Space Engineers

Space Engineers

MA Designator Turret (obsolete)
275 Comments
Puccilillo 17 Jan, 2024 @ 10:33am 
If you are wondering... this mod still works.
Black Tortoise 18 Nov, 2022 @ 3:32am 
Thanks Puccilollo, I may give that a try!
Puccilillo 4 Nov, 2022 @ 3:05pm 
Files are located into ...\SteamLibrary\steamapps\workshop\content\244850\1686252385\Data wherever your Steam library is.
Puccilillo 4 Nov, 2022 @ 3:03pm 
Hi. First thing first, I really love this mod and I always had.
I managed to fix it locally by simply editing the definition files.
For the MA_Designator_Ammos.sbc change <MaxTrajectory>5</MaxTrajectory> to 5000 .
This will solve the targeting distance issue.
While in MA_Designator_Cubeblocks.sbc add <ForwardCameraOffset>0.5</ForwardCameraOffset> into the definition block to fix the camera issue.
bsimp14 31 May, 2022 @ 10:25pm 
Does this still work?
Kaito 24 Mar, 2022 @ 7:50am 
The fact that it's broken and won't be fixed.
ErinLucy 24 Mar, 2022 @ 7:08am 
Sorry, I've been away from SE for a while, what makes this concept obsolete?
Rusted Droid 9 Mar, 2022 @ 3:11am 
@mkaito
I use this script for comunication as enable you to controll any block not just timer.
Universal remote control script by Grog
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2547146361
Kaito 26 Feb, 2022 @ 4:34pm 
Look into a script called SHART (no, not a joke) that may accomplish something similar using antenna IGC.
Rusted Droid 26 Feb, 2022 @ 4:27pm 
Sad that is not maintain anymore. I had ide to make this little guy as IR remote (using 0 damage exploid) to detect damage and like open and close doors.
Maybe use this as tiny manual laser antenna.
(The 3D moddel is nice made)
AutoMcDonough  [author] 13 Feb, 2022 @ 5:49am 
Not really. I can't maintain the script, and also the entire concept is obsolete. This model is used as a point defense turret in my WC weapons pack.
Spencer 12 Feb, 2022 @ 10:55pm 
Seems recent updates broke all the designator turrets on the workshop. Your no longer working on this mod I take it?
Unruly 11 Feb, 2022 @ 3:32pm 
Ah, that's a shame. I really like these. Well thanks for the mod, regardless!
AutoMcDonough  [author] 11 Feb, 2022 @ 3:04pm 
the energy script that these use is not being maintained anymore.
Unruly 11 Feb, 2022 @ 1:42pm 
Mine are still aiming, but they seem to be switching their target hundreds of times a second, flickering through every possible block, of the type the designator is set to target, on the grid it's aiming at.
Skellitor301 6 Feb, 2022 @ 1:18pm 
With the new locking and leading system, do you think this would potentially to automate that for turrets?
Nairou 5 Feb, 2022 @ 10:19am 
Did the Warfare 2 DLC break this mod? They won't aim at anything now.
AutoMcDonough  [author] 5 Feb, 2022 @ 7:24am 
weaponcore weapons do not need this, and also this is not a weaponcore weapon so it wouldn't help them anyway.
Official Zealiux 19 Nov, 2021 @ 6:25pm 
if it doesn't have this feature yet pls look into it. it would be such a nice feature
Official Zealiux 19 Nov, 2021 @ 6:25pm 
(weaponcore torps)
Official Zealiux 19 Nov, 2021 @ 6:24pm 
could this work as a designator for torpedo launchers? because that would be great for automated SAM sites and ship battles
AutoMcDonough  [author] 7 Oct, 2021 @ 4:59am 
uh can you shoot me a message on discord about it? i would prefer you not do this with anything that uses scripts because uncontrolled copies
Death_Penalty 6 Oct, 2021 @ 9:15pm 
@AutoMcDonough
I was wondering if I could get permission to upload some unlisted compatibility mods for a few of your mod to work with Industrial Overhauls components for a private server
AutoMcDonough  [author] 18 Sep, 2021 @ 5:43pm 
it won't ever work on xbox because it requires a script
Equinox 18 Sep, 2021 @ 6:30am 
As a workaround, I've used timers to turn off and on the turret to start generating ammo.
One timer is delayed with 10 seconds to turn off and start the second timer. Another has a minimum delay to turn it on and start the first timer again.
Equinox 16 Sep, 2021 @ 12:41pm 
In addition, it generates ammo each time you turn it off and on. Maybe that helps for a solution.
Sny 31 Jul, 2021 @ 4:49pm 
I have this feeling it's something like what happened to the Build and Repair Nanobot mod...
AutoMcDonough  [author] 31 Jul, 2021 @ 10:46am 
Thanks for the heads up. It might take a while to fix this.
Sny 30 Jul, 2021 @ 10:28pm 
Seems that since Heavy Industry this no longer generators it's own ammo. Once it's run through the initial ammo it stops working. I'm guessing it might have something to do with how it detects if it has power since Keen changed that in HI.
Gray 28 Jul, 2021 @ 7:46am 
It's early to say, but i did some MES command in the game chat that lists all blocks in the world and spotted a couple of other 'OKI designators' ?? so i've added those to the blacklist too. I'll have to keep an eye out for those pesky reds hehe
AutoMcDonough  [author] 28 Jul, 2021 @ 7:26am 
then let me know which mod is ripping me off lol
Kaito 27 Jul, 2021 @ 10:48am 
Get the Build Info mod, and turn on Show Internal Info, it'll show you which mod and which block pair name the weapon comes from when you point at it with a welder or something.
Gray 27 Jul, 2021 @ 9:38am 
Welp that didn't work. Another grid taunting me firing it's red laser pointer about. I went into invulnerable mode, spawned on it and stared at this tiny (home disco laser show type device you can get) and it was called a laser designator...which i had already put 2 types of in the blacklist. I'm so puzzled:steamfacepalm:
Kaito 27 Jul, 2021 @ 7:19am 
One day Lucas will add per spawn type config to the weapon randomizer, so that I can give bunkers long range artillery without turning every cargo ship into a planetary annihilation cruiser :P

