Space Engineers

Space Engineers

High Velocity Weapons MK IV [DEPRECATED] Please Switch to VI
313 Comments
F-16D Block-60 FemboiDILF  [author] 23 Oct, 2021 @ 1:50pm 
use https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2626592284 this version for now until I can somehow update this one.
Debbski 20 Oct, 2021 @ 8:14pm 
so, this makes the new guns that keen added have no weapon sounds
F-16D Block-60 FemboiDILF  [author] 10 Sep, 2020 @ 5:33pm 
It's not hard coded, but they'll become invisible after a while and there's nothing to be done about that. I did set the range of basically everything at the games limits or at least their viable limited range.
Kill3rCat [1st FORECON] 10 Sep, 2020 @ 5:29pm 
Sounds like a good idea. Also, as well as my question about changing spread, are you able to change the range at which projectiles despawn, or is that hardcoded?
F-16D Block-60 FemboiDILF  [author] 10 Sep, 2020 @ 4:30pm 
I was thinking about releasing another gatling variant that fired it short (about 25 round) bursts that had much better accuracy. I may also make missiles more accurate overall, as we have a good deal of missile guidance scripts to make block missiles actually viable now, so rockets would be marginalized by comparison.
Kill3rCat [1st FORECON] 10 Sep, 2020 @ 10:21am 
Are you able to reduce the spread of vanilla weapons?
Sullimar007 12 Jun, 2020 @ 5:58am 
:steamhappy::steamhappy::steamhappy::steamhappy: perfect:steamhappy:for:steamhappy:I CANT SAY IT!:steamfacepalm:
AstralChild 9 Jun, 2020 @ 6:56pm 
well, think after years on and off SE and other similar games, most of us know what youre talking about :-) have fun with the other games and an anticipated welcome back for whenever you get back into SE :-)
F-16D Block-60 FemboiDILF  [author] 8 Jun, 2020 @ 3:25pm 
I do, but I'm kinda on a space engineers hiatus at the moment, the engine is pretty limited in what I can do. I've been spending a lot more time playing Avorion and catching up on the single player games in my library.
AstralChild 8 Jun, 2020 @ 6:44am 
ok, that helps alittle with understanding. thx a ton for taking the time to help me here.
are you planning on developing/updating this mod still more?
F-16D Block-60 FemboiDILF  [author] 7 Jun, 2020 @ 6:51pm 
that's my fault for not annotating it right. 165mm DF-HEAB is the old 200mm missile inside the code, the 254mm MLC should also go in the large ship missile launcher.

the 165mm MLC and 254mm MLC are both tubes that contain multiple smaller 70mm rockets, they're wide blast radius, fast but very low damage.
165mm DF-HE(F) are slower wide radius missiles, and the DF-AS are the slowest most destructive of the missiles.
They all do less damage than say a warhead but are of course easier to use.
AstralChild 7 Jun, 2020 @ 10:30am 
well, i made a small sumup of what i can see in my assembler-blueprint:
165mm DF-AS
165mm DF-HE(F)
165mm DF-HEAB
165mm MLC, 70mm HE-SAP
254mm MLC,70mm HE-SAP

and what aparently goes into the LARGE grid
Rockert-Launcher: Missile200mm (range 17km range it says)
Missile Turret: 254mm RocketPod (range 8km it says) or Missile200mm (range 17km it says)

I am a little uncertain where to get those "Missile200mm" from as they dont figure at all in the assembler..nor do i know what the 165mm MLC, 70mm HE-SAP mean (why does it mention 165mm AND 70mm?

am totally confused here... can you give me a hint an all this?

