Space Engineers

Space Engineers

Revived Large Ship Railguns (With penetration and shield damage!)
868 Comments
PallyDanaRama 11 Mar @ 6:00am 
I'm so confused... I've used this mod for ages without issue, but suddenly I can't load into an otherwise vanilla empty world with just this mod enabled. The log says something about redefining offensive words
psycho 14 Jan @ 10:40am 
just to add.. weapon core will remove any weapon that is not compatible with weapon core.. ive had npc mods like uglies unleashed with its star wars set of weapons getting removed anytime a ship spawns into the game.. leaving a ship with zero weapons on it when i would find the ship. also note ive been unable to stop this from happening even tho is supposed to been a way to do so...
JohnJ44 1 Jun, 2024 @ 2:30pm 
Honestly sucks too, WeaponCore does add fun features, but I love these old weapon mods and they add alot to the game.
Whiplash141  [author] 17 May, 2024 @ 7:25pm 
Lets be real, weapon core refuses to fuckin' play nice with other mods. That is all on weapon core's end so please let them know haha.
total_snarf 17 May, 2024 @ 6:43pm 
This is NOT compatible with weaponcore, weaponcore prevents you placing it down and brings up an error message saying other weapon mods are incompatible
JohnJ44 25 Dec, 2023 @ 11:31am 
Is anyone else having a problem with the slug ammo showing as a component in the production page instead of as a ammo item? It is also not showing up for me in the Shift+F10 menu.
Tungsten 4 Sep, 2023 @ 11:13am 
Its says m, not km, I know it should be km, it was a while ago when I first started using it. I think it's just a mod compatability issue, I'm still figuring out which mod is fucking with it, because jump drives are also showing either 0 to 6m until it's charged up then its fixed, so when I find the little shit of a mod I'll comment which mod caused it here
Tungsten 3 Sep, 2023 @ 4:03pm 
Its probs just me, but the slider for range only goes from 0 to 4m, is it dependent on the energy it has? it shoots just fine but the targeting is just super small
[MW]Headache 12 Aug, 2023 @ 12:04am 
Shooting this thing at all the air traffic 3-5km out is just sooo incredibly satisfying. Especially when you shoot one down or hit a large hydrogen tank.
Filo97 8 Dec, 2022 @ 4:39pm 
it cost me many hours to find the bug in my game and found them in that mod. my other turrets target automatic all objects and friendly signals and the option to change that was disapeared. And my other turret guns doesent work with that mod.
Whiplash141  [author] 4 Oct, 2022 @ 7:34pm 
Yes, and this mod does not spawn a projectile entity with physics. This mod raycasts along trajectory segments and draws a visual tracer where the raycast currently is.
chickenlord 4 Oct, 2022 @ 7:26pm 
oh interesting, so the vanilla one shoots rockets and they accidentally skip some blocks? is it because of skipped frames or something? how does this one not? is it using raycasts instead of projectiles or something?
Whiplash141  [author] 4 Oct, 2022 @ 12:02pm 
Vanilla one does phase through armor, yes.
chickenlord 3 Oct, 2022 @ 9:30pm 
as in the vanilla one is more buggy, or this one is more buggy? Does the vanilla one phase through armor?
Whiplash141  [author] 3 Oct, 2022 @ 9:21pm 
Less buggy and doesn't use rockets as the projectile, so the bullets don't just phase through armor
chickenlord 3 Oct, 2022 @ 7:10pm 
How's this thing compare with the vanilla railgun?
GOLD APOFIS 1 Aug, 2022 @ 12:33pm 
Can i change ammo build resources ?
Whiplash141  [author] 22 Jul, 2022 @ 7:42pm 
Yes.
xdevourx 22 Jul, 2022 @ 6:08pm 
Is this still working?
Whiplash141  [author] 14 Mar, 2022 @ 11:54am 
There is a 10x configurable shield damage multiplier. Other than that, whatever you configure the damage to be is what you will get. It is default configured for 2 layers of heavy armor.
Orthopaktis 14 Mar, 2022 @ 10:40am 
We had to remove this, as something with it either interacting with WeaponCore or our explosive reactors mod, or our shield mod (Energy Shields) was causing it to do insane damage or bypass our shields entirely or something.

long story short, one shot from one of these pretty much erased a full heavy armor, heavy shielded, 7,000 block admin enforcer destroyer that used to be able to last in fightfights for hours unless completely bombarded. One shot, and the ship was reduced to rubble.