I'm not sure how the black and whitelist combine. I have most long range weapons blacklisted individually. Took me a couple hours to work through all weapons and check their range. I wish more mod authors put the AI range in the weapon description.
AutoMcDonough  [author] 27 Jul, 2021 @ 6:31am 
*sad laser noises*
Gray 27 Jul, 2021 @ 4:32am 
Ok thank you, i'll have to recheck.

@Kaito - Ooo good idea, in my case i can blacklist the whole MA Weaponcore Weapons but whitelist the ballistic ones maybe...I'm on it !:steamhappy:
AutoMcDonough  [author] 27 Jul, 2021 @ 4:25am 
Gray, this designator is a different mod. Different turret. it shoots a green laser. If you are seeing red laser then it is one of the T1 lasers in MA Weaponcore Weapons mod.
Kaito 26 Jul, 2021 @ 1:04pm 
For this one, you can just blacklist the entire mod. Put the mod ID (1686252385) in the blacklist. Red should be damaging laser, check other mods.
Gray 26 Jul, 2021 @ 12:23pm 
Actually, looking through that weapon list, the PDT is violet in colour. Whatever is still in my game is a single red beam turret. But i've blacklisted all laser turrets, i don't get it :steamfacepalm:
Gray 26 Jul, 2021 @ 12:16pm 
"However, I have been playing with Randomized Weapons for Modular Encounters, I want to remove this turret from the pool of random weapons"

