Space Engineers

Space Engineers

AWG WeaponCore Pack - (v205)
328 Comments
nickforgie 18 Dec, 2024 @ 2:48pm 
i doubt that cirmaniuz, as this was built on the old weapncore version.
cirmaniuz 6 Nov, 2024 @ 9:58am 
Hi. Are you thinking about switching from weaponcare to Vanilla+ framework?
And if so, how soon will it happen?
黑荣黯墨 30 Jul, 2024 @ 2:01pm 
The 120mm smoothbore gun conflicts with the original machine gun, as long as one of the guns has been fired before, using another gun will crash the game.
Ben3006 30 Jun, 2024 @ 12:18am 
Be great if it stated somewhere - 1. the range of the weapons. 2 what ammo goes with them. Its all over the place.
kikree 29 Mar, 2024 @ 9:48am 
The explosion of ammunition when hit by a projectile is normal in power, but for some reason it throws the body of a tank or any other transport for a kilometer or more like a plush toy. Is there any way to reduce the power of the explosion or correct the behavior of the hull during an explosion???
ekardedahs 18 Feb, 2024 @ 2:34pm 
I have the same problem
Tori Alice 11 Feb, 2024 @ 6:24pm 
so i have a problem. with this modpack and the guns in general. JUST the guns.
they dont fire.
i'd load it, MANUUALLY and they just dont fire.
nothing i do makes them fire. even when i hit "shoot once" when i press K to look at the menue. nothing happens. the shell disappears but theres no damage no shell nothing
did i do something wrong?
Fraerin 28 Jan, 2024 @ 5:04am 
just wanted to check was the 380mm fortbreaker cannons breaking every time they shot intended like they go to 0% integrity and snap the second anything touches them is that intentional at all or what TwT
francofren 27 Jan, 2024 @ 9:52pm 
How do I conveyor into the larger cannons?
R3DR3AP3R9 20 Nov, 2023 @ 10:13pm 
I just want to give thanks and praise for the work you've done and continue to do. This mod pack is still my part of my essentials list after 3 years, every design uses it. Thank you for keeping it up to date!
Shotgun jesus 11 Nov, 2023 @ 3:17pm 
How balanced are these weapons against vanilla threats or in the ares at war scenario?
bwinicherx115 4 Nov, 2023 @ 12:11pm 
Can we get a list of all weapons in this pack?
Lavaol 24 Oct, 2023 @ 4:48am 
For the love of god move the ammo into the ammo section of the assembler! It does a massive mess into gameplay!
Draxis 18 Oct, 2023 @ 3:23pm 
For the love of everything, please move the ammo into the ammo section of the assembler. I have to dig for the comps in the sea of ammo, its messy and makes it very hard to use auto-sorting systems- They are Great weapons tho
Sea of Traquility 15 Sep, 2023 @ 8:16am 
How can I use these custom ammo in stores? they are missing from options to sell or buy
gabezilla1121 27 Aug, 2023 @ 11:19am 
ok so along with the cam issue, there is also now a cannon issue that I think is happening because of the MG's that aren't made to fit with weaponcore so it ruins certain tanks.
NightWolf 21 Aug, 2023 @ 1:40pm 
Could you add some hull mounted MGs like the Panzer IV has?
Da_Lizz 3 Aug, 2023 @ 3:10pm 
Yeah, what's up with the white noise bug?
BHD APACHE X3 31 Jul, 2023 @ 9:37am 
Have you though about adding all of the different turrets into a complete mod pack?
☭VOROSHILOV1957☭ 14 Jul, 2023 @ 9:19am 
Very unpleasant sound of white noise when firing from some guns
[C.S.F]Hexxyz 12 Jul, 2023 @ 4:18am 
How do you use the auto loaders?
76561198040172855 26 May, 2023 @ 7:49am 
Hello, AWG! I'm not sure if you take suggestions for this but I'll post this, anyway.

Just wanted to suggest offset coaxial machine gun blocks that can be placed on the main gun and is offset so that it is wedged right next to the gun on the same block. Like how you see on modern main battle tanks such as the M1A2 Abrams MBT or K2 Black Panther MBT. The coaxial is placed on the gun mantlet.

If you can do this then you could also make 7.62mm and 12.7mm variants. As for ammunition, you could make the inventory size much higher due to the inability to connect storage like cargo containers. But you can also balance it so it's not too much, for the 7.62mm gun, you can give it a maximum of 12,000 rounds while the 12.7mm can have a maximum of 3000 rounds.

This would be really neat and can help tank builders add coaxials to their tanks without needing two or three whole blocks to add it. It is a pretty difficult in-game restriction that I haven't figured out a workaround for yet.
乂Oo忘★了愛oO乂 26 Apr, 2023 @ 7:46pm 
Can you make a 2A46 125 mm that removes the gun-launched missiles? You must lock on the enemy to fire, and you can't aim at other positions. It's too painful.
CynicDragon 15 Apr, 2023 @ 3:06am 
pictures of weapons?
Makaroni 13 Apr, 2023 @ 9:38am 
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His Dudeness 31 Mar, 2023 @ 5:02pm 
@ForgedBowen
For auto-laoding I usually just use a conveyor sorter to shove rounds into the gun... You can use pistons and connectors or flat hinges for piping to the conveyor sorter on the gun, or any other method of flexible connection... Best of luck!
🔰Mortarion_UA🔰 20 Mar, 2023 @ 2:42am 
Hello, how do you make this weapons to work with turret scripts? For me it half-time didn`t work at all and half-time broke after first connection to the base.
Don`t work - gun not shooting at all, other parts of script are working (turret rotating).
ForgedBowen 13 Mar, 2023 @ 1:48am 
Howdy, real specific questions
the KwK 40 Medium 75mm Cannon seems to be set not to use Conveyors, is this right?
Is there a way to change this? (been lookin)
Is there a specific block thats needed?
Am I ment to just have to get out and Hand load the Cannon every few shots since cant pipe ammo into it?

