Space Engineers

Space Engineers

11"/53 Naval Guns
49 Comments
Bdeslaurs 21 Mar, 2018 @ 4:04pm 
Yeah the author of the DX11 version as removed all of them from the workshop, i found one for the 16'' but we might have to wait for new people to redo the job. (or an update from trevish)
WeaponisedMoron_2 13 Feb, 2018 @ 9:19am 
Link to DX-11 doesnt work
[BOX] Trevish  [author] 7 Dec, 2015 @ 6:23pm 
Use 'The Witch' versions for now, eventually I'll get this fixed here but I just don't have the time or motivation right now. When I do update them I'll post here and there about it. Sorry all.
Alien 480 5 Dec, 2015 @ 12:06pm 
dx11??
Midnighttruffle 29 Nov, 2015 @ 7:27pm 
are you going to make all your guns compatible with Dx11?
SEModder4  [developer] 9 Nov, 2015 @ 6:41pm 
@[BOX] Trevish [author],

Yes that is how it is supposed to be, anything like turrets that is connected via subparts-/-sections and is outside the bounding box it is not recognized sadly.

Also, If you need any help making your mods for DX-11 let me know, you don't have to manually make the DX-11 textures, you can put them in a converter that Keen made and it automatically makes the _add, _cm, and _ng textures.

it's a super simple process.
flori1994 11 Jul, 2015 @ 8:41am 
have your guns a burst shoot?
Music_NHY 1 Jun, 2015 @ 4:27am 
I loaded nearly ever wep Against Heavy armor an old school bucket ship used to collect ore. and a lightly armored fighter. The damage of the main guns on the fighters were fine but the secondary weapons. they saddly left me wanting. The main guns on the Heavy armor ship though was well onyl 1 or 2 guns worked unless of course your supper turret which i dont even believe is really usable lol. but your standerdize main batterys included in this mod i found their damage rates were low. after 2 vollys from one gun on the the target did not do that much. Tested with all the larger main batterys of this mod. I think the scales are off alittle for light armor and none existant for any ship build similar to a heavly armored assault ship. The small ship guns the anti fighter guns have really no effect on a heavy armor drop ship that maybe coming in.
if you want to stop that youd need to hit it with the slower turning main guns.
[BOX] Trevish  [author] 31 May, 2015 @ 11:42am 
@chaotic I've prepped some of the files for combining the packs, once I get dx11 textures done I will, its going to take a little while though, between 1 and 3 weeks I'd say

@musiclord are you shooting a small ship with the AP gun, because that would be a game engine/damage type issue... if its the HE guns let me know and I'll look into the issue
Music_NHY 30 May, 2015 @ 11:25am 
I love the look of these guns i have one issue though. They do little damage without allot of them on target. I found that the AI mini guns were doing more damage to my fighter than the equivilent on these guns. I love these gun moddles would use them for almost all my ships if only the damage was upgraded for something a little more substantal.
Chaos Uncensored 30 May, 2015 @ 12:07am 
Any chance all of these will be put into a single mod pack :), would love to use them but need to keep the mod count down.
[BOX] Trevish  [author] 22 May, 2015 @ 3:41pm 
If you mean the casemates, the 11"single can fit that role, though you have to build around it, otherwise definate maybe. If you mean fixed guns, yes
AOrocks 22 May, 2015 @ 3:37pm 
are you going to make broadside guns for the 11'' and 16'' guns?
[BOX] Trevish  [author] 28 Apr, 2015 @ 5:51pm 
To make that last comment make sense, the base is already 7x7 blocks so going even larger is undesireable
[BOX] Trevish  [author] 28 Apr, 2015 @ 5:11pm 
>< running into some issues (of design choices) with the 16"... I wanted it like the iowa turrets where the turret overhangs more at the back... but when doing the collision models it appears any part outside the placement box is ignored ><
Lock&Load98 26 Apr, 2015 @ 3:20pm 
Alright, sweet! Thanks for the reply.
[BOX] Trevish  [author] 26 Apr, 2015 @ 11:54am 
My current plan is to go back and retexture and possibly add a bit more detail to everything once I get the 16" guns done. I'm not sure how long that is going to take or if I'll even really manage it but I want the majority of each model to take on different shades of the player selected color.
Lock&Load98 26 Apr, 2015 @ 4:02am 
Any chance of having ether a 2nd version or just making them more colorable? I love the mod so please don't take this wrong, but would like them to just blend it more on my ship.

Have a red and black ship line and the white and light grey stand out. If not that's fine, I havn't tried to learn how to mod, so I have no room to really say anything.

Any chance of a 16" gun at some point?
[BOX] Trevish  [author] 25 Apr, 2015 @ 4:20pm 
Keep that spam crap commenting out of here, they have and will be deleted and any more will be reported.
Galvanized Dreamer 25 Apr, 2015 @ 11:05am 
Nice mod BTW.
[BOX] Trevish  [author] 23 Apr, 2015 @ 8:51pm 
A100percentBEEF 23 Apr, 2015 @ 3:53am 
Very nice! All the German WWII-era turrets are very good looking, angular lines.
[BOX] Trevish  [author] 22 Apr, 2015 @ 7:50pm 
Mexpex also has an AP type ammo I believe but is really just a smaller radius higher damage rocket, I took the other route and my AP round is a projectile
[BOX] Trevish  [author] 22 Apr, 2015 @ 7:48pm 
The game has only 2 ammo types, rockets and projectiles, this cannon can use both types
[SGT][TEMPEST 3-A]Jeff_Doll 22 Apr, 2015 @ 7:35pm 
a creator by the name Mexpex went to creat the some type of cannon but it was use rockets to fire as it ammo but I'm wounding that is your cannon using rockets or cannon shells like what the iowa would use in real life
[BOX] Trevish  [author] 22 Apr, 2015 @ 7:27pm 
@generalLee I don't understand what you're asking

