Space Engineers

Space Engineers

Vanilla Turrets Targeting Range Increase + Projectile Drop Removal
55 Comments
retrograde_orbit  [author] 15 Oct, 2024 @ 10:32am 
Updated for Contact.
Alexandros 1 Feb, 2024 @ 12:44pm 
Found my mistake, the Configurable Parameters Mod had a Weapons Tab I overlooked, to configure the AI ranges.
Thanks for your help, have a nice day, and the Mod is great, will keep it, for the custom Turret controller and the removed bullet drop. :)
Alexandros 31 Jan, 2024 @ 10:26am 
Yes you are right, I tried it in a private world, and it works great, thanks!
Adding the mod, after the world was created is certainly not the problem, so it must be another mod, or the Torch server Plugins.

Thanks for your quick response!
retrograde_orbit  [author] 31 Jan, 2024 @ 9:50am 
Strange, do you happen to have any other mods that could be affecting vanilla turrets?
Cannot reproduce the issue on a world with just this mod - it works fine for me.

If it continues to happen, try following the instructions in the link from my previous comment.
retrograde_orbit  [author] 22 Nov, 2023 @ 11:35am 
Can't reproduce the issue - works fine on a new world with just this mod. Try following this guide: https://github.com/THDigi/SE-ModScript-Examples/wiki/Fix-download-corruption
retrograde_orbit  [author] 22 Nov, 2023 @ 7:20am 
Very strange, I'll look into this. It might be a corrupted download, not sure why only part of the mod would work since it's just a few simple .sbc edits.
Tomsk 22 Nov, 2023 @ 6:49am 
This mod sadly doesn't appear to work any more. I created a save with the mod (and only this mod) and installed various turrets onto my creation. The mod works correctly for the Custom Turret Controller, that does indeed now go out to 2000m. However, for any of the standard turrets when I go to adjust the "AI Aiming radius" it's still maxing out at just 600m.
<#690b04>0micron 23 Sep, 2023 @ 11:15am 
Understood! Thank you.
retrograde_orbit  [author] 23 Sep, 2023 @ 9:36am 
Unfortunately that is correct, as far as I'm aware.
A script that sets weapon ranges on NPC grid spawn would be required to fix the issue.
<#690b04>0micron 23 Sep, 2023 @ 9:29am 
Hello! I think this has been asked, but this mod does not affect any NPC weapons right? An enemy spawning from MES or EEM wouldnt have 2 km range by default?
retrograde_orbit  [author] 2 Aug, 2023 @ 8:33pm 
Yep, this mod should always work unless Keen does something really drastic with turret targeting.
NightWolf 2 Aug, 2023 @ 7:18pm 
Does this still work?
retrograde_orbit  [author] 6 May, 2023 @ 5:13pm 
Fixed weapons aren't affected, e.g. a vanilla fixed artillery cannon would already go out to 2000m with or without the mod.
[AiR] Le0_gAiR 6 May, 2023 @ 3:57pm 
oh ok :) was thinkig it only affets the turreted versions ^^ because u know ... the mods name :P but good to know all weapons are affected :) thanks for the answer
retrograde_orbit  [author] 6 May, 2023 @ 3:17pm 
I don't quite follow, fixed weapons already fire out to the maximum range of turrets in this mod.
[AiR] Le0_gAiR 6 May, 2023 @ 3:05pm 
is there any chance u make a range mod for the non turreted versions?
Sensational Being 20 Jan, 2023 @ 12:52pm 
Ok, I'll try. Thanks a lot for giving me something to work with.
retrograde_orbit  [author] 20 Jan, 2023 @ 12:44pm 
You could try "Projectile" instead, unfortunately no clue if that works though.
Sensational Being 20 Jan, 2023 @ 12:26pm 
Alright, thank you. Just to be certain we're clear, the mod doesn't need missiles edited. I'm not sure what the other weapons initially based themselves on before the update. Some barrow the gatling gun model, but there are three other variants with different shooting speeds.

