Space Engineers

Space Engineers

Large Ship Sniper (Dx11)
210 Comments
Laffyistired 13 Apr, 2020 @ 9:51am 
@kenja please update
Wallard 7 Mar, 2020 @ 5:23pm 
It really is kinda strange this mod never got added to the vanilla game..
SultonMRP 24 Apr, 2019 @ 9:23am 
So does this still work?
Vinier McNuggNugg 8 Dec, 2018 @ 9:08pm 
Did they take down the large ship cannon mod?
=|[T.K.]|= Point Blank 2 Dec, 2018 @ 5:42am 
Is it possible this mod breaks some of the physics ? The large ship sniper itself creates a wierd gravity well. And it seems to change the hitbox of other turrets as well
TheAngrySquirrel  [author] 30 Nov, 2018 @ 3:40pm 
Actually, this mod is mostly just old, it was one of the very first weapon mods released after Keen unlocked weapons so we could mod them. At that point, configs, scripts, etc. weren't even a thing yet
TheAngrySquirrel  [author] 30 Nov, 2018 @ 3:38pm 
nope, no configs, no scripts, this mod is old-school, nothing but block and weapon definitions, with models and textures added.
u2020bullet 28 Nov, 2018 @ 6:42am 
Hmmmm, anything above about 650-ish (don't know the exact distance) makes the shot disappear. And since i'm running Modular Encounters, some of the ground bases and ships have larger range. Is there a config file included that i can look into to see if i can change anything?
TheAngrySquirrel  [author] 28 Nov, 2018 @ 5:57am 
If it's range is currently the same as vanilla weaponry, then it's likely a bug in the game, as I set its range to something like 5x the range of the vanilla turret I based it on.
u2020bullet 27 Nov, 2018 @ 5:29am 
I must say, this mod is a wonderful idea, but it's not much of a sniper since it has the same range as basic vanilla weaponry. The accuracy is good, but something needs to be done about the range.
Aluxes 22 Apr, 2018 @ 8:04pm 
does no damage at all?
Netts 6 Oct, 2017 @ 5:28am 
What's the range of these?
TheAngrySquirrel  [author] 26 Feb, 2017 @ 10:50pm 
@Aeyos no, i think something may have gone haywire with the physics export, as what i see in that screenshot looks like the physics models, only distorted badly . It's also possible that Keen has finally updated SE to use the newer version of Havok I asked them to consider almost 3 years ago, because what they were using was so far out of date i had to jump through a ton of hoops to export models for it, as there was no kit old enough to export for that version of Havok available for my version of Max. If they have, indeed, updated to the newer version of Havok, then I'll have to go back and refactor my physics models to match, but i have no issue with doing that, and might just update the gun to match the newer vanilla models.
emphasis on might .
Aeyos 26 Feb, 2017 @ 10:12pm 
No problems, just thought I'd let you know what's happening. Also, this seems to only affect voxel collision, this does not apply to other ships, weirdly enough. I Really have not idea what is going on, perhaps recompiling the source models to mwm with the newer mwmbuilder might solve the issue.
TheAngrySquirrel  [author] 26 Feb, 2017 @ 9:33am 
@Aeyos I'll have to look into that, it might explain some of the odd behavior I've been seeing.
It should not have that massive collision, and since I haven't changed the collision at all since the original version of the mod, this indicates that Keen changed something about the way the data is interpreted, and now I need to figure out what they broke.
Thank you for reporting that, it might just help me fix this mod and others as well.
Aeyos 25 Feb, 2017 @ 12:54pm 
Aeyos 25 Feb, 2017 @ 12:29pm 
The primite drawing in debug shows a massive collision box
TheAngrySquirrel  [author] 21 Jul, 2016 @ 8:27pm 
@JakeArts Ok, so, I logged into that server, and it doesn't even seem to be using this mod, as none of the ammo types/Icons included in this mod show up in the assembler, but the corresponding ones from some other mod do.