All versions of these 11" guns can use either 11" AP or 11" HE... HE is the default for the normal 11" (rocket type ammo), AP is the default for the AP version (projectile/cannon/gatling type ammo)
[SGT][TEMPEST 3-A]Jeff_Doll 22 Apr, 2015 @ 6:58pm 
what type of ammo that the cannon use rockets or cannon rounds like the real thing
[BOX] Trevish  [author] 22 Apr, 2015 @ 4:35pm 
@Yutani no the Iowa used 16"/50 guns which had super-heavy AP rounds that made thier penetration close to the same as other 18" guns (like the Yamato)
Reverend Revenant 22 Apr, 2015 @ 3:11pm 
@michaelmitchell151 Didn't the Iowa Class use 18 inch guns?
[BOX] Trevish  [author] 21 Apr, 2015 @ 8:14pm 
Single turret-mate released complete with buildstates
Has 140 degree rotation and top/bottom mount that fits the 5" Twin on top(or bottom) exactly

The point of rotation is intentionally off-center(to the rear) but besides that /something/ about this thing seems a little wrong, I'm thinking part of the problem is making identical top and bottom mount points so if anyone else feels something needs fixed on this let me know and maybe it'll kick loose whatever thought it is I've got stuck.
(but I'm in a bad mood so they're the worst v1 build states sofar, sorry)
Titus Cerviel 21 Apr, 2015 @ 4:04pm 
awesome
[BOX] Trevish  [author] 21 Apr, 2015 @ 3:37pm 
Thats the plan, they will be monsterous, like the barrel is a full 2 blocks longer than these 11s... I'm leaving the 16s for last though
Titus Cerviel 21 Apr, 2015 @ 3:10pm 
are you going to make the large 16" caliber guns used by battleships?
[BOX] Trevish  [author] 21 Apr, 2015 @ 2:15pm 
Armor piercing, instead of a missile type shot with explosive damage it uses projectile type shot... basically higher concentrated damage but no splash/explosive damage... its better for punching a hole in the armor of a target which you can follow up with HE to wreck the interior.

Both turret types can use both HE and AP ammo, but switching between them is a bit of a hassel (see description above) and also does not work in creative.
C R Y T I S 21 Apr, 2015 @ 11:59am 
What does AP mean? And what is it for? like an AP turret.
[BOX] Trevish  [author] 20 Apr, 2015 @ 9:50pm 
Woops type in description said "damage values are finalized" should have been "aren't"

On that note, still taking feedback but probably won't make any major changes to damage till I've got atleast one other size gun ready to go
[BOX] Trevish  [author] 20 Apr, 2015 @ 9:19pm 
@Daedalus Glad to hear you like it, The health is going to be toned down with the next update (about 3000 steel plates less in the damage buffer) I'm working on a single gun turret/casemate-like thing with mount points on top and bottom, I couldnt get the base of it quite right so it might be a day or 2 before that update.
The Barrage 20 Apr, 2015 @ 8:56pm 
These things are so deliciously fun I'm building ships specifically around them.

When I tested them out by slapping some of the 5" and 11" guns on a pair of ships and then sending them towards each other to duke it out, the result was nothing short of spectacular.

Size and damage seem to be spot on. They pack a wollop, but manage to not feel overpowered. Their health might be a little high, but that's just an armchair opinion.:plane:
[BOX] Trevish  [author] 20 Apr, 2015 @ 3:37pm 
Halfway through the buildstate V1 for this I remembered an easier way of doing it, future build states and V2s will be more like the turret states on this than the base
Green_Lightning 19 Apr, 2015 @ 7:20pm 
I'd really like a 4 barreled turret, seeing as it would work better with the game. Also i vote against buffing RoF in favor of buffing damage, at least until the turret modding gets better.
Stavros Halkias' Onlyfans 19 Apr, 2015 @ 11:56am 
damn... oh well it is still super awesome and I'm definitly gonna use em
[BOX] Trevish  [author] 19 Apr, 2015 @ 11:48am 
@XxX_420_360N0Sc0p3_69_xXx Thats what the known issue is about... with modding turrets we only have 2 options if we want conveyors to work: spinning barrels or multiple fixed barrels that fire 4 shots then reload. I could speed it up so it fires 4 shots faster before reload but I cant make it fire only 3 shots. We also cannot change the reload speed
Stavros Halkias' Onlyfans 19 Apr, 2015 @ 11:42am 
I like damage could you make the barrels fire a lil bit more sequential like *Bam* 1 second *Bam* 1second *Bam* then long ass reload for all three barrels?
megapro 19 Apr, 2015 @ 9:00am 
with all the WWII stuff around in SE someone could make an iron skies scenario with moon nazis^^
Napolia 19 Apr, 2015 @ 8:45am 
YAY now i dont need to make my own!
Darth Biomech 19 Apr, 2015 @ 6:08am 
WWII naval guns in space of 2070. Why, of cource it makes perfect sense!
[BOX] Trevish  [author] 18 Apr, 2015 @ 11:29pm 
Let me know what you think of the balance on these, I set the damage profiles up before realizing how expensive I needed to make the turret due to its size