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Hmm that's an interesting report, will have a look into it.
> Root cause:
> - around February 2025 or before, Steam added support for zstd compressed depot chunks, cf. https://bsky.app/profile/xpaw.me/post/3lifcxm5bfc2p
> - on 11 July 2025, Steam workshop presumably started saving new content as zstd compressed chunks
> - Space Engineers dedicated server ships old steam DLLs (version 7.26.91.55 from 22 October 2023), which appear too old to support the new chunks format, and so started failing when downloading them
>
> Short-term fix:
> - the steam DLLs to update are: steamclient.dll steamclient64.dll tier0_s.dll tier0_s64.dll vstdlib_s.dll vstdlib_s64.dll
Replace these files in your torch folder from your local client folder or force the server to update
Sorry got a little sidetracked with RL stuff, the launchers should have enough cargo capacity now
oh forgot about those XD, i'll see about pushing a capacity fix out in a bit
i got a big list stuff planned for aircraft weapons, B2 multi ordinance launcher has gone into testing. and planning new multi ammo launchers for aircraft mounted weapons
ie one launcher can fit different ammos for different purposes, so you don't have to rework builds to use specific missile types etc
- the UKSK-M launches anti-ship missiles these are designed for surface targets
- The tomahawk is the same case.
i forgot, are you using this pack in a naval or space setting?
hmm they are designed for atmo, as all anti ship missiles ( not finished all of them ) have surface / seaskimming flight paths.
not sure how well that would work in space. If i get a moment of spare time i'll have a quick test in space and see if i can tweak it a bit.
i am working on a space naval pack but only got a railgun somewhat done and vls for it atm.
if they go straight up it might be a case of the weapon didn't get its target data quick enough from the radar panel
are you using them in space or in atmo?
certain nato missile launchers require a radar that operates on the nato channel
and visa versa for the ussr ones.
apart from that they work just like any other static weapon core launcher:
- select target
- fire weapon via mouse or key trigger
( you can set key or mouse fire in the weapon terminal, by default this is set to AI. I generally put it on key toggle )
i'll see about adding a little guide here for the missile and torpedo launchers.
Thank you for the Link! That'll be very helpful for my personal naval builds.
As for the p-700s - whenever you have them ready I will be very excited. I can wait though so no pressure. I know you have your own stuff to do.
- the p-700 are on the list just very early draft stage still but coming
- the 8inch my friend happened to have added one to his modern naval mod recently
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3057373987
hope that keeps you entertained for a bit ;)
shipradar for surface vessels
submarine radar for subs
push a minor attempt at a fix, wasn't able to quickly replicate the issue myself but maybe putting the audio type in the right audio category might solve the issue.
is it just the bigger missiles or the smaller ones as well ?
i'll have a look at the audio, might have fumbled a switch.
All missiles and torpedo have had their real life weights added
This to make having ammo cost space and apply weight to your ship, also making it a choice on total ammo you bring into a fight.
The aim of this pack is a bit more towards naval simulation.
I had to exclude some of the updates to missiles just due to time constraints and wanted to get the torps and asw bits out in the world but planning to push some of the new flight path logic to all the other missiles in the next week as well
Got a couple more launchers for the ussr side of things in development, they wern't quite ready yet.
I might prepare a modadjuster template for the more arcade level settings.
We got lift off!!
Let me know if stuff needs tweaking a bit, the torpedo have a surface and ASW mode.
Make sure to select the right one for your target.
just need to finish some sbc stuff and some other minor tweaks
Update 0.8.1 will include:
- 155mm AGS
- 3k95 Khinzal SAM VLS
- AK-100
- Kashtan-M
- RUR-5 Asrock ( requires sonar )
- MK-46 30mm
- Oto Melara 76
- RBU-6000 ( requires sonar )
- MK-32 Triple torpedo launcher ( right and left version ) ( requires sonar )
- MK-48 Submarine torpedo tubes ( requires sonar )
- P-15 Termit Launcher ( R and L version )
- MK-36 SRBOC Chaff launcher
- Canto Decoy ( torpedo counter measures )
a bunch of rebalances on missiles, reworked seaskimming, texture/model reworks
New sonar blocks for both surface and submarines, these are required for torpedo and asw systems to get target data. Both blocks can be build into a hull and still provide target data, up to 2 blocks deep.
im close just working on the last tweaking and model work, expecting to get it all sorted within a weeks time
The ICBMs will be a bit later in the year, the original plan relied on a wc feature that was in progress but has been canned since.
Originally there was a feature in the works that allows grids to link up via a secured datalink in wc (function currently used for radar blocks but only works on the local grid)
Plan was to have a plane be able to fly to a target and designate a target for the ICBM but development on that feature got canned so put it on hold.
for now just got a whole stack of cold war era weaponry almost rdy to release in the next big update.
Sorry for the late reply, missed your comment.
not quite sure, as the radar blocks just detect and if the ai has a target selected that target will be sent to the vls blocks to fire upon
Not atm they are private builds i got permission to use as a thumbnail
the space version will be a fair bit of simular weapons, bit more futuristic to match the theme but better tweaked for space usage. It be part of the core weapon mods for a new space naval server im working on.
this is easily the best weapon mod for se
VLS require some manual input, the stand alone ones don't require a radar system
the other ones do. I need to get a min to update the ws page a bit with better details as i pushed soo many updates to various mods the last couple months that i havn't took a break to update everything properly on the ws page.
While the pack is designed for watermod based naval warfare it should work fine in space, although i got a space variant of the pack in the works as well.