This is a lovely example of why copying someones mod without permission is a crappy thing to do, because now i have bug reports for bug in someone else's copy of my mod.
Jerk 21 Jul, 2016 @ 4:40pm 
I am using the large version.
Jerk 21 Jul, 2016 @ 4:39pm 
I got it to work with the High Speed-Low damage ammo.
I want to use the low speed-High damage ammo but its not recognise it.
I am playing on a server WestUS Astro PvP and it has 17 mods
TheAngrySquirrel  [author] 21 Jul, 2016 @ 10:47am 
@JakeArts Ok, with two people now having the same issue, you have a little more of my attention.
If both of you would be so kind as to list the other mods you are using, i'd like to check for mod conflict.
There are, unfortunately, a few other mods that are including these weapons without authorization, and crediting someone else with having created them (I'm not happy about this, but that's another discussion).
The problem with them including these guns, is that they haven't changed the block IDs, so you get overlap, and they have theirs defined to use a different ammo type, so if you have both mods, it varies from one save to the next which ammo a given gun will accept.
Jerk 21 Jul, 2016 @ 5:15am 
Well I had the same problem, it wont load even with ammo, I went and modifyed my ship just to connect it to the ocnveyor system and it still says {no ammo} thins makes me super angry cuz this is the one weapon I wanted most.
I dont know if this has anything to do with it but my interior turrets wont let me put ammo in them, no inventory access, super anoying.
CDC 24 May, 2016 @ 12:42pm 
could you update the picture gor the mod?
TheAngrySquirrel  [author] 18 Apr, 2016 @ 3:42pm 
Dx11 update is done.
As a side note, Keen has once again done something that broke my collision models, so these have strange collision, as a side effect, you can fly 'through' parts of the model, doing so is inadviseable however, as you will almost certainly get 'stuck' inside the model, with only one viable direction to exit, usually the side used to 'place' the block.
Diecy 31 Mar, 2016 @ 5:43pm 
yes i was using the correct ammo.
TheAngrySquirrel  [author] 31 Mar, 2016 @ 11:14am 
@Diewoe are you certain that you're using the correct ammo? As stated in the description, the large and small snipers have different ammo, and neither will take the other's ammo.
Please double check this, and if you are, indeed, using the correct one, let me know, and i'll see if I can figure out what's wrong.
Diecy 31 Mar, 2016 @ 2:39am 
having a issue with this large ship sniper gun. Even with ammo in it, it says no ammo and i hear a clicking noise. ????. Yes it has conv. to it also.
NeoAcario 27 Jan, 2016 @ 6:37pm 
NeoAcario 26 Jan, 2016 @ 4:38pm 
Love ya! I'm waiting will bells on for it!! This is one of the most balanced canon/sniper mods I've ever used. Eagerly awaiting the DX11 update!
TheAngrySquirrel  [author] 19 Dec, 2015 @ 8:56am 
Until recently the DX11 conversion tools would not function on my computer, as they were rather badly written and incompatible with several versions of python, they've only recently started working for me, and i do have other responsibilities. That said, yes I am working on dx11 support for all of my mods when i can.
RodGer 19 Dec, 2015 @ 7:19am 
dx11 ?
Cudg 31 May, 2015 @ 5:45pm 
This mod is fantastic! Consider dx11 if you find the time
Franco 30 May, 2015 @ 3:44am 
dx11? ETA?
BlackRedDead 8 Apr, 2015 @ 6:47am 
hehe, i see you are the creator of the turret models too^^
so the question goes for them too - will link to all 3 ofc! ;-)
another question, may you like to model a large ship static gatling gun? :-) (with 6tube barrel instead of the smallships 3tube barrel^^)