@AutoMcDonough - I'm using the MA Weaponcore mod and am having trouble getting rid of this from my current ballistic weapons only game. I added MA_PDT (which i thought was the one) and all other subtypeID like MA_Gimbal_laser to the MES weapon blacklist but they keep appearing. Please help !
HalberdGuard 7 Jun, 2021 @ 8:08pm 
Thanks ya'll!
Yeah, I was looking for the info in order to use those chat commands!
Eh, like I said I'll be at least keeping my eye on WC! If more weapon designs come out that interest me... Or if I ever learn to disable parts of mods that I don't want, I could be won over very easily by that very point! I like buttery smooth destruction~! X D
AutoMcDonough  [author] 7 Jun, 2021 @ 6:23pm 
Well it sounds like your mind is made up so I'll spare the big list of reasons why to WC. But honestly even if you just want to use vanilla weapons, WC with the vanilla replacer is *significantly* more performance friendly.
GodsAnger 7 Jun, 2021 @ 3:33pm 
@HalberdGuard you can blacklist the designator using ME chat commands https://github.com/MeridiusIX/ModularEncountersSpawner/wiki/Admin-&-Configuration:-General-Settings
HalberdGuard 7 Jun, 2021 @ 11:04am 
But that's me! I personally will continue to use and depend on this and other mods to increase the construction challenge side of combat gameplay, and though I will watch the occasional WeaponCore video to see where it is going, and see all the pretty lights... At least for now I think I will always come back to making my own PMWs. ; p For this, all I need is a few mods that add a couple "fixed" weapons for me to create turrets for, some scripts... and some designators! And so, 3 paragraphs in, while it is of course your call, know that there will always be wierdoes like me who will continue to appreciate doing things the "old fashioned" way.
But who will still somehow be too inept to find what I think is supposed to be very simple info on my own. X D
HalberdGuard 7 Jun, 2021 @ 11:03am 
Uhhh, I don't know what a build info is or where to access it or how to change it, but I can derp my way through the directory and see what I can trip over! X D
You know, Mr McD... I really hope you maintain this anyway, it'd be greatly appreciated. If you can believe it... *I don't care for WeaponCore*. Oh! It's beautiful to watch, and has a lot of very impressively crafted features, for sure! But, I don't care for it, for a varied plethora of small reasons, but mainly for the same big reasons I never cared for those big mods that add a ton of weapons at once:
1. Too much clutter! I don't need more than 1 or 2 varieties of weapon for one job! And
2. Even more importantly, why is it always block AI turrets?? Whether it's designing turrets for different jobs or angles of the ship, or designing missiles, grav cannons, slug launchers, mine layers... I personally want a *Space Engineering Challenge* in setting up my weapons systems!
AutoMcDonough  [author] 7 Jun, 2021 @ 5:18am 
WC can do target painting with any camera now, it’s even less necessary than before to update this.
AutoMcDonough  [author] 7 Jun, 2021 @ 5:17am 
Halberd go into mod directory and open cubeblocks .sbc file with notepad, you will see subtype ID for large and small block.
Kaito 7 Jun, 2021 @ 1:13am 
If you set build info to show internal data, it'll show you the subtype.
HalberdGuard 6 Jun, 2021 @ 9:25pm 
I particularly love this mod for the job, not only because it has been the most consistently functioning (that I have seen), but also because the green laser is a neat function for PVP... An observant player might notice they have just had six homing missile locked on to them from a hidden missile silo 5k away on a hill!
However, I have been playing with Randomized Weapons for Modular Encounters, and it feels like half the enemy armory is laser pointers now! I want to remove this turret from the pool of random weapons, but I barely know what I am doing! I think I need the SubtypeName, or DefinitionId of this turret, but I do not know how to acquire such a thing except to ask here!
GodsAnger 16 May, 2021 @ 11:36pm 
AutoMcDonough [author] Dec 16, 2020 @ 2:20pm
in WC i used this model for anti-missile, and don’t see the need for a designator.


If this had WC support, I would set tracking to "moving" for the designator. Right now a downed enemy ship holds the designator laser's focus forcing it to ignore other incoming enemies. Any solutions to this issue?