Space Engineers

Space Engineers

[MWI] Telion - Heavy Defense turret (DX11)
50 Comments
SuperDk7 3 Jul, 2024 @ 6:40pm 
The name of the ammo must have been changed. The turret says it takes HDT Ammo and the ammo that it accepts is 240mm HE Shell Stack? I'm using this in the WC Collection download shown on Outpost Wars workshop site.
SgtHavick 25 Oct, 2019 @ 2:22pm 
Does this still work even though it hasnt been updated
Master Anon 6 Mar, 2019 @ 11:16am 
id like to know whats the difference between heavy defence turrets designed to defend from large threats and the mk 1-3 battleship cannons designed to shoot large ships.
I mean a difference in role those guns fulfill, cuz obviously dmg is not my concern
Nepu 31 Aug, 2017 @ 10:35am 
umm what's the ai and projectile range
Zulu 28 Jan, 2017 @ 8:45pm 
I can put it down, but it won't let me put the ammunition containers into it.
KilledJoy 28 Jan, 2017 @ 5:04pm 
@zulu it wont load into your world? or you are getting an error message?
Zulu 28 Jan, 2017 @ 6:57am 
I can't load it.
KilledJoy 14 Dec, 2016 @ 3:12pm 
is the reloading fixed?
dRuPpI 8 Jun, 2016 @ 12:06pm 
can you pls fix the "reloading bug" ?
MaximalCrazy 26 Mar, 2016 @ 3:02pm 
I hope u found the time to finished it :)
Rastro 1 Dec, 2015 @ 10:36am 
Love this gun, Its perfect without being broken. One thing, it seems to have a lot of push on the explosions, sends ships flying even when they are still powered
Commander Jonathan Archer 29 Nov, 2015 @ 8:19am 
nice one.But only 800m range? some more Range will be nice ;)
Whaddageek 30 Aug, 2015 @ 2:03am 
Could you move the missile spawn point slightly further forward/away from the barrel? It's still just close enough that it can blow itself up if fired while the ship is moving at high speed.
Lazy Invincible General 19 Aug, 2015 @ 6:39pm 
Hey, where do I load this thing, cause I can't seem to find where it has the entrance to its cargo so It can supplie the gun with rounds
The Legacy 11 Aug, 2015 @ 7:49am 
@vimligamer123 DX11 Is DirectX 11. Recently, Keen switched the Space Engineers graphics engine to DirectX 11 (from DirectX 9, which was supported by Windows XP), which meant that all mods that were created prior to the switchover, will now likely load with no textures. Any mod that advertises "DX11" means that it will work post-patch.

In case you don't know what DirectX is, DirectX is the graphics foundation that all Windows platforms use - all videogames since forever ago that run on Windows are written to use DirectX (though some in the past also used OpenGL, which was an alternate format).

Hope that helps. :)
ᛣ Munin ᛉ 10 Aug, 2015 @ 10:53am 
whats DX11
FireHydrus 18 Jul, 2015 @ 3:59am 
Ok thanks :D, I will be making a collection with all the mods I use and it will be in the description of the video's.
Mexpex  [author] 18 Jul, 2015 @ 3:53am 
Sure :) no problem at all
FireHydrus 18 Jul, 2015 @ 3:49am 
Hey Mexpex, just want to ask a quick question. I may be recording some space engineers for youtube at some point within the next few days, is it okay for your mods to be used(the MWI weapons and the Azimuth kit)? (Yes there will be links to your mods)
Mexpex  [author] 30 May, 2015 @ 4:18pm 
Update: DX11 Support

