockpits and seats instead. I also changed the targeting button to right click with the mouse. So it is possible but yes needed a bit of work and mine is not really for general consumption so please continue to use this version and hopefully rearth is around still to update it.
Abisius Xarvenius Carbensius 2 Nov, 2021 @ 11:08am 
@ThePhoenixKnight
using thsi with wc, so trying to use 2 different weaponframeworks together to work together, atleast in my moduser eyes it is a vey bad idea.
it would need a rework to work on the wc base to work properly with it.
ThePhoenixKnight 2 Nov, 2021 @ 8:06am 
Hello there, Used this mod when it will still new, Wanting to come back to report a bug:
- The targeting seat doesnt seem to work with Weaponcore Weapons.
- Whenever you fire a missile your game Instantly crashes.
ceilyurie 6 Oct, 2021 @ 2:42pm 
if this worked with wepaoncore, it would be super cool.
PanicOregon281 15 Aug, 2021 @ 3:33am 
Does this still work? or is it out of date?
RogueCmdr 4 Aug, 2021 @ 12:52pm 
did this break. I am getting CTD with this mod in the error log with null reference exception so i dont know why
jackik 24 May, 2021 @ 12:40pm 
Groups:
Both the Turret Controller block as well as the Turrets themselfes need to select a control group in the terminal. They will only control turrets in that control group.


grabbed from the description above
ValeryFORST 24 May, 2021 @ 9:09am 
Alcatraz , in the cockpit settings there is a section control turrel group, there you put all the guns in one group and you will be happy, I checked on turbolasers:cozyjunimogreen:
Alcatraz 14 Jan, 2021 @ 5:52pm 
Hello there,
1st thanks for your work man-
2nd Is there any guide or is as simply as enabling the mod in the match?
3rd I'm affraid is not working with Star Wars turret laser mods (tried 2) ==> https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=598138548 AND https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1984902252´
4th Tried with both seats, Turret Control and Turret Control (Ship Control) Non of these did the trick.

Any advice?
Thanks
Wizard_ice 18 Dec, 2020 @ 12:26pm 
Does the small and large plasma turret need ammunition? If so ammunition does it need? Because at the moment when I'm using them they are not firing and they say they are out of ammunition.
Chaos Uncensored 22 Jul, 2020 @ 11:42pm 
I would like to clarify something as well, what do you mean by "Both the Turret Controller block as well as the Turrets themselves need to select a control group in the terminal" are you just referencing grouping the seat and guided missile blocks together, or something entirely different?
Chaos Uncensored 22 Jul, 2020 @ 10:35pm 
I am also wondering if this conflicts with Weaponcore. I have played with this and Weaponcore at the same time, the weapons fire but i can not seem to get the missiles to lock, i am still trying to make sure its not user error but if there is a known conflict that would help.
LordBUM 7 Jul, 2020 @ 9:00pm 
so i built a ship and it has a rotor turret type thing with a remote controll in it could there maybe be a function for the turrets to follow where ever the remote controll goes i know i could use the other methods but i think this would be a neat little feature
SilentRetr0 26 Apr, 2020 @ 5:31am 
will this work with weaponcore?
AmericanGuy 1 Apr, 2020 @ 5:45pm 
Is there any information on the guided missile's range? I was goofing off and noticed I couldn't lock on at a distance of 4km. Same with 2km.
Crunch 23 Jan, 2020 @ 2:14pm 
Is there a version of this that only has the manually aiming all turrets?
Kilin 12 Jan, 2020 @ 3:54am 
After messing around with this mod for a while I found that the guided missiles don't work in multiplayer because it crashes sometimes when you fire them. Hitting right click rapidly will crash you pretty much instantly and clicking slowly is more stable but will eventually crash as well. I used the guided missile silo with another script to fire it and target for it just to see if player interaction had something to do with the crashing and it never once crashed while doing that but since the mod uses the targeting system and the player themself aiming for it the I wasn't able to actually make the missile home in on their targets using this method. This means that the crash is either caused somehow by the player interacting with it by clicking (changing the keybinds in the code didn't make a difference I tried that) or by the guided script itself because the guided portion of it didn't activate due to how my test was run.
Kilin 12 Jan, 2020 @ 1:27am 
SO everything in the mod sees to work just fine for me except that the guided missiles don't have any con trails which make them very hard to see. Honestly I lose track of them immediately after firing which made it quite difficult to even see if the guided feature was working at first. Is anyone else having this problem and is there a fix for it?
Sylveon 18 Dec, 2019 @ 3:11am 
is it working ?
GadenKerensky 22 Nov, 2019 @ 12:11am 
Does the mod still cause other turrets to stop targeting incoming missiles?
Wolfs_JagerTTV 21 Nov, 2019 @ 8:05pm 
the missiles dont fire and the turrets dont aim
rearth  [author] 21 Nov, 2019 @ 11:20am 
@Erik hirst that feature is already there, just add them to a control group, and then select only that control group in the cockpit/designator turret you use.
@Garretrsawver changing the button sadly isn't possible at the moment
JoeSheridan 17 Nov, 2019 @ 3:37am 
Wow, i just saw that this mod is updated again. REALLY NICE. Thank you for comming back reath.
Wolfs_JagerTTV 16 Nov, 2019 @ 8:47pm 
can you add a feature for selecting certain turrets like rockets are controlled and anti-missile and fighter are AI?
Jedi G 15 Nov, 2019 @ 1:08pm 
I am loving this mod. One thing I have a question about though; is it possible to change the aiming button from "alt". I have my look around button set my my "mouse button 1" and it doesn't aim the turrets, but "alt" still does. Am I doing something wrong?
GadenKerensky 15 Nov, 2019 @ 3:54am 
Do turrets still fail to target incoming missiles?
rearth  [author] 15 Nov, 2019 @ 2:07am 
Hello everyone, just got back to modding space engineers and updated my 2 mods.
I fixed some bugs, and you can now select which control group you want to control in the terminal (both for turrets and the controller block).
Guided missile should be working again, and the performance has been improved.
Important notice: In order to control other turret groups, you must select the control group in the terminal options in either the turret or the control block you're using.+
If there still are any issues, please let me know.
KungFury 6 Oct, 2019 @ 2:51am 
I cant activate this mod. I have scripts enabled and want to play survival mode, but this mod seems not activated when I start. No new blocks or weapons in the progress menu or somewhere else. What am I missing? I tested with only this mod active...
Wolfs_JagerTTV 2 Sep, 2019 @ 11:34am 
the Guided missiles do not work, they do not fire nor do i get the hud to fire them
Daniel_Nero_Drake 20 Aug, 2019 @ 12:12am 
please someone write me once plasma turrets are separate i want just them as when i use the all control i shot my own ship when aiming up or down by other side weapons as i have a lot weapon mods and the gun barrels have no colision so they end up facing inside
Scytero 6 Aug, 2019 @ 2:35pm 
not sure, if i get it right:
whenever UpdateBeforeSimulatiuon is called, this happens for each missile the script got initialized. And then, it updates each missile in the list, right?
Therefore, the update gets called n² times - for each missile the whole list updates on each Update?
yugomataio 1 Jun, 2019 @ 1:46pm 
what kind of ammo in the weapons
Masterdude94 13 May, 2019 @ 7:58pm 
Really love this mod! It's a must have for me!