It's unfortunate because it's a recent thing that only appeared after we came back to the game from a few months hiatus. Nothing changed in-between then
kota 31 Jan, 2022 @ 4:17pm 
i cant find the config file
Goober 17 Jan, 2022 @ 9:05pm 
update: only does a 0 damage if its a raycast hit, is that normal?
Goober 17 Jan, 2022 @ 7:50am 
for me the railguns are doing almost no damage, going to try to crank the config files. is this a bug? for some reason it states "Railgun initial pooled damage: 0"
Soumagnei 11 Jan, 2022 @ 9:38pm 
Hey, Whip
I cane here from reddit thread
A while back You said that it could be possible to make a projectile drop for any weapon in game
With new vanila weapons coming soon the mod for ballistics and increased range with configurable stats would be just awesome and would hit a spot
Whiplash141  [author] 28 Dec, 2021 @ 11:57am 
You were having issues with the turrets? I'll take a look.
Cynder 23 Dec, 2021 @ 7:06am 
I'm unsure if i'm doing something wrong, but the railguns don't seem to accept ammunition, i can control the large grid turret no problem but both large grid and small tell me no ammunition when trying to fire. Even placing it on a cargo container that has rounds it still dosn't seem to accept them. Anyone know whats going on?
Cobra85 12 Dec, 2021 @ 12:09am 
this is a bit of a nood question but what do I change in the config to lower the damage?
Whiplash141  [author] 8 Dec, 2021 @ 9:40pm 
It would penetrate the light, 1 layer of heavy, and almost all the hit points of the second layer of heavy.
ganjou241 8 Dec, 2021 @ 6:30pm 
When you mean 2 layers of heavy armor, you mean that if I add 1 layer of light on top of 2 layers of heavy it would protect the 2 layers of heavy?
Whiplash141  [author] 8 Dec, 2021 @ 10:04am 
"This doesn't use weapon core but is it compatible with weapon core?"

The two mods are largely independent of one another; however, if you place a WC turret on your grid, WC will disable the vanilla turret Ai for the grid rendering my turrets useless. This is all on WCs end.
Night Fox 5 Dec, 2021 @ 12:36am 
Sometimes the turret has an extra level zoom but i cant figure out why access to it comes and goes, any ideas?
Church.exe 27 Nov, 2021 @ 8:32pm 
This doesn't use weapon core but is it compatible with weapon core?
tom147528 27 Nov, 2021 @ 8:32pm 
@dee_minus

"Explode on contact" mean Projectile will explode after it hit the first object. Projectile will keep on traveling after first contact.

Then, projectile will explode again after its "Penetration damage pool" and "Penetration range" are used up.

"Penetration damage pool" is parameter that determine "Can projectile penetrate or not".

"Penetration range" is parameter that determine how deep the penetration will be.


The "proximity detonate" will detonate near friendlies.
dee_minus 22 Nov, 2021 @ 9:42pm 
what does "Explode on contact" and "Explode after penetration" mean? Like does it stop the "bulet"? or does the "bullet" keep on travelling after exploding? And if "Should proximity detonate" is set to true, will it detonate near friendlies?
JJ 1 Nov, 2021 @ 3:49pm 
Another Chinese person copying something else....
Skallabjorn 20 Oct, 2021 @ 8:56am 
PS I love that this doesn't and wont use WC systems... yay "vanilla" weapons :)
Whiplash141  [author] 20 Oct, 2021 @ 8:18am 
@Skallabjorn: Thanks for the heads up!

@Daniel18sep: Huh... I'll look into that
Skallabjorn 20 Oct, 2021 @ 7:32am 
DanTheYeen 16 Aug, 2021 @ 4:48am 
Railgun fire doesn't seem to affect faction reputation, is there a way to enable this?
Whiplash141  [author] 27 May, 2021 @ 1:19pm 
IMyUserControllableGun for the fixed gun
IMyLargeTurretBase for the turret
kadakeysprime 27 May, 2021 @ 1:16pm 
probably google translator translated as something wrong. for example
Rocket launcher
Interface name: IMySmallMissileLauncher
Parent: IMyUserControllableGun
Parent: IMyFunctionalBlock
what is the interface of this railgun?
Whiplash141  [author] 27 May, 2021 @ 9:28am 
No special interface. You can access the recharge setting via terminal properties.
kadakeysprime 27 May, 2021 @ 3:34am 
what is the interface of this railgun. I need this for PB
Deagroth 23 May, 2021 @ 3:50pm 
Awesome, thank you! My current ship has 7 of the turrets, and when something comes in from the wrong side they can get shot by 6 of them at once lol
Whiplash141  [author] 23 May, 2021 @ 3:27pm 
Not currently, but ill add some more stuff to the config to resolve that
Deagroth 23 May, 2021 @ 3:44am 
Is there a way to simply disable reloading text or only display it for the railgun you're currently controlling? Having several of these on one grid and engaging an enemy gets pretty annoying. I otherwise love this weapon and always put at least one turret on my ships and bases.
THEILLUSIVEMAN 11 May, 2021 @ 2:02pm 
how do you safely change the turret max range? i was wanting to try to make a planetary defense cannon
Whiplash141  [author] 10 May, 2021 @ 10:40am 
That isn't possible. Accuracy is in no way dependent on the presence of a camera. If you are in multiplayer what you are likely experiencing is the game's shitty prediction code and you just notice it more with a camera. Add a single rotor or hinge somewhere on the ship to force prediction off.