Current issues: Rotation error in ghost model when placing block. Tracers not glowing...
Mexpex  [author] 28 May, 2015 @ 3:35pm 
Working on dx11 update but due to unforeseen issues and lack of time it wont be updated today and im not able to work on it tomorrow :/ But as soon as possible.
Soknorb 28 May, 2015 @ 8:45am 
yea, but a large cannon like this shouldn't be so powerful against small ships, just alittle less accuracy would be nice against small ships is all
Vigo the Dudepathian 27 May, 2015 @ 1:21pm 
A light fighter SHOULD get one shotted by a lage ship cannon. You want it to survive against a larger ship you have to look at armored gunships or just another large armored ship . It should blast light armor while not being super destructive to heavy, makes heavy armor actually useful. I say leave it as is.
Mexpex  [author] 25 May, 2015 @ 4:08pm 
Callsign_Jaeger 11 May, 2015 @ 6:19am 
Could you do a version of this for small ships?
Cerbiac 6 May, 2015 @ 1:56pm 
+Aneg
Not that bad actullay.
G sus 6 May, 2015 @ 1:06pm 
good weapon, but very bad to against heavy armor, 9 nuke booms even can't destroy 2 layers of heavy armor.... but 1 nuke boom can destroy over 8 layers of light armor....
Mekedaomith 6 May, 2015 @ 8:21am 
Not bad
Tyberious 6 May, 2015 @ 4:45am 
Reduce its accuracy against small ships and objects.
Marisa Kirisame 5 May, 2015 @ 8:19pm 
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SievertChaser 5 May, 2015 @ 11:57am 
I'd seek to reduce RPM. It's an explosive, I haven't tried to lag the hell out of it. Plus it one-shots light fighters.
Mexpex  [author] 5 May, 2015 @ 11:54am 
@dennis.danilov - i agree that it might be alittle OP atm, not sure if it should be balanced by damage or rpm and/or range
SievertChaser 4 May, 2015 @ 10:53am 
A murderous mid-range weapon system. It feels kinda OP, but it's also a good alternative to the stock, self-destructing vanilla rocket turret.
JadedApprentice 4 May, 2015 @ 6:58am 
Honestly as only seeing this a few times, its not as good as other turret mods. Get a broader range of weapon calibers like in the Oki Weapon Collection. Some people need a super gun like this, but might want to know its caliber of round before they add it onto their worlds.
Phil McCracken 3 May, 2015 @ 9:21pm 
I cant use it on workshop ships? Like i want to see how it does on ships from the workshop, but it's never in my weapons or F-10?
Enderminion 3 May, 2015 @ 7:15pm 
@mexplex, no way to find out if you don't know but to try
frogwalking 3 May, 2015 @ 5:41pm 
Did this instantly remind anyone else of Clankers from the Leviathan trilogy?
Me_Who_Else 2 May, 2015 @ 2:50pm 
Hmm..cant use em. 360 degree firing range is killing it for me...unfortunately
Whaddageek 1 May, 2015 @ 7:47pm 
But will it be enough to see the Rebel Transports safely off of Hoth?
Dawud 1 May, 2015 @ 10:01am 
hey man awesome work yet again! your range of turrets is rly shaping up to cover most needs which is great. could you maybe make a single "collection" mod for all your turrets so i just have to click once? xD
Mexpex  [author] 1 May, 2015 @ 6:26am 
--Update--
- Added optimized mesh
- Added LOD2, now 2 lod steps
- Updated Lod step models
Remnant 1 May, 2015 @ 4:49am 
@D45_P4nz3R it depends on the game the workshop is for, each dev sets the limit for it. For example, skyrim used to have a 100mb limit (or around that, not 100%, either way they removed the limit now) for it's mods, which is tiny compared to some of the larger mods out there
Gem 30 Apr, 2015 @ 2:03pm 
In that case, maybe just make a pack for the BS cannons? Unless of course that's too big, with the extremely high res textures in each one. But please don't make a low res pack.
Nova Viper Dwagoness 30 Apr, 2015 @ 12:58pm 
Mexpex could you put all your cannons into one huge mod please?
Loki 30 Apr, 2015 @ 12:44pm 
One day i downloaded a skins-modpack for Insurgency and it had at about 70MB or so.
I think, that makes it possible ;)

By the way: Fantastic work, keep on!
Mexpex  [author] 30 Apr, 2015 @ 12:37pm 
@Gem - the main problem with making one big modpack would be the size of the mod due to the textures and i think there is a workshop mod size limit.
One posibility is to make a modpack but with lowres textures.
Mexpex  [author] 30 Apr, 2015 @ 12:33pm 
@AceCombat232 i have no idea at all if thats possible, probably in the future with less limitations when modding. But it would need alot of programing and im not a programmer x)
Gem 30 Apr, 2015 @ 12:32pm 
Can you maybe add all of your amazing cannon mods to a modpack like the OKI collection?
Mittler 30 Apr, 2015 @ 12:25pm 
Is there anyway to make a small-scale interactive ship hologram that gives ship informations. For example: Which rooms have oxygen, which rooms have open airlock, which one have a hull breach? That would be awesome and very useful
KilledJoy 30 Apr, 2015 @ 10:11am 
Havent used this yet but the model is perfection for my cruiser i have in mind.

Love the model detail