Only thing I don't like is that it disables the auto-targeting/auto-tracking that turrets already do.
Ace 13 May, 2019 @ 12:23pm 
Guided missiles are disabled? Why? That's basically why I downloaded this.
Ferro 6 May, 2019 @ 5:41am 
@SK: They don't work
SK 27 Apr, 2019 @ 11:43am 
Does anyone get the guided missile to work? I tried both the Turret Control and the guided missile only fly straight forward.
itsOutride 16 Apr, 2019 @ 3:13pm 
On a small grid, I can't seem to get the guided missile pods to connect with the conveyor system (either through conveyors or directly with medium cargo containers). I have to manually keep putting in the guided missiles
Red_Diesel 12 Apr, 2019 @ 8:30pm 
yea guided missiles only fly straight foward with me
communityoffline 12 Apr, 2019 @ 9:22am 
Guided missiles fly straigth forward and, it seems, guide themselves to the end of the degeneration era of the universe.
Chaos 4 Apr, 2019 @ 8:03am 
other than the normal, hope this gets updated comment, its a great mod. Do hope you come back to do more modding in SE, mods from you, Lucas, Digi, and a few others i am missing off the top of my head are really the only reason to play SE.

Wishlist stuff! You didnt think you would get comments NOT asking you to do stuff do you? eventually could we get a drop in replacer for the normal large ship missile launcher? the 2x1x1 one with 19 tubes, id like to see a guided one that probably only has one to two missiles and reloads slowly. (currently have a to scale rocinante form the expanse and not a great way to do torpedos other than those rocket pods) ideally just something not efficient so people wont spam place them, but is /something/ if you really cant fit the 2x2x3.
H3lix N3bula 26 Mar, 2019 @ 9:41pm 
the guided missiles don't seem to work
Scooba 18 Mar, 2019 @ 12:37pm 
PLEASE UPDATE THIS MOD
jackik 15 Mar, 2019 @ 5:37pm 
you could just slap on the penetration script you know? maybe double check if there is some projectile disappearing involved for this one, but apart from that, slap on, done.
OssomUmbra 15 Mar, 2019 @ 5:25pm 
I'd like to request an energy-torpedo; Guided projectile with similar damage properties to the rail-gun mod with the penetration based on damage, if possible
GrimFateKiller 12 Mar, 2019 @ 11:52am 
missiles are not guiding to target. i think the new update broke it again.
Mistlynx 12 Mar, 2019 @ 7:20am 
is there anyway to turn off slaving the other turrets while controlling one of them? I have several mod added turrets i like to fire at long range but hate watching my other turrets fire and wasting ammo.
Scooba 11 Mar, 2019 @ 5:30pm 
Please Update This Mod...