Space Engineers

Space Engineers

Warfare Range Upgrades AI
50 Comments
killguard32 18 Feb, 2024 @ 9:52pm 
Hey bro, love the mod. For whatever reason the LB Arty and assault turrets AI is not working correctly they seem to be engaging around 800 meters instead of 10k meters, everything else seems to be doing as intended.
Malignant  [author] 3 May, 2023 @ 7:06pm 
I'll do some updates this weekend, if I don't have it I can make 1 for you.
Telifex 3 May, 2023 @ 8:42am 
Is there a version that is 10k without the tiers? I love all the changes except the tier weapons don't fit my server. I suppose I can restrict those specific blocks
Malignant  [author] 19 Oct, 2022 @ 6:39pm 
Malignant  [author] 19 Oct, 2022 @ 6:35pm 
@Martin
Try that Gunship add-on linked above also. They have assault cannons that shoot out to almost 5k.
Malignant  [author] 19 Oct, 2022 @ 6:34pm 
Martin the Warrior 19 Oct, 2022 @ 4:50am 
Hey, great mod sir, one thing I wonder though is if there's a way to get the enemy NPC turrets to automatically engage at their max range? It's kind of a buzzkill that the enemy has not gotten more dangerous. I'm trying to remedy the range disparity caused by Warfare II, not exacerbate it.
The Crimson Angel 19 Jun, 2022 @ 2:37pm 
loving the increased range is there a more toned back version ?
Malignant  [author] 15 Jun, 2022 @ 3:22pm 
@Bison+Goku I will look into it, are either of you using any mods that use the files listed above? Try running a Creative with just this mod in it.
The Atlas Enthusiast 13 Jun, 2022 @ 10:56pm 
not seeing a range slider for the turret controller anymore
allahs strongest supersoldier 28 May, 2022 @ 11:07am 
Yo for some reason my railgun turret I made has that same 2km range, I might be being dumb but do you have a fix? The actual railgun itself only has the 2km range, I haven't tested the AI range.
Bayou Owlk (Sierrraaa) 12 May, 2022 @ 6:36am 
Unfortunately the mod forces the change despite load order, for some reason, thanks anyway for getting back to me
Malignant  [author] 11 May, 2022 @ 6:58pm 
@Sierraaaa But what really needs to happen is that mod author needs to separate out weapon ranges from aerodynamic effects.
Malignant  [author] 11 May, 2022 @ 6:57pm 
@Sierraaaa Make sure this mode loads after the other mod, it should overwrite those files.
Bayou Owlk (Sierrraaa) 11 May, 2022 @ 5:38pm 
a recent update to the aerodynamic mod forces a fixed projectile range and speed so all the ranges are basically reset, unfortunately i don't know much about modding and don't know how to fix this myself
Malignant  [author] 11 May, 2022 @ 5:06pm 
@Sierraaaa It was never made compatible before, what specifically is the issue? It effects the following 3 files:

Data/ammos.sbc
Data/CubeBlocks/cubeblocks_weapons_wru.sbc
Data/CubeBlocks/cubeblocks_automation_wru.sbc
Bayou Owlk (Sierrraaa) 11 May, 2022 @ 10:51am 
this mod no longer has compatibility with the aerodynamic physics mod
Slayers Take 20 Feb, 2022 @ 11:05pm 
Is there a way to limit the AI targeting range but keep the bullets maximum range, or even make it further?
Malignant  [author] 17 Feb, 2022 @ 4:35pm 
@David This IS the one with AI in the Title. This allows you to change the targeting ranges to the higher ranges for your autofire turrets.
NorfolkDave 17 Feb, 2022 @ 4:25pm 
whats the difference between this one and the one with AI in the title?
Palad1n 13 Feb, 2022 @ 7:37pm 
@Malignant, thanks! I look forward to using that one =)
Malignant  [author] 13 Feb, 2022 @ 7:14pm 
@Palad1n Yeah, I can do that.
Palad1n 13 Feb, 2022 @ 7:10pm 
Would you be willing to set up a separate branch of this mod with just the default values of all the Vanilla / Warfare DLC weapons and just increase the AI target range slider to whatever the regular values are for max range?