another idea is to resize the rocket launcher models and simliar rockets (1 smaller for the ss rapid rl & 1 larger for the ls manual loaded 4 shot rl ;-)
so that you have a rapidfire rl with small rockets that also can pass trough small conveyor systems and reload the small rapidfire rl but with decent damage & a large manual loaded 4 shot rl with bigger rockets wich deal quite a punch!^^ - i search for coresponding date for the balance of a second type of missles so that they dont bypass the ingame ones!
BlackRedDead 8 Apr, 2015 @ 6:32am 
okay, released my mod - Sniper Gun - Merged Round + Rebalance
can i add your large ship model?
BlackRedDead 8 Apr, 2015 @ 3:28am 
hey, can i use your large ship model for a rebalance reupload?
NeoAcario 8 Mar, 2015 @ 11:34am 
@Ahoukenja

Since you seem to value the vanilla art style and balanced weapons... would you take a moment to glance at a mod pack request I made in the forums? I really do think it would become the most popular thing in the workshop.

https://steamhost.cn/steamcommunity_com/workshop/discussions/-1/617329797182745299/?appid=244850
NeoAcario 6 Mar, 2015 @ 11:24am 
@Ahoukenja
Awesome, thanks!
TheAngrySquirrel  [author] 4 Mar, 2015 @ 2:27pm 
@NeoAcario I've added the IDs to the mod description, so others won't have the same issue.
NeoAcario 4 Mar, 2015 @ 1:29am 
@Ahoukenja
What are the ID names for the ammo types? I'm trying to use the auto inventory mod.. and I can't figure out the names on the 4 kinds of ammo. A little help?
NeoAcario 26 Feb, 2015 @ 4:45pm 
I'm most surprised that not one of the other 18k subs has an opinion on this matter...
NeoAcario 25 Feb, 2015 @ 5:22am 
@Ahoukenja
Let me just thank you for even considering it. So many people consider their mods sacrosanct and won't even consider changes.

I actually think changing the slow/hard hitting ammo to something like a nickle plated DU core round would be a good idea. Again, not asking for the moon.. but being able to do 50% dmg to a missile turret with the small sniper from 2km? I don't think that would be unbalanced at all. Ant it would only be like 1/4 a heavy block worth of dmg from the large ship version.
TheAngrySquirrel  [author] 24 Feb, 2015 @ 9:08pm 
@NeoAcario I'm currently considering depleted uranium rounds, more commonly known as anti-armor rounds.
NeoAcario 24 Feb, 2015 @ 8:47pm 
@Ahoukenja
I was just making up a name, considering that higher dmg and uranium cost. Honestly, I'm just trying to get a more balanced, vanilla weapon for myself. All non-stock weapons seem to either be insanely overpowered or underpowered.

My best recommendation would be to do something like reduce the slow speed high dmg rounds in the small sniper to something like 2km and do just enough damage to disable a turret. Scaling this up to the Large Sniper would still not be enough damage to take out 1 heavy armor block with anything less than 5 shots. The fast, low damage rounds being as weak as they are is perfectly fine. 4km+ range is just silly anyways. As it stands now there is almost no difference between the two ammo types.
TheAngrySquirrel  [author] 24 Feb, 2015 @ 9:11am 
@NeoAcario unfortunately, explosive rounds are not currently an option, due to game/API limitations.
NeoAcario 24 Feb, 2015 @ 7:38am 
@Ahoukenja
I don't mean to be a pain.. it just seems excessively low to take 4 shots to disable a turret.. not even destroy it.

EDIT: If you want to go the ammo route.. there is always the idea of explosive rounds. We're talking about like 1/4 the dmg of a Missile.. so perhaps a similar amount of Uranium Ingots at 0.4 per the 4 round clip for small? Idunno.. just an idea.
TheAngrySquirrel  [author] 24 Feb, 2015 @ 7:16am 
@NeoAcario I will consider adding another ammo type, with higher construction cost and damage.
NeoAcario 24 Feb, 2015 @ 7:07am 
@Ahoukenja
I've been playing around with this mod a lot LATELY. I've come to a different conclusion... I think it's a tad underpowered.

I would honestly suggest a raising of large sniper dmg about 15% and small dmg about 50%.

4 small ship shots just to do 50%+ dmg to a missile turret to disable it seems incredibly weak. 2 shots? Sounds fine. 1 Shot from the large gun doing 75% dmg to a missile turret also sounds better than what it's at now.. about 55%.

I like that this is NOT an OP mod.. and is relatively balanced for the range and the relative cheapness of the ammo.. I just think it underperforms a little.

EDIT: Have you considered making it half as strong as the model was introduced in the dev video announcing the API for weapon mods? The small sniper was more than 1 shotting the Missile Turrets. Perhaps 50-55% dmg from the small and 100-125% from the large? It would take a couple shots from the large to punch through 1 heavy armor block.
CnB| nIkbot 8 Feb, 2015 @ 7:46pm 
O weird. Well thank you for the help/clarification. Using the white striped ones work.

:dealwithit::rise:
:bloodman:
TheAngrySquirrel  [author] 8 Feb, 2015 @ 7:31pm 
@nlkbot no, we both use the models and ID from the KeenSWH version of the gun, and each of us overrides the other, depending on load order.