Space Engineers

Space Engineers

Laser Lance & Turret
115 Comments
Dantassii Tacatii 26 Oct, 2023 @ 6:18pm 
As of today this weapon is throwing a "Ammunition Missing" error when I try to use it.
nbp 25 May, 2021 @ 2:40pm 
i understand you but if you can upload to mod.io for xbox player can use it if you don't want to, that ok
TheAngrySquirrel  [author] 25 May, 2021 @ 12:10pm 
@nbp sorry if I come across a bit gruff, and thank you for at least asking.
I've had people copy content from my mods and claim it as their own work before, and others that copied the mods to other locations, only to let them fall behind when I updated, which then caused ME to get hammered with complaints about broken mods.
nbp 24 May, 2021 @ 2:56pm 
ok
TheAngrySquirrel  [author] 24 May, 2021 @ 10:28am 
@nbp No.
This mod, along with all of my other mods are to remain Steam workshop exclusive unless I find some personal or practical reason to move/copy them elsewhere.
Allowing people permission to upload my mods to an unregulated archive outside of my purview is not on my agenda.
nbp 24 May, 2021 @ 10:05am 
can I have permission to upload this mod to mod.io plz sir or can you upload this mod to mod.io plz
Reckless Laggard (Tirristhar) 30 Jan, 2021 @ 7:01am 
this went down alongside [LC] Aerospace Navigation Light
TheAngrySquirrel  [author] 21 Mar, 2020 @ 6:42pm 
@Reckless Laggard nice.
Just as a heads up, this is getting a rework soon, updated models to be more in line with current vanilla, a scripting fix to use power directly and only when firing, instead of the massive one-time power draw from the compressor, and a tweak to the now incorrect tracer, impact, trajectory length and velocity settings
Reckless Laggard (Tirristhar) 21 Mar, 2020 @ 4:42pm 
I also load Large Ship Laser and Energy Weapons (stable/dev version) to get this to run, don't forget to pipe in the Crystal Compressor or you'll have to hand load (I also run Lasers=phasers just for fun).
***Will shoot through your ship***
RikeiR 30 Mar, 2019 @ 10:39pm 
Not work. Please fix it.
BanditFly 12 Dec, 2016 @ 10:52am 
When I try to place the Crystal Compressor, the game crashes to desktop. Am I doing something wrong? TY for the mod and any help to fix this.
TheAngrySquirrel  [author] 12 Dec, 2016 @ 8:15am 
@Wingnut It's hard to describe, so I've uploaded the looped part of the sound here: https://dl.dropboxusercontent.com/u/20283731/RealWepLaserLoop2d.wav
It's in a format that WMP can play, please see if it sounds the same outside of SE. If it does, then, as I said before, give me suggestions for the new sound if you want it changed. If it does not sound the same, then one of two things has happened, either the devs broke firing sounds again or your download of this mod got corrupted, which happens sometimes, unfortunately.
TheAngrySquirrel  [author] 11 Dec, 2016 @ 9:55am 
@Wingnut unless the devs have broken sounds again , the firing sounds are fine, and it takes time to synthesize a new sound from scratch, as I had to do with the current one.
If there is a problem with the way the sound is played, give me details, please, as it might be a bug, either on my end or yours, and I'd like to resolve that.
If you simply don't like the sound itself, then i suggest you find a better sound and make a suggestion thread, if I am given something to work with, I might consider redoing the sounds.
Captain Zarco 31 Oct, 2016 @ 11:03pm 
well that IS high for a set power draw... but I do think the power should be balanced on being high (maybe not that much though)... since I don't this should be available in early game instances... that just my opinion of course... but I'm taking as refference another games when energy based weapons are the highest tier of upgrades.
TheAngrySquirrel  [author] 31 Oct, 2016 @ 10:16pm 
@DunkelRitter the power requirements as they currently sit are, some would say, ridiculously high, but for a very short period of time, i'm considering reducing the amount of power draw, and extending the amount of time taken in order to open it up to slightly-earlier-game players. According to a few people, I may have accidentally set the power draw at 5GW, this is obviously an extreme amount of power for a single machine to pull, even if it is only for a few seconds.
Captain Zarco 31 Oct, 2016 @ 8:57pm 
Thanks... I'll check it in a while and I'll tell you about it later... and I'm fine with the power requiredment actually as I feel it makes it more balanced...
TheAngrySquirrel  [author] 31 Oct, 2016 @ 12:35am 
@DunkelRitter I can't confirm it myself, as i no longer run that version, but for now, yes, it should still work with that version.
If you are willing, please test it and let me know if it works. It should shoot just fine, as the coding was all done before the Dx11 update, but the textures might show up wrong, if that happens, just let me know, and i'll make a copy for Dx9.
Please be aware though, if i make a Dx9 compatible version, it won't be getting the upcoming update to make the crystal compressor unneccessary, so it will still need massive amounts of power on a large ship or station to function in survival.