IE: The assault turret has a max range of 1400 meters, but the AI slider will not go past 800m. I would love to have all the AI values max range be able to target and shoot at the listed max range of the weapon.
Malignant  [author] 11 Feb, 2022 @ 6:10pm 
@The Cardinal It works fine in space also... because Space Engineers. But yeah, if you read the description, it does say watch those long range settings on planets.
The Atlas Enthusiast 10 Feb, 2022 @ 6:10pm 
@The Cardinal yes, there is bullet drop, its in wf2
The Atlas Enthusiast 7 Feb, 2022 @ 12:08am 
does this update the targeting reticle as well, so we can still hit our targets accurately?
Malignant  [author] 6 Feb, 2022 @ 10:32pm 
@Goku No, Weapon Core changes too many things. This is a very simple change for 3 vanilla files with no scripting changes.
The Atlas Enthusiast 6 Feb, 2022 @ 10:23pm 
Malignant  [author] 6 Feb, 2022 @ 9:31pm 
@Orange It only effects the specific vanilla Prefabs in the linked mod.
Orange Juice Goose 6 Feb, 2022 @ 8:34pm 
WIll the linked mod only affect vanilla designs, or modded npcs too?
Malignant  [author] 6 Feb, 2022 @ 8:23pm 
Orange Juice Goose 6 Feb, 2022 @ 7:43pm 
Does this mod only work for player made weapons since other ships wont be set to maximum range?
Malignant  [author] 6 Feb, 2022 @ 6:15pm 
@Sierraaaa Thanks! I did not realize that.
Malignant  [author] 6 Feb, 2022 @ 6:14pm 
@Blazing This affects the Custom Turret Controller, the other linked Mod affects the NPC ships, but it's still being tested. Anyone can download this and edit the vanilla files to change the ranges, I did not add anything new, just changes values on the vanilla files.
BlazingImp77151 6 Feb, 2022 @ 4:37pm 
Actually, can I even configure this mod? and if so, how?
BlazingImp77151 6 Feb, 2022 @ 4:36pm 
Does this affect AI ships, or is that what https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2744577925 is for?
BlazingImp77151 6 Feb, 2022 @ 4:34pm 
So this increases the range for everything? Is there a possibility of getting a mod that just makes the custom turret controllers have a larger max distance slider and that's it? or what settings would I need to do for that? It's kinda annoying that my turret will only target at 600/800 meters when the guns can shoot much further.

For now though, I'll check this out as is.
TESLA 6 Feb, 2022 @ 11:08am 
Love the long ranges! Fingers crossed their accuracy improves!
Bayou Owlk (Sierrraaa) 6 Feb, 2022 @ 8:56am 
you know the weapons and ammo are not part of the dlc right?, you dont need the dependency
Malignant  [author] 6 Feb, 2022 @ 3:29am 
I noticed the muzzle flash is no longer visible after 3 km. However, I have successfully stood out at the 6-7 km range and enjoyed artillery rain on my position. I also placed a large ship in the air at 7 km range from 3 artillery pieces and they managed to score a few hits - still extremely inaccurate. I propose working a manned turret in conjunction with AI Turret loaded with tracer shells. Now we need tracer shells.
Malignant  [author] 6 Feb, 2022 @ 3:15am 
I'm testing Prefabs out here (NPC Grids with Range Increased)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2744577925
Malignant  [author] 5 Feb, 2022 @ 6:14pm 
I need someone to go stand out at 20km and use a remote control to call in an artillery strike on themselves. For Science.
Malignant  [author] 5 Feb, 2022 @ 5:43pm 
For the the calibers, I looked at the mass/volume of the ammo, eye-balled the models lying on the ground and compared that to a few hours of internet research. It's not perfect, but it's close. For 155mm shells, 50kg is more accurate, 60kg mass is a bit high, but 175mm shells weigh around 66kg, so it's close enough - 165mm shell would probably be more close to realistic at 60kg. If you look at pictures, it looks like what Keen was going for as far as the sizes for the 155mm vs 203mm shells.
Malignant  [author] 5 Feb, 2022 @ 5:35pm 
This does not affect the max target lock distance.
rotomartillo 5 Feb, 2022 @ 3:26pm 
Where did you get the calibers of the new weapons?
feebo 5 Feb, 2022 @ 12:33pm 
does this also increase the max target lock distance?
Darkaiser 5 Feb, 2022 @ 12:14pm 
That didn't take long!
[7HBK] Elrond McBong 5 Feb, 2022 @ 4:13am 
Must have! Now vanilla turrets can compete with WeaponCore mods.