i havent even done any of the small grid things now...
F-16D Block-60 FemboiDILF  [author] 4 Jun, 2020 @ 3:01pm 
it *should* be that 165mm rockets go in the small ship missile launcher, and 254mm go in the large ship, with the special that the rapid missile launcher uses the MLS 254mm only.
It might be, if I reversed something by accident that the 165mm HE-AB will be used in both small and large ship launchers.
Let me know what comes out of the blueprints though, I just moved computers and I can't recover my old project files so I basically have to reverse engineer whatever I was doing.
AstralChild 3 Jun, 2020 @ 11:20pm 
thx a ton for your help m8. lemme know if you find something or if i am doing something wrong.
F-16D Block-60 FemboiDILF  [author] 3 Jun, 2020 @ 6:48pm 
that's weird. I'll look at the blueprints and see if I accidentally had the input/outputs wrong.
AstralChild 31 May, 2020 @ 12:04pm 
hey guys. i am running this mod on a DS and am having problems finding the proper ammo for the proper missile launchers. for example: the large grid rocket launcher says it needs 200mm missiles, but in production i cant find ANY.
i did build all of the available missiles and aparently the launcher accepts only 254 HEAP...which also i can not find in my list to build, but when i build 165mm HEAB aparently i get the 254mm HEAP out.
this didnt happen before i used this mod...so am askign ehre if that is a known bug or supposed to be that way or am i doing something wrong?
Rover075 22 May, 2020 @ 6:11am 
ok thanks
F-16D Block-60 FemboiDILF  [author] 9 May, 2020 @ 8:55pm 
@Roven075 it's balanced with a scripts enabled multiplayer vs in mind like the rest of HVW

@systat I've noticed that though this mod doesn't touch armour blocks, regular HVW does but it doesn't in any way interact with the models side of things, just block durability.
Rover075 9 May, 2020 @ 1:58pm 
is this balanced for a faction war server?
systat 5 Dec, 2019 @ 9:38pm 
Some round-type blocks, while there, look a bit "incomplete" when this mod is used.
F-16D Block-60 FemboiDILF  [author] 21 Jul, 2019 @ 4:01pm 
@CleanFarts it's not quite a table but I've added ranges into the description.
F-16D Block-60 FemboiDILF  [author] 14 Jun, 2019 @ 6:58pm 
I'll work on it soon, right now I'm trying to rebalance how armours work with the lighter materials.
TRUMP GAZA IS #1 5 Jun, 2019 @ 3:33am 
Pretty good mod from what I see so far. However, a table showing a description of ammo types, what their abbreviations mean, and what their effects are is sorely needed.
F-16D Block-60 FemboiDILF  [author] 25 May, 2019 @ 12:28pm 
it depends on the block, if it uses the large gatling or small gatling turret weapon reference then it will still fire in 25 round bursts. If it has its own coded weapon but that weapon uses vanilla ammo then only the projectile component will be changed. I will not make a component rebal separate, as the damage received by blocks and their relative weight is intrinsic to the balance of the mod, and the features it's intended to enable.
Kill3rCat [1st FORECON] 20 May, 2019 @ 6:43am 
Ah, I see this gatling turret thing is intentional... if I were to use another mod which uses the vanilla ammo, but is a different turret, the reload would be gone, I take it? An example would be the compact turrets mod.
Kill3rCat [1st FORECON] 20 May, 2019 @ 6:39am 
Why does the gatling turret have to reload after a two-second burst? It spends more time reloading than shooting.

