Space Engineers

Space Engineers

XMA-41 Guardian PDS
93 Comments
Killerbee77  [author] 10 Oct, 2023 @ 10:12pm 
Been awhile so not really to sure.
jokerace45 10 Oct, 2023 @ 8:00pm 
This looks really nice. How many Guardian PDS are you using in your demo vid there?
Killerbee77  [author] 22 Sep, 2023 @ 11:46pm 
Had someone else look at the weapon specifically but he couldn’t find anything weird with it either
Killerbee77  [author] 22 Sep, 2023 @ 11:45pm 
I’ll send it to the author but I don’t think there’s enough info to really get an idea of what’s wrong
DRAKCORE 22 Sep, 2023 @ 2:41pm 
Okay haven't gotten the same error, but with me cleaning up the server plugins and going over all the logs. Getting the following error spammed in the Keen.log file.

at AnimationEngine.AnimationEngine.TickObject(CoreScript script, Int32 time)
23:18:02.6131 [DEBUG] Keen: AnimationEngine: Object reference not set to an instance of an object.
23:18:02.6665 [DEBUG] Keen: AnimationEngine: Error while ticking a block from mod '2858282587.sbm'
23:18:02.6665 [DEBUG] Keen: AnimationEngine: Boolean InitSubpart(AnimationEngine.Core.Subpart)
23:18:02.6665 [DEBUG] Keen: AnimationEngine: at AnimationEngine.Core.CoreScript.InitSubpart(Subpart subpart)
at AnimationEngine.Core.CoreScript.Tick(Int32 time)
Killerbee77  [author] 21 Sep, 2023 @ 9:17am 
Yeah just lemme know if you get it again. Seems like a rare occurrence
DRAKCORE 21 Sep, 2023 @ 6:43am 
Not entirely sure why it did bug out in the first place. I can send you the Keen log if you want.
But so far, hasn't occurred again, so maybe put this on hold until it occurs again.
For WeaponsCore I'm using the following.

WeaponCore - Replace Vanilla Weapons
WC - XMA-41 Guardian PDS
WC- VXM-08 Multi Launch Missile System
WC Handweapons
MA WeaponCore Weapons

And of course using Defense Shields - v2.2(8)
Killerbee77  [author] 20 Sep, 2023 @ 7:58pm 
So its not something easily repeatable? I got a few people lookin at it to see if its something about the way the weapon is setup or if its the engine itself but not sure if it will yield any results if its a rare event
DRAKCORE 20 Sep, 2023 @ 6:52pm 
Taken a look. The AnimationEngine.log is empty, even checked the previous backups.
This is on a server running on Torch.
The bug only occurred once so far.
Killerbee77  [author] 20 Sep, 2023 @ 5:47pm 
So this is from the Keen log and not the animation engine log correct? If so would it be possible to get the animation engine log as well?
Killerbee77  [author] 20 Sep, 2023 @ 5:45pm 
ill look into it thank you
DRAKCORE 20 Sep, 2023 @ 12:13pm 
Random bug. It spammed the Keen log file within 2 hours making the file bigger than 1GB.

at AnimationEngine.Core.CoreScript.Tick(Int32 time)
at AnimationEngine.AnimationEngine.TickObject(CoreScript script, Int32 time)
22:27:23.8619 [DEBUG] Keen: AnimationEngine: Object reference not set to an instance of an object.
22:27:23.9121 [DEBUG] Keen: AnimationEngine: Error while ticking a block from mod '2858282587.sbm'
22:27:23.9121 [DEBUG] Keen: AnimationEngine: Boolean InitSubpart(AnimationEngine.Core.Subpart)
22:27:23.9121 [DEBUG] Keen: AnimationEngine: at
Killerbee77  [author] 3 Mar, 2023 @ 9:13am 
These only target missiles, players, and meteors.
Mercury 3 Mar, 2023 @ 5:02am 
Not sure if this was mentioned previously, but it seems that these do not currently target grids within their range of 2500 even though there is an option to have them do so in their settings. I'd hope they target everything and anything apart from missiles only, if I wanted them to - and from a minimum distance of 0 or 1.
Killerbee77  [author] 23 Feb, 2023 @ 6:13pm 
Its the MinDistance. Its set to 75 for missile targeting reasons but I forgot wolves and spider spawn pretty close to the player so it causes it to not target them
Daggerrinski 23 Feb, 2023 @ 10:08am 
Ok they work now... but i dont really know why.

