Space Engineers

Space Engineers

AutoCannon Turret (AI Enabled) NO LONGER SUPPORTED MOD
33 Comments
FoxAndRoses 2 Dec, 2015 @ 3:24pm 
The cannon is not AI controlled, and when used as a user controlled turret crashes the game, there is no build box on it except for a special spot inside the gun so it is a hastle to build and destory. Mod does not work for DX9 period, you should tag it.
Voodoo†man 11 Oct, 2015 @ 4:39pm 
so big cannon so small range :C
Greyson XMG 16 Mar, 2015 @ 11:50pm 
Perhaps a range adjustment?
NightOwlModeler 5 Mar, 2015 @ 7:25pm 
Can we have the placement at 3x3, not the default 5x5?

Thanks,
NOM
Rozoh 27 Feb, 2015 @ 2:11pm 
does the "No AI version" mean that they can be player controlled?
hawkeyes42 23 Feb, 2015 @ 12:03pm 
i have played this game both in multiplayer survival & creative as well as single player surviver & creative i've downloaded a bunch of mods and ship blueprints and worlds and skyboxes and haven't had a problem i have a windows 7 intel core i5 and it's loaded with all kinds of junk so the game lags alot but only when im close to a lot of items or astroids in other words be carfull how much stuff you put in like armaggedon you might as well give up cause thats going to lag alot all the same i love the game and have had a lot of fun i rarely have any problems of any sort and their easly fixed (like the fact a painted a ship black and now i can't paint it anything else) and the few things i can't fix are annying, true but their hardly a major problem
JakeBarrage@TTV 6 Feb, 2015 @ 11:37pm 
is the mod still being worked on or is it not being dev anymore
Sirissac5 27 Jan, 2015 @ 3:25pm 
i can't get the Ai to work any idea why it isn't working?
Daegan Jukes 19 Jan, 2015 @ 6:14pm 
games sit in developement for normally 3 years before we even get a hint that it exists. SE has been in developement for a few months over a year. nobody knows this roller coaster better than dedi server admins. thanks for your turrets ill be considering them for use. ships do not randomly dissapear on my server and ive been running the current map since oct '14

exploding blocks are not currentlly an issue but can be resolved by line of sighting friendly turrets. as those temporarily target friendly blocks on server boot when that bug occurs.
Stinky Driver 3 Jan, 2015 @ 1:22pm 
Why does it seem like you think the devs are doing a shitty job or something...? there has been an update every single week for a year or so, they interact with the community and listen to feedback, and most importantly they are making an early access game that is already good and keeps getting better. IMO even if you don't like the game, hating on the devs like that only makes you look like whiney kid who wants everything your way and wants it now...

I'm not hating or anything, I'm just dissapointed that you won't be finishing this mod because what I feel are bad reasons.
Marxon 23 Dec, 2014 @ 10:40am 
Mind actually making this use the normal large ship gatling turret model instead of the small one scaled up stupidly large?
Pille 16 Dec, 2014 @ 10:44pm 
Then you are lucky, simple as that.
Mesmerizer 15 Dec, 2014 @ 12:46pm 
not a single ship disappeared in my DS...
Das_Haggitty  [author] 15 Dec, 2014 @ 9:23am 
(hit the character limit)

I havnt been enjoying the game due to these specific reasons, i play multiplayer, thats just what i enjoy, things got dull after recent updates and when servers (australian) would usually have 15-30 people online now only have 4-6 people as the others are just waiting until things get a little more stable.

until shit stops randomly combusting, disappearing and corrupting themselves i just dont see my self wanting to put effort into the game.

i might end up finishing/polishing these mods or i might not, it all depends on wether keen plans on finishing their game because this "alpha" for a game that is reportedly "fully functional" has been going for a awfully long time now.
Das_Haggitty  [author] 15 Dec, 2014 @ 9:23am 
Well then, tell that to the 30+ players who report things such as Warning barriers for leaving the world no longer being present and ships randomly disappearing when players leave and enter the render distance for said ships.

