Space Engineers

Space Engineers

Kratos Program (Vanilla+ Warfare Weapon Pack)
36 Comments
bigfootv 1 hour ago 
@TheRebornAce,

Thanks! I did notice a difference in the levels. My ears thank you. :steamhappy:
Barbatos 9 hours ago 
Absolutely wicked mod. The weapons are fun to use, look fantastic and sound nice. Now I gotta upgrade all of my ships again :steamthumbsup:
TheRebornAce  [author] 19 hours ago 
@TheRanker That sounds more like a Torch issue than a mod issue unfortunately. But from reading the comments in that link it seems if you replace the DLL files you should be fine. Can't confirm since I don't rent servers.
TheRanker 12 Jul @ 5:37am 
yesterdays update broke th emod..

now unable to download it.

this is happening across steam

please roll back your update so we dont break our worlds!!
TheRebornAce  [author] 11 Jul @ 7:55pm 
As stated in the description, not from me.
Xecutor 11 Jul @ 6:38pm 
any chance this can see weapon core compatibility
TheRebornAce  [author] 11 Jul @ 5:10pm 
@bigfootv Confirmed with a friend who uses a headset and agree the CIWS audio might be a bit over tuned (lol). Audio updated; reduced volume factor from 2.5 to 0.5. Hopefully, this makes the gameplay a bit more comfortable lol. Let me know of any other audio adjustments. I play with speakers so sound experience differs.

@Pumciusz Balance changes added to the 20mm and 30mm turrets. See patch notes for details.
bigfootv 11 Jul @ 9:32am 
BTW, I've got the sound lowered for the game.
bigfootv 11 Jul @ 9:30am 
@TheRebornAce,
Can you please check the sound values for the TX-PD 20mm.

It might be that I over did it when I put 6 for base defense.

Nearly blew my ears out with headphones when they lit up a meteor shower. :steamfacepalm:

Thanks. So far I'm liking them. Brrrrrrrrrt.........
TheRebornAce  [author] 10 Jul @ 8:51pm 
idk as i don't use that mod. best confirmation is to try it yourself
darksouls78963 10 Jul @ 8:05pm 
@therebornace does this mod work with the x universe weapon mod
TheRebornAce  [author] 10 Jul @ 5:18pm 
looking back, i do agree on the 30mm being a bit strong. i originally did my damage calcs per the bullet rather than over time. i can adjust it in the next iteration. as for the APS and CIWS...yea...hard to balance when you need a reliable rocket interceptor while grids are still involved. hence why those options were removed to mitigate such exploits. not sure what can be done instead just not to be used manually lol
Pumciusz 10 Jul @ 4:43pm 
@TheRebornAce No, it was manually controlled I just thought I was doing something wrong and that's why the options didn't show up. Explains the CIWS as well.
I also thought the 30mm was a bit strong, but it wasn't as bad.
TheRebornAce  [author] 10 Jul @ 4:24pm 
@Pumciusz it was designed not to be given options to target any grids or players. should only target missiles. if those options are showing up then there is a mod conflict. if the turret is being controlled manually then that is out of my hands unfortunately and rules will need to be in place per the world/server admins.
Pumciusz 10 Jul @ 3:47pm 
I think the TX-PDAPS Aribust Launcher is overdone with the damage it does against small and large grid armor. At least for a 1x1 cheap, and quick firing weapon.
darksouls78963 10 Jul @ 10:26am 
does this mod work with the x universe weapons mod?
Drach'nyen 10 Jul @ 7:02am 
ew vAniLlA+
Pufferfish 120 10 Jul @ 4:41am 
Is possible weaponcore conversion?
TheRebornAce  [author] 9 Jul @ 2:10pm 
To my understanding it's not the framework that determines the turret range but the weapon mod itself. So the ranges are set by the weapon mod author themselves. So in my case, the max AI turret range is set to 1 km per my setup. But can be extended when using manual lock or have an AI offensive/defensive block on the same grid.
Mesarasi 9 Jul @ 1:40pm 
ive never used vanilla+ over weaponcore for no reason tbh. But the thing i like about weapon core is the range it gives to turrets. Does vanilla+ have vanilla range? or is it extended?
TheRebornAce  [author] 9 Jul @ 11:07am 
@Dankenobi1 Easiest way to know is to download and test in a creative world as every weapon has their trade offs with their max ranges listed in the description. So will be hard to judge just by their ranges. But I digress....
In terms of turrets, the max AI tracking range are no more than 1 km. So you either require manual or an AI block lock to fully utilize the ammo's range as some can go up to 3km. As for fixed weapons the Coil Cannon has the longest range out of all the weapons in the mod pack going up to 10km.
Dankenobi1 9 Jul @ 10:27am 
what max and average ranges are we looking at for the guns, cause i absolutely love the look of this mod and im happy theres a system to weapon tiers instead of some random "whatever the modder thought of" thrown in.
Right now the ranges being too high or low may be make or break for me ill be honest
GOUGOU GAGA 8 Jul @ 12:32pm 
bo i have 1 action to kratos defence industrie

lest go
Altsovy Zouve 8 Jul @ 12:52am 
dear Klang what magnificent naval cannons
boomstick154 6 Jul @ 2:29pm 
keep up the good work seeing new mods like this make happy to see what comes next
Grebanton1234 6 Jul @ 7:20am 
So many vanilla+ weapons coming out lately. Nice to see both frameworks becoming viable options
TheRebornAce  [author] 6 Jul @ 3:34am 
Gonna be a long wait ngl but understandable considering how popular WC is.
Dots 6 Jul @ 2:41am 
I will have to wait until weapon core version comes out (ported by someone else) then install them on one of Ladylime's ships. Would be EPIC firepower and EPIC destruction in STYLE!
TheRebornAce  [author] 5 Jul @ 7:25pm 
cool! hope your new HDD works out and you can enjoy the mod.
GigaCars 5 Jul @ 2:31pm 
why use weaponcore when a perfectly fine non-aggressive gun mod framework that expands off vanilla exists?

vanilla+ is underrated, looks like a good mod, once a new HDD is in the better computer(it failed :\) i will try this out ASAP
LadyLime 4 Jul @ 3:30pm 
Ah, alrighty :)
TheRebornAce  [author] 4 Jul @ 3:19pm 
@LadyLime the reason it is labelled as Vanilla+ is because it uses the Vanilla+ Framework; to denote it does not use WeaponCore. So not necessarily because it builds upon the vanilla experience. I can see where the confusion comes from as I have seen some modders use that same terminology for what you described. But in any case the primary purpose of this weapon modpack to provide an expanded or upgraded combat experience to the vanilla combat.

But I can assure you that I have made great efforts (or at least try to lol) to balance this modpack along with the vanilla weapons just in case. I didn't want this modpack to be a straight upgrade/replacement to vanilla weapons without a cost. And with the suggested complementary mods in the description, it should help balance the vanilla weapons with this mod. No pressure, just food for thought.
LadyLime 4 Jul @ 3:08pm 
Would you ever do a "lite" version that only has one or two of the smaller turrets and the fixed weapons? For a "vanilla+" mod, it feels pretty expansive and noncongruent with the vanilla weapon architecture. Definitely one of the better weapon mods out there, maybe one of the best from what I've seen, but it adds quite a lot that doesn't seem to really fit with a "vanilla+" ideal.
humanoid.mp4 4 Jul @ 2:49pm 
Nice
50 COW 4 Jul @ 2:43pm 
This is amazing!