I changed 2 things first i went into the workshop folder and changed in PDCTurret_WeaponPart.cs the targetdef Threats to include grids, neutrals and changed the MinTargetDistance from 75 ro 15.
second i took out another weapons mod so that only your modpack and weaponcore was in the save.

and right after loading in the turrets wnet brrrt to kill a wolf right next to that i did not even notice was there, i saved, closed the game lookt into the file again changes were still there and changed the targetdef back so what it was.
loaded in again and after a long wait the next wolf that ran to me was shot.
so either the game/mod is playing with me, the other weaponpack made shenanigans or the mindistance had something to do with it )because the wolves might had snuck in and then were to close for the turret.
Killerbee77  [author] 23 Feb, 2023 @ 6:55am 
Unless you made local files I don't think any changes you make will take effect. ill ask some people and see
Daggerrinski 22 Feb, 2023 @ 9:42pm 
there is and its on.
i dont have much knowled with modding but i tried looking into the scriptfiles and added neutral to the targetdef for now to test but can only test that after work today... maybe it helps maybe not.
Killerbee77  [author] 22 Feb, 2023 @ 5:45pm 
They are set to target characters as well but I guess wolves and spiders don’t fall under that. Is there not a target biologicals option in the control panel?
Daggerrinski 22 Feb, 2023 @ 1:16pm 
I like the look and Love the sound... but is there a way to make them target wolves/spiders too ?

Working next to my truck and getting swarmd without them giving any about it is a bit of a downer.
Killerbee77  [author] 20 Jan, 2023 @ 6:56pm 
@McCloud Jr I have fixed the issue
Paul_FoxGaming 5 Jan, 2023 @ 3:33pm 
the gun make brrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr
Killerbee77  [author] 17 Dec, 2022 @ 1:35pm 
Sounds interesting
McCloud Jr 17 Dec, 2022 @ 12:07pm 
Oh we just have a handful of aggressive NPC mods and I may have a high environment hostility

He's was a little worried when I showed him the mod listing
Killerbee77  [author] 17 Dec, 2022 @ 11:03am 
Yeah it’s not to much of an issue as long as it does it’s main purpose. What happens in the nightmare scenario?
McCloud Jr 17 Dec, 2022 @ 4:53am 
Far enough at least it does what its main purpose is and that's taking down missiles. So I can work my way around it.

Haven't tested it with meteors yet, but here's hoping that keen bug doesn't affect that.

Anyway thanks for looking into this, my friend and myself using several of your weapon mods for playing a nightmare scenario.
Killerbee77  [author] 16 Dec, 2022 @ 9:03pm 
He replied back with just "keen" so take that as you will I suppose
Killerbee77  [author] 16 Dec, 2022 @ 8:48pm 
Did a little testing myself and got some weird results. No damage like you said BUT if you copy paste the grid it will show damaged blocks from where it got hit. Gonna go ahead and say this isn't a bug I can fix on my end and its an issue with weaponcore. So I will let darkstar aware of the issue
McCloud Jr 16 Dec, 2022 @ 6:55pm 
after deleting the mod within the folder

reloading the world

and turning the small grid into the space pirate faction

The Guardian still does no damage to grids
McCloud Jr 16 Dec, 2022 @ 2:51pm 
I put multiple reloads into a small grid chunk and there was no damage.

the rounds where not going through it more like the armor was acting like a black hole

I'll try again by deleting the mod folding and forcing a re-download. That might fix it. I'll make another comment if it does it again or if the problem is fixed
Killerbee77  [author] 16 Dec, 2022 @ 8:40am 
It should be able to damage anything but it won't track everything. It targets only missiles,people, and meteors
McCloud Jr 16 Dec, 2022 @ 2:55am 
ok stupid question

