Space Engineers

Space Engineers

[Obsolete] Null-Point Jump Disruptor
40 Comments
AntaresII 21 May, 2021 @ 12:22pm 
Just saw ur reply just now, thx for ur reply and looking forward to ur new exciting update! U and rain42 really did a good job, and thx for the hard work for u guys ;)
Killerbee77  [author] 13 Jan, 2021 @ 11:42pm 
Thanks :3
There isn't a long range one besides just using the large JDD version. But range could change for better or worse as we have not really combat tested it yet. Me and rain42 who helps me with the coding on it (as right now im stuck on something) are gonna look over some stuff so I can finally push a update on this thing. But the model itself is gonna get a pretty big change to it and then its possible I might work on a few variants and if the upgrade system is ever added to weapon core I'd like to add a upgrade system to it to give it special ammo properties and buffs like increased range.
AntaresII 12 Jan, 2021 @ 10:18pm 
dude i'm telling you i love this one so much,i'm planning to add this to my mothership as a main cannon, is there any long-range version?
Killerbee77  [author] 3 Jan, 2021 @ 7:03pm 
Yea we also felt like a turret would be a bit op. Though we might add a variant that has very limited movement range to the point where you have to pretty much line your ship up with the one your attacking. I’ve gotten the new model fully done and ingame and trying to work my small coding experience brain into getting it ready along side weaponcore so that I can update the mod.
itsdren 28 Dec, 2020 @ 1:06pm 
Thanks guys for sharing your hard work. It is really appreciated. I will definitely be using this baby on my DS! I love that it is fixed, and that it isn't an automatic disruptor that would be too OP.
Killerbee77  [author] 9 Dec, 2020 @ 12:22am 
Lot of this stuff isn't final. We've hardly even tested it in combat before uploading it but the new model is pretty much done for it just gotta do animations for it and then weaponcore it up and do testing with it.
Sparks2271 4 Dec, 2020 @ 10:39pm 
it should be 1km for the small grid
Killerbee77  [author] 10 Nov, 2020 @ 6:20pm 
Recent discussions among some members of the server this stuff is for and we may include a turret version for large grid ships only Ski664780. https://cdn.discordapp.com/attachments/734958647205036102/775904595858817074/SpinalWeapon2.png Where the current model stands. Will also replace the current JDD fixed version but of course look slightly different then the turret version.
Killerbee77  [author] 8 Nov, 2020 @ 9:00am 
And also Dorimanx sorry it is taking so long im not really the one who does most of the coding on these we have an entire weapon set being worked on so are head coder is a bit busy right now.
Killerbee77  [author] 8 Nov, 2020 @ 8:57am 
Not really im making these for the shattered plains server and we have mostly agreed that we want fixed ones that way it takes a bit more skill to disable a ships jump drives. Only thing that might be added is a small grid fixed version.
Ski664780 7 Nov, 2020 @ 7:17am 
Are you planning on doing a turret version?
Killerbee77  [author] 18 Oct, 2020 @ 3:02pm 
Been having troubles getting the back end of the barrel to look the way I want. I think I will just tweak the animation for the new model a bit and then update it.
Dorimanx 14 Oct, 2020 @ 11:38am 
That looks amazing! thank you for permission, your weapon will be loved by many! and will be shooting rays of dark energy! ahahaha.

I think i will wait for new model, as it's looks very nice!
Killerbee77  [author] 12 Oct, 2020 @ 9:48pm 
https://cdn.discordapp.com/attachments/734958647205036102/764224003367370792/JDD.png
Still a WIP wanna do bit more of a rework near the very back of the barrel right now all changes all to the barrel/rings
Killerbee77  [author] 12 Oct, 2020 @ 9:44pm 
I'm fine with that Dorimanx. Side note I am close to updating the current model as I have been redoing bits of it to go along with the animation we have made for it.
Dorimanx 4 Oct, 2020 @ 1:12am 
YYYY nice Model..!
I like to request your permission to use this model for custom massive laser weapon for our servers, not going to publish it as MOD...
Just addon to our "unknown, no picks, no fame, no comments" lasers mod pack.