I might rework the power requirements on the compressor to be less of a burst power requirement, and take more time at lower power, either way, it will still have a fairly high power drain, and require a large ship or station.
Captain Zarco 30 Oct, 2016 @ 9:10pm 
Does this still works on DX9 version? I'm currently stuck in that version... I know modders had stop supportig that version since the Dev's did... but this mod had DX9 textures so I was wondering if still does...
TheAngrySquirrel  [author] 17 Oct, 2016 @ 9:54am 
@mainframecn I'm not sure why it's doing that, and which branch stable, or dev?
I fully intend to remove the crystal processor from the supply chain as soon as i can figure out the scripting to make the lance a pure energy weapon.
Mainframe 17 Oct, 2016 @ 7:25am 
Every time i try to place the crystal processor, the game crashes.
Jolly Bean Giant 29 Jul, 2016 @ 12:18pm 
@Ahoukenja You're a lifesaver. Thanks a great deal!
TheAngrySquirrel  [author] 29 Jul, 2016 @ 12:03pm 
@Winters343 go to the mod's page on the workshop, look at where the URL says ?id={number here} and thats our mod id number, just add .sbm to the end and there's your filename
Jolly Bean Giant 29 Jul, 2016 @ 11:56am 
@Ahoukenja You absolute bloody genius. Thank you so much for the help! I've still got a similar issue with a few other mods, so how do I find that code that you gave me?
TheAngrySquirrel  [author] 28 Jul, 2016 @ 8:08pm 
@Winters343 Yeah, that is seriously odd. As a test go to your SE appdata folder (C:\Users\{USERNAME}\AppData\Roaming\SpaceEngineers on Vista+) and remove 355663672.sbm from the mods folder, then try loading a save with this mod active.
You may have gotten a bad download, as i've had it happen frequently with some other mods, it just didn't click that that could be the issue until just now.
Jolly Bean Giant 28 Jul, 2016 @ 4:48pm 
There's gotta be some way. I can load it into the world via the mod menu and putting it into active mods, but it doesn't appear as a piece.
slayer of time 28 Jul, 2016 @ 10:44am 
cool yeah thats ok its kinda cool just that you where able to scrap this together with what little knoledge you did have its rather impressive really
TheAngrySquirrel  [author] 27 Jul, 2016 @ 9:20pm 
@slayer of time Ah, I can see how that might be desirable, unfortunately, that would likely require quite a bit of scripting, and i'm clueless in that department for now, at least as far as weapons are concerned. It sems possible, but it's beyond my current abilities; on the other hand, if someone else makes a turret that can behave that way, then I'll ask them if i can borrow their code, and tweak it to work with this mod, maybe give it a checkbox in the GUI.
slayer of time 27 Jul, 2016 @ 7:39pm 
not only firing itself can be used with hotbar what i MEANT to say was it dose track but dose not fire by default or can be set for that and can fire when you hold the mouse like normal weapons XD
slayer of time 27 Jul, 2016 @ 7:37pm 
XD ok so its very simple its ok that you don't mind just sort of a flight of fancey i just meant they still track enemys the way they already do by default only firing itself can be bound to a hotbar key the same way basic weapons do that
TheAngrySquirrel  [author] 27 Jul, 2016 @ 4:31pm 
@Winters343 Uh.... I'm really not sure how to fix that, as it's showing up for me, and - so far as i know - most other people.

@Slayer of time this mod is getting a little old. While seemingly impressive, the lance turret is really just a cleverly tweaked gatling turret, i extended the tracer trail, made it a different color, changed the damage per shot and fire rate and gave it a custom sound and model, but otherwise, it really is a gatling turret. I haven't done any special coding or animation work with it, so whatever you can do with a normal gatling turret, you can do with the lance turret, and nothing more.