I'm testing this out before I start in a world with it and have noticed something interesting or maybe its a bug

This weapon doesnt damage grids Station, Large Grid, Small Grid


So finally to my question; Does this weapon only damage missiles leaving grids unharmed or is this a bug?
DaFarmbot 4.0 1 Dec, 2022 @ 1:57pm 
I dont like using modded weapons because they tend to change the balance of the game too much. But this... this thing is perfect. It doesn't do too much damage to the point of being OP, but it still does plenty to deal with missiles. Perfect. Love the work Killerbee has done!
der Williams 26 Nov, 2022 @ 6:00am 
The Aryx ones, the whole setup is very expanseish, using the retractable MCRN PDC right now, but they stick out very much, always that close call between enough and crowded ; ) Thx for reply : )
Killerbee77  [author] 25 Nov, 2022 @ 9:09am 
Hmm not sure. I may add a bigger upgraded kinetic pdc in the future. I was pretty ok with the damage as I didn't wanna make it to good and then nobody use the APES pdc. What missiles are you using with it?
der Williams 25 Nov, 2022 @ 2:27am 
Hi, I really like those PDC so far, they look nice, they dont mess your whole design, and they sound really cool.
The only thing that bothers me is their damage is so low, that when using them against some if not most mod missiles they take so many shots to destroy a missile that they stop being a viable option.

Do you see a way to increase that damage a bit ? Would be awesome ; ) anyway thx for your work o/
Killerbee77  [author] 31 Oct, 2022 @ 3:47pm 
Yeah its based on the ammo itself not the weapon firing it.
DMMWolf 31 Oct, 2022 @ 3:40pm 
So Damage is based on the ammunition and not the weapon then? That's what I figured the answer was I just wasn't sure.
Killerbee77  [author] 30 Oct, 2022 @ 8:48pm 
All weapons I have rn are currently in the TIO Weapon Pack. If I use the gat ammo then I can't edit it in anyway without it also effecting the gatling turret. My ammo for my three weapons use specific damage modifiers and some settings the gats don't use
DMMWolf 30 Oct, 2022 @ 3:02pm 
I notice a lot of people do that adding and making their own ammo for weapons like these. I am surprised more don't just use the vanilla Gatling ammo for weapons so similar in design. Is there a specific reason you don't?
DMMWolf 30 Oct, 2022 @ 2:58pm 
ok I figured it was something like that. Is this weapon included in your TIO weapon pack at all?
Killerbee77  [author] 30 Oct, 2022 @ 8:32am 
I made the Auto Cannon, Thunderbolt, and PD use the same ammo in a update to try and remove the amount of different ammos. I have more weapons coming out and don't want the ammo area in the assemblers to be a giant confusing mess so I am trying to compress where I can
DMMWolf 30 Oct, 2022 @ 4:23am 
ok out of curiosity. Why do you have this requiring Vulcan Auto Cannons.
Killerbee77  [author] 24 Oct, 2022 @ 8:42am 
Nah I didn't base it off anything. Just my own imagination
Fullercloth2201 23 Oct, 2022 @ 9:32pm 
did turn out to be a mod problem, works now perfectly fine, did you base the model off of the AK-630?
Killerbee77  [author] 23 Oct, 2022 @ 8:15am 
Sure you can modify it locally. I expect it will shred small grid unless you lower the small grid damage modifier
HateDread 23 Oct, 2022 @ 6:49am 
Hey Killerbee, this is my favourite turret of all; love it. The sound is awesome! If I wanted to modify it locally to also target e.g. small grids, is that possible? I don't get attacked with missiles often enough and I miss hearing the gun firing.
Killerbee77  [author] 22 Oct, 2022 @ 7:25pm 
Everything seems to be working as it should and its targeting everything. Are you using any other weapon mods? Also make sure you don't use separate uploads and the pack at the same time
Fullercloth2201 21 Oct, 2022 @ 4:23pm 
Ok thanks :steamthumbsup:
Killerbee77  [author] 21 Oct, 2022 @ 1:53pm 
Alrighty I’ll test it later and see what’s up. I think wc had a update so it may of changed something