I really love the way you made the model, original combination!
Thank you.
CptRepeat 26 Sep, 2020 @ 7:58am 
These are really good against Jump drive missiles, and if your enemy wants to do a blind jump past you, you can disable their Jump drive
overwerk 25 Sep, 2020 @ 4:41am 
Weaponcore already solve many of the issues listed here, mainly just because weapon range can be higher and tracking isn't as bad as the vanilla one. I have script based guided weapons to punish unaware kiters but i cannot recomend weaponcore enough for people who don't want to take weeks of learning, building and testing to master the use of guided scripted weapons that also have lag problems due to unoptimized welders and LIDAR.
DarkStar 20 Sep, 2020 @ 6:29pm 
@XRCInfiniteXero why don't you just try Weaponcore today and decide if your complaints are even valid today.
Killerbee77  [author] 20 Sep, 2020 @ 4:20pm 
Jimbo I am for the idea if I can get something like that to work with weaponcore. Although right now me and rain are working on a couple more weapons.
Killerbee77  [author] 20 Sep, 2020 @ 4:18pm 
Yeah dragon I have also thought that 2m is a bit op. This is only semi balanced right now as we are still working on it and hopfully getting a animation for it soon.
dragondafender 20 Sep, 2020 @ 4:07pm 
sounds great, but I would probably reduce the large down to 30 seconds and increase the stack of the small to 3... afterall if you get hit by the large, you will basically have no hope of escaping unless you manage to knock out the weapon.
jimbo1676 20 Sep, 2020 @ 9:17am 
Maybe a thruster disruption version of this Mod? each hit temporarily knocks max speed down by a few points. small grid fighter/bombers could intercept, some interdicting jump drives and some setup to reduce max speed making it possible for motherships to engage
jimbo1676 20 Sep, 2020 @ 9:12am 
if you boost small grid speed up to 110 or 120 then this mod makes small grid fighters important. Large ships that are kiting you with long range weapons and jumping out if you jump in can be intercepted by fighters and interdicted so the capital ship can jump in and engage. Nice
jimbo1676 20 Sep, 2020 @ 9:06am 
great mod. I hate when people do the constant jump back and forth during PVP battles. Immersion breaking and annoying. Filming and posting PVP fleet battles get ruined when players pull this tactic. The viewers find it boring and frustrating. I'm please to see any interdiction mods that support a more epic and space battle feel with real consequences that people can't just jump out of.
iMurmis 20 Sep, 2020 @ 6:00am 
Cool sound and visuals, but the damage looks disappointing))
Chaseszombies #fixtf2 19 Sep, 2020 @ 10:20pm 
originaly i thought this would be like the intedrictors from star wars if a ship is jumping and somewhere inbetween the begining of the jump and exit locaion the ship would get torn out of the jump this is probably an easier thing to program and makes more sense in space engineers beacuse you'd probably get a notification and it would say "cannot jump into intediction field" or whatever
Night Raider 19 Sep, 2020 @ 8:52pm 
this is really cool and over powered
XRCInfiniteXero 19 Sep, 2020 @ 8:34pm 
....WeaponCore, check how many others are on the author list whose other mods I personally appraised with wealth amelioration ; If it's about yourself feeling that you have efforted a mass of resources & personal accumen to WeaponCore's existence & that it is not being appreciated & only met with anguish, take a break, see a counsellor, talk to someone, or just don't take it to heart ; The community appreciates what you've given to it, just sometimes, for logic as preceeded (e.g. : personal productivity), your wares could be something that someone would do without. I don't criticise people for wanting ice with their Jack Daniel's, so don't try & start critcising myself for objecting to WeaponCore's stability issues ; In other words, don't piss in my cup if you're not the one drinking from it.
XRCInfiniteXero 19 Sep, 2020 @ 8:34pm 
As for @Atlas : Every person has the entitlement to ask a question, inclusive of whether a non-WeaponCore version is to be released ; my question is non-exclusive to my enquiries ; other's have asked the same. If you feel as if it's a personal attack, it's not ; Grow up & get real. Aggressive Attrition never succeeds with public domains nor does targeting someone with your words in social spaces ; Society aims back at your with the larger calibre of weapon ; In all of your weapons testing, you should know that. If you want to talk about it privately, go ahead ; If you feel that I am personally targeting you by way of....
XRCInfiniteXero 19 Sep, 2020 @ 8:34pm 
As for the WeaponCore, I just would rather a production world where I can build fleets without persistent errors or crashes, to maximise productivity, & minimise calamity by means of momentum staggering.

As for the mod : Great Mod.

Also, it is possible in the exact same way as listed without WeaponCore ; A mod prior performed the same feat just wasn't maintained within the last couple of months (e.g. : Post "SOTF [Milestone] Update").

As for WeaponCore : If there is anything I could assist with WeaponCore's perfection & benefiting, I would want to know.
XRCInfiniteXero 19 Sep, 2020 @ 8:34pm 
My objection to WeaponCore is how I keep on getting reports of WeaponCore being fixed & fully operational, yet, every point at which I have used it, it fails reliably, & then I search to seek if other report the same issues, & view a plethora of multiplicatives.

I have no vendetta against WeaponCore, actually, I wanted it to be a successful 1.0 launch irrelevant of how long it took, even if it took years of waiting & testing, nut, if you dare to call it a vendetta when you launch a heavily flawed & defunct system into the public arsenal, with a 1.0 build, & don't expect criticisms where due, valid, & accurate, look to your own ignorance for your answers, & maybe, just maybe, you'll find your imaginary solution.
NotRain  [author] 19 Sep, 2020 @ 4:53pm 
XRCInfiniteXero, we have no plans to release a non-WC variant. Weaponcore makes the development of these kinds of weapons significantly easier.
Killerbee77  [author] 19 Sep, 2020 @ 11:07am 
Tested it in SP and seems to be working were you trying to use it in MP Tok?
Copper 18 Sep, 2020 @ 5:00pm 
What is your problem with weaponcore? All ive seen from you is comments complaining about it, Ill go over the MAIN reason this literally cant not be on weaponcore:

- No other weapon framework that is currently released is capable of disabling jump drives like weaponcore can

- The authors also plan to include animations, which weaponcore makes easier

So please, whatever your vendetta against weaponcore is, its getting exhausting.
XRCInfiniteXero 17 Sep, 2020 @ 10:24pm 
Is it possible to list a non-WeaponCore variant?......
NotRain  [author] 16 Sep, 2020 @ 9:29pm 
This mod is compatible with the Critical Jump Drive Explosions Mod
Killerbee77  [author] 16 Sep, 2020 @ 9:12pm 
We have not tried it with that mod but I would think it would. I will test it sometime this week and edit this.
⎝⧹Greedynuf⧸⎠ 16 Sep, 2020 @ 2:01pm 
have you tried this with the critical jump drive explosions?