I will try asking some of the other weapon devs for advice on scripting and the like, to try and make it manually fireable by mouse click. As for locking on to nearby targets, there's an in game script that handles that, sort of. It allows you to control one turret and designate a target for all of the turrets in a group to attack.
Jolly Bean Giant 27 Jul, 2016 @ 4:02pm 
Perhaps its only something with my game, but I uninstalled every mod I have, uninstalled the game, reinstalled and subscribed to this mod after a fresh launch, and it doesn't show up. Not in the G-menu or when I search for it in the bar.
slayer of time 27 Jul, 2016 @ 3:56pm 
uhh good to know but how out of curiosity would it be possible for it to fire whenever you click and auto lockon to nearbye targets?
TheAngrySquirrel  [author] 27 Jul, 2016 @ 3:42pm 
@slayer of time No, they cannot be, i don't think. However, the vanilla turrets show up there as well, so I'm going to assume it's an oversight on the devs part, as it is technically a weapon.
slayer of time 27 Jul, 2016 @ 3:23pm 
it shows up in the weapons section as if they can be fired as will like a mounted weapon is it possible to do that or not im confuzed
TheAngrySquirrel  [author] 27 Jul, 2016 @ 1:25pm 
@Winters343 that's fine, I'm familiar with most of them. I tested the G-menu earlier with just this installed and it worked fine, so I'm guessing either it's a mod conflict, or it's a Dev branch issue, if it's a Dev branch issue, it will likely become a Stable branch issue, so I'd like to get it fixed.
That said, i'll need to back up my copy of Stable and update to Dev for a bit in order to see what they changed.
In the meantime, you should be able to search for any block, regardless of what categories it does or doesn't show up in, so please try that and let me know if it works as a workaround.
Jolly Bean Giant 27 Jul, 2016 @ 1:19pm 
@Ahoukenja Azimuth Complete Mega Mod Pack~(DX-11 Ready)
Laser Lance Turret (Dx11)
Armor Panels [By UncleSte]
Energy Shields (STABLE)
Large Ship Laser Cannon (WIP)
Federation Starship - Constitution Class - Enterprise
Star Trek - Last Stand - BORG Invasion
(DX11)Letters Mod
Small Ship Mega Mod Pack [100% DX-11 Ready]
SlopeLCDPanels (DX11)
(DX11)(Pre1.095) Armor Without Edges with No Camo
MWI - Weapon Collection (DX11)
DCY Wyvern Engine (DX11)

Sorry for the lack of links. Wasn't sure how to put them all in.
TheAngrySquirrel  [author] 26 Jul, 2016 @ 9:23pm 
@Winters343 What other mods are you using?
Jolly Bean Giant 26 Jul, 2016 @ 8:31pm 
The turrets just don't seem to want to be a part of my game :p
Jolly Bean Giant 26 Jul, 2016 @ 4:34pm 
I'm afraid that didn't seem to do anything. Not sure how to continue from here honestly.
Jolly Bean Giant 26 Jul, 2016 @ 4:10pm 
@Ahoukenja yeah, I am. I'll let you know if that fixes it!
TheAngrySquirrel  [author] 26 Jul, 2016 @ 3:39pm 
@Winters343 Not a clue, as it's working fine both in single player and on my clan's dedicated server.
It should show up under Weapons and Tools.
Oh, are you using the Dev branch?
I'm using the Stable branch, but i know Keen made some changes to the way categories are set up in the Dev branch, but not what changes, or how i need to tweak things to work with them.
Jolly Bean Giant 26 Jul, 2016 @ 2:54pm 
So, I've subscribed to this mod and made sure it was installed, yet it doesn't come up in my build menu. Any idea why?
Ambitious Dreamsickle 21 Jun, 2016 @ 2:15pm 
turret did not work...
Shinobemon 4 Jun, 2016 @ 8:25pm 
This turrets shoot through my ship.
TheAngrySquirrel  [author] 14 May, 2016 @ 7:45pm 
@Volg this is a turret, the one in the other mod is a fixed gun, otherwise, range, accuracy, used ammunition, etc. are all the same.
Volg 14 May, 2016 @ 4:44pm 
is this any different than the one in the other mod? or was it just posted as a seperate part to make it so yo ucan have just this one?
Gilmer 10 May, 2016 @ 5:51pm 
Thank you for the quick response, I have few too many mods. :)
TheAngrySquirrel  [author] 10 May, 2016 @ 5:47pm 
@Gilmer sorry, i forgot to copy the info from the other mod.
This turret uses Crystalline Microcapacitors for ammo, in order to craft them, you need a Crystal Compressor
Gilmer 10 May, 2016 @ 4:57pm 
I may be blind , what amo does it use ?
[7HBK] Elrond McBong 21 Apr, 2016 @ 10:06am 
Thank you very much.