So is there an alternative suggestion to the word "Missile" in the tag?
retrograde_orbit  [author] 20 Jan, 2023 @ 11:37am 
Yes, I'll give an example for the vanilla rocket projectile. You'll need to edit ammos.sbc and add the <MissileGravityEnabled>false</MissileGravityEnabled> tag to all missile type weapons. Gatling type weapons cannot have their drop enabled as far as I know, but I'll look into it sometime soon.
retrograde_orbit  [author] 20 Jan, 2023 @ 11:37am 
<Ammo xsi:type="MyObjectBuilder_MissileAmmoDefinition">
!...many lines skipped...!
<MissileProperties>
<MissileMass>45</MissileMass>
<MissileExplosionRadius>4</MissileExplosionRadius>
<MissileModelName>Models\Weapons\Projectile_Missile.mwm</MissileModelName>
<MissileAcceleration>600</MissileAcceleration>
<MissileInitialSpeed>100</MissileInitialSpeed>
<MissileSkipAcceleration>false</MissileSkipAcceleration>
<MissileExplosionDamage>500</MissileExplosionDamage>
<MissileTrailEffect>Smoke_Missile</MissileTrailEffect>
<MissileGravityEnabled>false</MissileGravityEnabled> <!--This is the tag.-->
</MissileProperties>
</Ammo>
Sensational Being 20 Jan, 2023 @ 11:18am 
Is it easy to learn how to remove projectile dropping? There's a Star Wars weapons mod that used to shoot straight, but since Warfare II doesn't anymore (except the missiles) and it drives me crazy.
retrograde_orbit  [author] 19 Jan, 2023 @ 7:11pm 
Here it is, this took far too long for me to get around to, but it's done.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2920655311
AdmiralTrout | Repeat.gg 12 Jan, 2023 @ 4:15pm 
<3
retrograde_orbit  [author] 11 Jan, 2023 @ 9:24am 
:steamthumbsup: I'll make a version without the drop removal in the next few days.
AdmiralTrout | Repeat.gg 11 Jan, 2023 @ 8:39am 
i wish there was a version if this that didnt remove drop xD it would be perfect for my purpose then
retrograde_orbit  [author] 8 Jan, 2023 @ 5:46pm 
Yes, as stated in the description.

• SG Turret Controller 600m -> 2000m
• LG Turret Controller 800m -> 2000m
S1ngularity 8 Jan, 2023 @ 1:36pm 
Does this also apply for the custom turret control block?
RoboPenguin 5 Apr, 2022 @ 4:49pm 
@watermelon_guy What is the link to your bug report? I'd love to give it a thumbs up as I think its one of the most annoying issues currently facing weapons right now.
Reaper95 1 Mar, 2022 @ 7:47pm 
Does this also do modded weapons too? I love using the Vulcan but the distance is now 800m in game
Darkaiser 24 Feb, 2022 @ 9:36pm 
This makes bad guys MUCH more dangerous if they have Warfare guns!
Star_Kindler 19 Feb, 2022 @ 5:28pm 
I was going to have to use Weaponcore if i wanted to do any PvE in this game again, until I saw this mod. Thank you. It is people like you who make SE worth playing.
ConTaGious 18 Feb, 2022 @ 5:17pm 
Gotcha. Thanks for the response. I may actually increase the projectile speed of the ammo, which i'm pretty sure would reduce the bullet drop.
retrograde_orbit  [author] 18 Feb, 2022 @ 4:05pm 
This mod disables projectile drop on the rifles but I don't remember if it actually worked, I believe all non-missile weapons are hard coded to have projectile drop.
ConTaGious 18 Feb, 2022 @ 4:02pm 
But I think I may use this or part of it. Do you by chance know if character rifles can also be edited, in terms of projectile drop?
ConTaGious 18 Feb, 2022 @ 4:01pm 
I've been unhappy with the bullet drop mechanics. Disregarding the issues that some turrets have with the AI not adjusting for it, I still think there is too much drop. Imo, Keen should either increase projectile speeds or reduce the affect gravity has on them.

