Space Engineers

Space Engineers

TOs Combat Tweaks Plus
13 Comments
troubled_offspring  [author] 25 Feb, 2024 @ 2:00pm 
@Commander Beaver - you can but it will only change the speed when fired, acceleration is hard coded in the homing script. i had to do this to prevent massive frame drops when the game was calculating the lead indicator
@Ceadias - Torpedoes are meant to be slow, this allows balancing and the modified gatlings to shoot them down. If they are faster they get past point defences and become majorly imbalanced. Load time is also painful for balancing and performance reasons, this makes it so they are a volley style weapon and gives reason to use other turrets. prevents easy missile spams and keeps the homing vector calculations down.
@TheRebornAce Sounds like a keen bug, im fairly new to modding so getting around a keen bug would be very time intensive, i would imagine they will fix this at some point
Commander Beaver 18 Feb, 2024 @ 1:09pm 
@Ceadias it's possible to modify in the Torp_Ammos.sbc
Ceadias 26 Jan, 2024 @ 1:45pm 
Hey, love this mod. It's the closest thing to "The Expanse" without venturing into weaponcore. Btw, is there a way to increase the missile velocity as I'm using a speed mod and decrease the missile reload time?
TheRebornAce 24 Jan, 2024 @ 8:58pm 
It seems this mod affects the "Aim at Sun" option of the CTC. Every time i load a save, the CTC will not track the sun even though it is set to. I would have to turn off then back on the option for it to track the sun. This issue only occurs when the save first loads up and after i make the reset then does it track the sun again.

I thought it might be my other mods conflicting. But after testing on a new vanilla world, with just Build Info installed with it, the bug still appears.

I notice this same bug for any mod that affects the CTC AI range. I hope this can be fix? I really do like the options it provides. Luckily its nothing game breaking but kinda annoying everytime I load up my save and have to turn off and on again.
troubled_offspring  [author] 10 Dec, 2023 @ 7:26am 
i just tested my mod only, weapons LG grid weapons are 2.5-4km and ranges auto set to max so its all working properly. Check for other mods that make any changes to weapons, as they may have their own cubeblock or Ammo .sbc file that overwrites my changes
kitsu.eb 7 Dec, 2023 @ 3:53pm 
You say "Turret ranges and projectile speed increased" but it seems like all my LG turrets are limited to 800m? (Part of the Keen rename issue?)

Otherwise I really like all your changes, makes early defense feasible.
maxdean02 10 Oct, 2023 @ 11:38am 
So.... about that survival balancing..... can you shed some light on that?

I was playing with it in survival and noticed that the missiles and artillery shells still require uranium. Have you considered removing those requirements?
maxdean02 8 Sep, 2023 @ 8:50am 
How is it in survival? You said it needs survival balancing, but is it still usable in vanilla atm?
wingmaster 31 May, 2023 @ 5:44am 
still looks cool though :selike::clang:
troubled_offspring  [author] 30 May, 2023 @ 7:54pm 
i spent alot of time getting the torpedo effects to work the vanilla game lol FYI the current torpedo is about half the power of what is seen in the video. it was a little big game breaking with that much power in one little warhead lol may make more nuclear tipped options in the future
troubled_offspring  [author] 30 May, 2023 @ 7:51pm 
Its a standalone, It already Includes the previous mod so using both would cause problems as i have changed a few things. I Called it plus because i added a weapon to this one instead of just tweaking vanilla one
Hotaro 30 May, 2023 @ 4:07pm 
Would have to see the rest of the mod to sub. The torpedo is very interesting tho. Maybe think about doing a weapons pack mod.
wingmaster 30 May, 2023 @ 6:24am 
is this a sub mod (say i need to download the original mod) or is this a all in one?