Space Engineers

Space Engineers

Sniper Turret
192 Comments
SlepySnek 13 Mar, 2021 @ 10:03pm 
Great mod thats super useful! I just wanted to ask, what is the range on the turrets?
Sullimar007 12 Jun, 2020 @ 6:00am 
goood news:


i like the sniper



all of news
TangerineSpaceRaptor 31 May, 2017 @ 2:11pm 
Adam, that is a good point.

Dezara, yes and no. It works, but BE CAREFUL! Make a copy of your world before using this mod. And whatever you do, DO NOT USE THE AI TURRETS!
Dezaraman 4 Mar, 2017 @ 1:00pm 
does this mod work ?
˙·٠•●Adam●•٠·˙ 7 Feb, 2017 @ 6:59am 
@Floppy I understand you, but I've tried to say, that there's not any way he could accuratelly know, how long time will it actually take.
TheAngrySquirrel  [author] 6 Feb, 2017 @ 7:19pm 
@FloppyDolphin however long it takes keen to fix their tools, or me to figure out what they broke this week (any given week).
TangerineSpaceRaptor 6 Feb, 2017 @ 1:24pm 
@Adam For your information, I did read the description. I know they are having issues with texture conversion tools. I am just asking for a time estimate.
˙·٠•●Adam●•٠·˙ 5 Feb, 2017 @ 6:51am 
@FloppyDolphin Read the description please. :headcrab:
TangerineSpaceRaptor 23 Dec, 2016 @ 3:25pm 
How long will this take for this to be DX11 ready?
Digital_Samurai 20 Jul, 2016 @ 1:20pm 
Stable Branch on Planet on a small ship. Item was placed on small ship conveyor.
TheAngrySquirrel  [author] 20 Jul, 2016 @ 12:23pm 
@Digital_Samurai I will test this when i can.
That said, is this issue n the stable branch? the dev branch? planetside? asteroid base? large ship? dedicated server? single player?

Please provide a little more information, as it takes a LOT of time getting these things working every time Keen breaks something.
Digital_Samurai 20 Jul, 2016 @ 11:21am 
I have an issues with this mod where once built in survival it merges into blocks below it.
TheAngrySquirrel  [author] 7 Apr, 2016 @ 1:23am 
I stand corrected, having read the latest patch notes. Dx9 is no longer officially supported by the game itself, the dev tools however, are another thing entirely, and as the conversion utilities are included with the toolkit, Keen dropping Dx9 support poses no issue.
TheAngrySquirrel  [author] 6 Apr, 2016 @ 8:38am 
@Zacharys315 firstly, Dx9 is still fully supported, you simply have to enable that option in the settings (i.e. turn off Dx11), secondly, the conversion tools are still being actively updated, and I'm hoping one of those updates wil fix whatever peice is broken, as prior to a couple of updates ago, they didn't function for me at all .
FYI, the conversion tools provided by Keen were created to convert from Dx9-Dx11, and that's exacty what I intend to use them for, especially since no editor I've found is capable of exporting Dx11 textures natively.
TangerineSpaceRaptor 6 Apr, 2016 @ 7:24am 
How are you going to make this DX11 if DX9 is no longer supported?
TheAngrySquirrel  [author] 6 Apr, 2016 @ 2:16am 
description updated
TangerineSpaceRaptor 5 Apr, 2016 @ 4:28pm 
Is this ready for DX11 yet?
The Woe Jack 5 Apr, 2016 @ 12:13pm 
My game freezes whenever I try to place this.
TheAngrySquirrel  [author] 25 Mar, 2016 @ 2:40pm 
@Zacharys315 I haven't been paying a lot of attention to the SE modding api lately, but unless something drastic has changed, no, I cannot make a detonating round like that, as far as i'm aware, we are still limited to 2 types of projectiles, impact (bullet), and rocket.
If you want a turret that fires auto-exploding shells, your best bet is to use printed torpedoes with a timered/sensored warhead.
TangerineSpaceRaptor 25 Mar, 2016 @ 1:05pm 
No problem, i understand what you are going through.
TangerineSpaceRaptor 24 Mar, 2016 @ 3:53pm 
Also, can you make one of these that fires a flak shell that autoexplodes at a distance of 1000 to 3000 meters, depending on settings? Or just a AI sniper turret with a flak shell that explodes at 1500 meters?
TangerineSpaceRaptor 24 Mar, 2016 @ 3:52pm 
Well, why does it crash my game?
TheAngrySquirrel  [author] 21 Mar, 2016 @ 3:00pm 
@Zacharys315 As I said at the end of my last post, this mod and several of my others are not yet Dx11 ready, that's what causes the black textures, and the fact that it showed up that way tells me you have Dx11 enabled, so that may well be the issue.
At current, I'm fighting with Keen's texture conversion tools not converting some of my textures properly, and the fact that they did something that broke every one of my mods placement data, so they're a pain to place properly until I can figure out what they did and adapt to it.
Thank you for your patience and cooperation.
TangerineSpaceRaptor 20 Mar, 2016 @ 1:33pm 
Oh, and i should mention that the texture was the shape of the turret but pure black. The textures for the other sniper rifles are also glitched.
TangerineSpaceRaptor 20 Mar, 2016 @ 1:24pm 
I tried to test it, but i cant place it in my world. It wont let me even place the turret
TangerineSpaceRaptor 20 Mar, 2016 @ 1:07pm 
@Ahoukenja, i will do a test, be right be. (Expect a result in less than 10 minutes)
TheAngrySquirrel  [author] 20 Mar, 2016 @ 12:50pm 
@Zacharys315 which version is crashing you? this one hasn't given me or, as far as i'm aware, (almost) anyone else that issue, the A.I. variant on the other hand...
There was/is a known bug in the modding api for AI turrets that causes a crash in survival, I don't know if it's been fixed yet, but i'm going to guess it has not.
Allow me to reiterate what I told Spades, I cannot reproduce this issue, I have tried it, and it works fine for me.
It's only just ocurred to me what the problem could be, this mod is NOT YET Dx11 ready, I'm working on it, but it's taking time, because the tools are half-broken and aren't converting the textures properly.
TangerineSpaceRaptor 19 Mar, 2016 @ 11:27am 
And yes, i tried using only this mod. Same issue.
TangerineSpaceRaptor 19 Mar, 2016 @ 11:27am 
This breaks my game every time i place it and now i cant load one of my worlds because of this, even with this mod disabled.
TheAngrySquirrel  [author] 11 Jan, 2016 @ 1:30pm 
@Spades are you using it with other mods? If so, which ones, as the only time i've heard of that happening was when someone had included a 'block' (turret, cube, whatever) in another mod that had the same ID as the item from my mod, the IDs clashed, the game got confused as to which one to place, and crashed out. I will look into it as best I can, but if I can't reproduce it, I can't fix it.
Ace 11 Jan, 2016 @ 11:36am 
Crashes game upon attempting to place.
TheAngrySquirrel  [author] 31 Aug, 2015 @ 6:26pm 
@engineer7718 As of right now, until I get a response from the devs about fixing the developer tools so that they actually function properly, no DX11.

