Space Engineers

Space Engineers

Revived Large Ship Railguns (With penetration and shield damage!)
Počet komentářů: 868
PallyDanaRama 11. bře. v 6.00 
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. led. v 10.40 
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. čvn. 2024 v 14.30 
Honestly sucks too, WeaponCore does add fun features, but I love these old weapon mods and they add alot to the game.
Whiplash141  [autor] 17. kvě. 2024 v 19.25 
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. kvě. 2024 v 18.43 
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. pro. 2023 v 11.31 
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. zář. 2023 v 11.13 
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. zář. 2023 v 16.03 
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. srp. 2023 v 0.04 
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. pro. 2022 v 16.39 
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  [autor] 4. říj. 2022 v 19.34 
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. říj. 2022 v 19.26 
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  [autor] 4. říj. 2022 v 12.02 
Vanilla one does phase through armor, yes.
chickenlord 3. říj. 2022 v 21.30 
as in the vanilla one is more buggy, or this one is more buggy? Does the vanilla one phase through armor?
Whiplash141  [autor] 3. říj. 2022 v 21.21 
Less buggy and doesn't use rockets as the projectile, so the bullets don't just phase through armor
chickenlord 3. říj. 2022 v 19.10 
How's this thing compare with the vanilla railgun?
GOLD APOFIS 1. srp. 2022 v 12.33 
Can i change ammo build resources ?
Whiplash141  [autor] 22. čvc. 2022 v 19.42 
Yes.
xdevourx 22. čvc. 2022 v 18.08 
Is this still working?
Whiplash141  [autor] 14. bře. 2022 v 11.54 
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. bře. 2022 v 10.40 
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. led. 2022 v 16.17 
i cant find the config file
Goober 17. led. 2022 v 21.05 
update: only does a 0 damage if its a raycast hit, is that normal?
Goober 17. led. 2022 v 7.50 
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. led. 2022 v 21.38 
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  [autor] 28. pro. 2021 v 11.57 
You were having issues with the turrets? I'll take a look.
Cynder 23. pro. 2021 v 7.06 
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. pro. 2021 v 0.09 
this is a bit of a nood question but what do I change in the config to lower the damage?
Whiplash141  [autor] 8. pro. 2021 v 21.40 
It would penetrate the light, 1 layer of heavy, and almost all the hit points of the second layer of heavy.
ganjou241 8. pro. 2021 v 18.30 
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  [autor] 8. pro. 2021 v 10.04 
"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. pro. 2021 v 0.36 
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. lis. 2021 v 20.32 
This doesn't use weapon core but is it compatible with weapon core?
tom147528 27. lis. 2021 v 20.32 
@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. lis. 2021 v 21.42 
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. lis. 2021 v 15.49 
Another Chinese person copying something else....
Skallabjorn 20. říj. 2021 v 8.56 
PS I love that this doesn't and wont use WC systems... yay "vanilla" weapons :)
Whiplash141  [autor] 20. říj. 2021 v 8.18 
@Skallabjorn: Thanks for the heads up!

@Daniel18sep: Huh... I'll look into that
Skallabjorn 20. říj. 2021 v 7.32 
DanTheYeen 16. srp. 2021 v 4.48 
Railgun fire doesn't seem to affect faction reputation, is there a way to enable this?
Whiplash141  [autor] 27. kvě. 2021 v 13.19 
IMyUserControllableGun for the fixed gun
IMyLargeTurretBase for the turret
kadakeysprime 27. kvě. 2021 v 13.16 
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  [autor] 27. kvě. 2021 v 9.28 
No special interface. You can access the recharge setting via terminal properties.
kadakeysprime 27. kvě. 2021 v 3.34 
what is the interface of this railgun. I need this for PB
Deagroth 23. kvě. 2021 v 15.50 
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  [autor] 23. kvě. 2021 v 15.27 
Not currently, but ill add some more stuff to the config to resolve that
Deagroth 23. kvě. 2021 v 3.44 
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. kvě. 2021 v 14.02 
how do you safely change the turret max range? i was wanting to try to make a planetary defense cannon
Whiplash141  [autor] 10. kvě. 2021 v 10.40 
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.