Not to mention constantly reverting to backups every time the game updates trying to scrounge what remains of a map file after certain blocks stopped working, asteroids disappear, ownerships reset.

You notice a whole lot more when your the person people come to when they have problems in the world/map they most commonly play.

Mesmerizer 14 Dec, 2014 @ 4:17am 
the game works...
Das_Haggitty  [author] 13 Dec, 2014 @ 7:56am 
Kinda dumped SE atm, trying to run a server for a game where devs wont even test if asteroids are present has put me off the game and modding for it, so no more updates until the game actually works.
Mesmerizer 12 Dec, 2014 @ 12:35pm 
2 weeks later... no mod update... nice...
MagnusEffect 8 Dec, 2014 @ 5:39pm 
an example of a better, more descriptive name: "M242 Bushmaster autocannon"

or more specifically do something like "25mm (name of gun) Turret"

obviously, the larger version should be labeled something different from the smaller one.
MagnusEffect 8 Dec, 2014 @ 5:35pm 
I really hope these get a bit more polish at some point. I really like them as a third option for when gatling turrets are too weak, but missile turrets are too inaccurate.

things that need attention:
+hitbox is not right; i can jetpack right through it in certain places.
+sound cuts out randomly
+better more descriptive labels for both weapons and ammo; there are A LOT of "autocannon" mods out now and it can be very confusing which ammo is needed for each gun

on the positive side:
+i really like the gun model
+when the sound doesn't cut out, it sounds good
+i don't mind the size of the turret because it seems like a fair trade off for the better accuracy and more damage it can put on a target than the standard missile or gatling turrets respectively.
Marxon 7 Dec, 2014 @ 5:40pm 
still named No AI in game.
TranquilClaws 6 Dec, 2014 @ 5:37pm 
Did you implement the new and improved AI into this?
[Giver Of The Beans] 5 Dec, 2014 @ 10:47pm 
"Could you change it from a 5x5 Footprint to a 3x3 so we can bury the base in the hull for a better appearance?"
MrEvan312 5 Dec, 2014 @ 4:38pm 
I love these, and they pack a punch, but they plow through heavy armor just as quick as they do light. Could you tone down the fire rate, and damage? Also the gunfire sound doesn't diminish with distance. I like Psyckosama's idea too.
Psyckosama 3 Dec, 2014 @ 4:30pm 
Could you change it from a 5x5 Footprint to a 3x3 so we can bury the base in the hull for a better appearance?
MagnusEffect 1 Dec, 2014 @ 8:44pm 
i like the design. fits well with vanilla blocks. i hope you can get the ai/no ai issue resolved. thumbs up regardless!
DruidicRifleman 1 Dec, 2014 @ 1:27pm 
would of rathered the traditional large ship turrets
Das_Haggitty  [author] 30 Nov, 2014 @ 7:27am 
Fortfulness, when i have time i'll try to work on this mod, for now im leaving a note of the possible issues.
Mesmerizer 30 Nov, 2014 @ 4:04am 
g-screen still states autocannon turret (no ai) with this mod? bug in naming/ID?
ComStar Knight 29 Nov, 2014 @ 10:54pm 
Cause I love it.
Das_Haggitty  [author] 29 Nov, 2014 @ 7:01pm 
Yes the large ship gun does extra damage.

I'll try to investigate what messes with the AI.
DruidicRifleman 29 Nov, 2014 @ 4:41pm 
Does the Large ship one do ectra damage?
Mikel71 29 Nov, 2014 @ 12:35pm 
The build icon says "NO AI" built one in survial AI is crazy wont target just shutters around then starts shooting randomly into space, and at you, it did manage at one point to shoot at a cockpit. Manual control no problem. Dont know if this helps you, Just letting yeah know, It looks great on the ship though