I submitted a feedback ticket a few days ago if anyone agrees and wants to express that by giving it a thumbsup ;)
https://support.keenswh.com/spaceengineers/pc/topic/23383-bullet-drop-should-be-proportionate-to-the-games-projectile-speed-i-e-less-drop
WolfeR 18 Feb, 2022 @ 12:25pm 
I love you
watermelon0guy 17 Feb, 2022 @ 12:22pm 
The fact that the lead indicator does not take into account gravity for the assault cannon, artillery and railgun is a bug. My bug report was reviewed and sent to the development team. When I saw this mod, I thought it would just fix this bug. Unfortunately, it just gets rid of the effect, not the cause
Darkaiser 16 Feb, 2022 @ 8:09am 
You are nominated for SAINTHOOD!
Julia 15 Feb, 2022 @ 4:45pm 
Have seen now that the autocannons also still have drop. But big guns still fine :D
Julia 15 Feb, 2022 @ 4:26pm 
Ok thanks honey :D
Thanks lot for helping
retrograde_orbit  [author] 15 Feb, 2022 @ 1:10pm 
@Julia
Hm, sorry, not sure what to do - seems like gatling projectiles may be hard coded to always have bullet drop.

@Maz
WeaponCore is an entirely different system, so neither this mod nor any other mod not explicitly labeled as WeaponCore will affect it.
Master_117 15 Feb, 2022 @ 11:15am 
Take My Points:steamhappy:
Master_117 15 Feb, 2022 @ 11:14am 
AWESOME I Was Hoping Somebody Would Do This Thank You:steamhappy::steamthumbsup:
Maz 15 Feb, 2022 @ 7:55am 
Anyone know if this works with the WeaponCore - Replace Vanilla Weapons mod?
Julia 15 Feb, 2022 @ 5:28am 
I had set it to false.
For example i show you how it looks here:

</Ammo>
<Ammo xsi:type="MyObjectBuilder_ProjectileAmmoDefinition">
<Id>
<TypeId>AmmoDefinition</TypeId>
<SubtypeId>LargeCaliber</SubtypeId>
</Id>
<BasicProperties>
<DesiredSpeed>1000</DesiredSpeed>
<SpeedVariance>0</SpeedVariance>
<MaxTrajectory>2500</MaxTrajectory>
<BackkickForce>200</BackkickForce>
<PhysicalMaterial>GunBullet</PhysicalMaterial>
</BasicProperties>
<ProjectileProperties>
<ProjectileTrailScale>0.1</ProjectileTrailScale>
<ProjectileHitImpulse>2</ProjectileHitImpulse>
<ProjectileMassDamage>90</ProjectileMassDamage>
<ProjectileHealthDamage>33</ProjectileHealthDamage>
<HeadShot>true</HeadShot>
<MissileGravityEnabled>false</MissileGravityEnabled>
</ProjectileProperties>
</Ammo>
retrograde_orbit  [author] 14 Feb, 2022 @ 7:56pm 
Did you set the tag to <MissileGravityEnabled> true </MissileGravityEnabled>, or did you set it to false ? I only sent the true tag so it could be found in a search. Setting it to false will disable drop - I didn't really word my first message right.
Julia 14 Feb, 2022 @ 7:50pm 
I tried to add the gravity thing into <SubtypeId>SmallCaliber + PistolCaliber + LargeCaliber + the others but still drops. Maybe u or i find it out one day. Don't stress :) And thanks again very much :D
retrograde_orbit  [author] 14 Feb, 2022 @ 7:40pm 
Huh, didn't think that gatlings had drop. If it has the no gravity tag removing it might fix it (or vice versa, not sure what you have atm), or it may be hard coded into gatling type weapons which would be odd but not unexpected with this update. Next time i'm on SE i'll test all of this - i haven't messed with the vanilla weapons all that much recently and its mostly been with the new guns.
Julia 14 Feb, 2022 @ 7:30pm 
Ohh yes. Thank you. For big guns its working but not for the gatlings? Testing one with bullet range 2.5km but they are droping. Any hints?