described as having 1 Port but Cant be used as a conveyor port
His Dudeness 28 Feb, 2023 @ 5:59pm 
@Cosmos
The short answer is "very carefully"... This example may help you see how it works

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2170517385

It basically boils down to gun angle and the speed of the round you fire (200m, 300m, 400m)... higher angle + faster round = longer range... Not exactly sure what the max range is, but you can hit things out to about 15-20km with the right math (a projectile motion calculator helps too)...

https://amesweb.info/Physics/Projectile-Motion-Calculator.aspx

Hopefully this helps a bit, best of luck (sorry for the long post).
Cosmos 9 Feb, 2023 @ 6:24am 
How do we aim the howitzers, what is their range?
Nighthunter 5 Feb, 2023 @ 3:12pm 
@Kira do you have any other AWG weapon (that is in this Pack) as a seperate mod you use along side this? I had the Same issue and with removing that weapon mod it was fixed.
Lt.Fenix 4 Feb, 2023 @ 12:04pm 
My server logs are being spammed with this message:

14:02:22.0484 [FATAL] Keen: Definition of "MyObjectBuilder_AmmoMagazine/Short155Magazine" is missing.

It'd be nice if you could fix this.
Vivian 28 Jan, 2023 @ 1:12am 
Creating Class 3S rounds turns them int to regular class 3 round making the space guns useless
Draxis 15 Jan, 2023 @ 4:52pm 
Hey! Some of your weapons are triggering the Weaponcore incompatibility check, leading to them being deleted. All weapons i have found so far:

Turret 140mm AI
AS-8 Plasma Repeater
Kira 5 Jan, 2023 @ 4:05am 
Ear piercing audio glitches my man. Like... oh god...
R3DR3AP3R9 28 Dec, 2022 @ 1:45pm 
Looks like the latest weaponscore update broke the mod again, specifically the designator blocks
76561198040172855 29 Oct, 2022 @ 6:25pm 
Hello, AWG! I've noticed that some of your weapons aren't working properly after WeaponCore's recent update. I seem to be unable to toggle the mouse-click option for weapons like the 125mm Smoothbore Tank Gun (both normal and rescaled), .50 cal Machine Gun, 120mm Rheinmetall Smoothbore Tank Gun, 13mm Machine Gun, etc. Though, all the weapons do fire if I use the Override option in the settings and enable "shoot" to "on".

I have to say that I've struggled with this issue for a while even before the WeaponCore update but it only affected the 125mm Smoothbore Gun and not any of the other weapons included in the CWP. I fixed this by turning the Override option on originally and it was never a problem later on.

I'm just wondering if there's a fix for this as my tanks all use your weapons from your CWP and it'd be a shame if they were broken.
A_Superior_DuDe 8 Oct, 2022 @ 6:10am 
@AWG Hey, im trying to get Target-Leading to work with the bofors. I can see that lead is not enabled in CoreParts, so i made a local mod for myself to enable it; However i only get target lead on very close ranges. Do you know about a solution for this that i could attempt?
dragonsphotoworks 28 Sep, 2022 @ 2:13pm 
I was as well. Had to remove it.
Lit Fuse 168 26 Sep, 2022 @ 3:28pm 
is it just me or is the mod is having some issues?
dragonsphotoworks 18 Sep, 2022 @ 10:01pm 
https://pastebin.com/L4SSJjRS

Error from lof file.
Archangel475 17 Sep, 2022 @ 10:24pm 
The Ordnance QF 75mm and the 47mm Model 38 Cannon seem to work fine but the 125mm 2A46 Smoothbore and the 15cm KwK 45 cannon has broken/breakable audio (after firing vanilla and some mod weapons first)
Archangel475 17 Sep, 2022 @ 8:04pm 
Got to start off with, what an Amazing Mod !. I've been having very loud hissing/white noise when loading and firing the Rh120mm and Rh130mm Smoothbore Guns (current weapons I've tested) and I've noticed if you use this mod's guns first the vanilla weapon sounds break (Gatling gun/Turret and Assault Cannon) and if vanilla weapons are fired first this mod's weapon sounds break.

I am hoping for some sort of resolution for this, a mod patch or something i can do on my end, or even at least know what is causing this issue.
baris 6 Sep, 2022 @ 12:13am 
Sometimes it stays on the loading screen, lags in the game, it would be great if these were resolved.
Ryacint 5 Sep, 2022 @ 11:52am 
WHY IS EVERYTHING SO LOUD, i have to shout because im deaf now from all of the crackling and ear rapey audio, also the AS-11.73m L/54 Heavy Cannon doesnt have any ammo yet?
baris 5 Sep, 2022 @ 11:45am 
sometimes the guns don't show "use conveyor system" can you fix this?
Cowboy Bama 24 Aug, 2022 @ 3:02am 
any plans include Type-94 Japanese 460mm naval cannon similar to Swordman or direct copy if u can ask him idk, but current one is bit buggy and outdated and would love to see it be revived in some way since 457 fits weird when replacing Swordman yamato guns with those.
Petit_Bonum 17 Jul, 2022 @ 9:51am 
Not working anymore, for some reason, I use the last version of weaponcore, and even with just this mod activated (with weaponcore of course) its not working
Captain_chance23 24 Jun, 2022 @ 12:11pm 
can you possibly be able to Make this Work for Mod.io? all my friends use xbox and i can’t figure out how to enable the mod on eos servers. i can’t tell if i’m doing something wrong but maybe you could make it for mod.io? ples
Drach'nyen 22 Jun, 2022 @ 7:21pm 
suffer not the Xeno to live