@Chrono the mod has not been abandoned, I just havent had much time lately to devote to modding, and over the course of the last 2-3 weeks I've been re-loading most of my software after a drive crash, and moddeling software and the like have been lower priority that some of my other work-related software suites.
Aster*sk 31 Aug, 2015 @ 12:24pm 
DX11 or not?
Chrono 17 Jul, 2015 @ 9:26am 
Placement is broken, looks like this has been an issue for a few months. Mod is probably abandoned X-subscribe
Th3.Madjackal 7 Apr, 2015 @ 8:03pm 
Trying to use the turret but they remain fix and do nothing :o
Coxzee 22 Mar, 2015 @ 8:40pm 
Hi just thought i'd let you know that a problem has developed with the placement and it will not place in the correct position.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=412549517
Hagakure 21 Mar, 2015 @ 1:07pm 
Indeed, is there a zoom function? It's hardly a sniper if there is no scope....
Derpman 18 Mar, 2015 @ 12:38pm 
how do you zoom?
TheAngrySquirrel  [author] 27 Feb, 2015 @ 9:58pm 
@Hudson Greeneyes & Werwolf the 'Slow Moving High Damage' and 'Fast Moving Low Damage' rounds only work with the small ship sniper, for the large block versions you need the 'H.E. Sniper Rounds' or the 'Long H.E. Sniper Rounds'.

If you find that you can't load the 'high speed' or 'low speed' rounds into a small ship sniper, check your mod load order, as the 'small ship mega mod pack' has included a copy of the small ship sniper that partially conflicts with this one.
Werwolf 27 Feb, 2015 @ 12:10pm 
Having same problem as Hudson Greeneyes. Slow moving high damage and fast moving low damage rounds won't load. What's going on?
fox 12 Feb, 2015 @ 6:38am 
some shells such as the slow moveing - high damage round wont load. any way to fix that?
TheAngrySquirrel  [author] 1 Feb, 2015 @ 9:40pm 
@ulfsark9 yes, the detection range is hardcoded, the effective range of the weapon is 4km.
Also, this mod doesn't have the AI turrets, those are in a different mod.
Ulfsark 1 Feb, 2015 @ 4:16pm 
What's the range on this gun? Is auto-aiming range of turretshardwired at 800m?
LeoN_RocK 25 Jan, 2015 @ 9:07am 
What went complete with a tower that is ammunition, probyval all the options did not fit.
TheAngrySquirrel  [author] 25 Jan, 2015 @ 7:34am 
Что Поперепробывал имею в виду, Google не знаю, как перевести это.
LeoN_RocK 25 Jan, 2015 @ 4:47am 
Мужики чем её заряжать а)) Поперепробывал всё что было на производстве...
mongols-famaly 11 Jan, 2015 @ 2:31pm 
Прикольная пушка)
MagnusEffect 8 Dec, 2014 @ 7:42pm 
apologies. i'm usually am good at reading those. guess i forgot to check.
TheAngrySquirrel  [author] 8 Dec, 2014 @ 6:48pm 
@MagnusEffect please read the description, just below the 'survival ready:' line.
I'm aware of the game bug that causes the audio to stop playing as soon as the 'trigger' is released, there's nothing I can do about it because it's a game bug .
MagnusEffect 8 Dec, 2014 @ 5:17pm 
the sound effect could really use some polish. it cuts out randomly.