Also, think you could split your component and block rebalance into a separate mod?
F-16D Block-60 FemboiDILF  [author] 1 Apr, 2019 @ 8:33pm 
they're less massive so they require less mass to make, I thought that should be obvious, but I added it to the description just in case.
Elysium 1 Apr, 2019 @ 7:26pm 
I can quote obvious phrases as well. "You fail to mention anywhere that you reduce the iron cost of steel plates by x70."
Zahiid 1 Apr, 2019 @ 3:32pm 
"Component update! (new this update! | 1.25.1)
Steel plates now weigh significantly less, based off of meteoric iron, turned to stainless steel sheets x6 the width of a small block. I've had issues with changing up the steel plates required to make each block in the passed so I'll leave that current ballance alone for now, but expect to see all of your designs be much lighter."
Elysium 1 Apr, 2019 @ 1:58pm 
You fail to mention anywhere that you reduce the iron cost of steel plates by x70. You talk about realism but you make armor blocks weigh 14kg instead of 500kg. These things have massive balance implications beyond the changes you have made to weapons. Do not recommend.
F-16D Block-60 FemboiDILF  [author] 27 Jan, 2019 @ 1:13pm 
Weird, it should work for any 25mm base game weapons, they're green tracer round with slightly different ballistic properties.
Citizen Joe 26 Jan, 2019 @ 1:45pm 
What is the ODKB ammo for? I cant laod it into any of the turrets
Skeleton Man 29 Nov, 2018 @ 11:52am 
nice
F-16D Block-60 FemboiDILF  [author] 28 Nov, 2018 @ 8:28pm 
Big "Update" really just fixes all the broken blocks thanks to the addition of PCU and some minor API changes.
James Fire 28 Sep, 2018 @ 10:59pm 
That sucks.
F-16D Block-60 FemboiDILF  [author] 28 Sep, 2018 @ 10:29pm 
no, I can mass replace code but the way SE is written almost all of the generic cube blocks are in one document together instead of individual file entities. If say i just edit one of them but leave the rest alone in the doc they'll all overwrite any other changes. You can of course break it up into other documents but SE wouldn't know how to correctly reference them all as seperate entities and it would destroy the G menu because its search and sortalage is also in that document. It's really rudimentary.
James Fire 27 Sep, 2018 @ 8:06pm 
You can't edit a group of blocks, like all armour blocks?
F-16D Block-60 FemboiDILF  [author] 27 Sep, 2018 @ 7:07pm 
no because of the way that SE's code works you have to edit each and every block. Modded blocks that are anything more than a replacer reskin will not have values set by me in them, you'll have to ask the creator what they set their damage reduction values to if any at all.
Zahiid 30 Mar, 2018 @ 3:32pm 
I am also p sure this mod is the most "finished" of its type on the workshop.
Zahiid 30 Mar, 2018 @ 3:30pm 
While there are tracers for 5.56 ammunition they are rarely used in modern scenario's because of how much mass the bullet has to lose in order to fit the tracer. 5.56 tracer rounds are notorious for their inconsistent performance. They are still utilized modernly but for very specific scenario's usually involving target aquisition. This isn't necessary for static turrets and small arms in SE since they are rarely shooting at targets going 100m/s or over.
itsdren 29 Mar, 2018 @ 7:26am 
Alternately, you could assign colors for each ammo type so it would be easy to see in the UI. Just leaving the Light as vanilla. It's your mod really, but there is definitely tracers for M16 caliber ammo.
itsdren 29 Mar, 2018 @ 7:21am 
There are tracers for 5.56mmx45mm NATO ammunition. It's not like tracers really work properly in SE anyways. I'm simply advocating making the color of shots uniform.
Skeleton Man 29 Mar, 2018 @ 1:56am 
are swapping ammotypes of the same caliber still borked because of keencode? I remember having difficulty keeping different kinds of tracers on hand for gatling turrets.
F-16D Block-60 FemboiDILF  [author] 28 Mar, 2018 @ 5:45pm 
Right, the light sentry guns and regular sentry guns don't use tracers because of their caliber.
itsdren 28 Mar, 2018 @ 12:46pm 
OK, thanks for the clarifiation.

The light sentry gun and regular sentry gun shots are still vanilla.

Mod is very well done just needs that extra bit to push it to that finished feeling.
F-16D Block-60 FemboiDILF  [author] 27 Mar, 2018 @ 6:53pm 
I'm not sure what you mean by the recoil being limited? I've tried using realistic recoil values, but somethings very wrong with KEEN's engine as the recoil seems to be in some other form of measuremant than other parts of the engine. So it's a constant battle.
I don't know what you mean with your first question either, I wrote out how much damage armor blocks take there. It's just as it looks. Heavy Armor takes 1/10th the damage a normal block takes etc.
What guns do you see the colour not being uniform.
itsdren 27 Mar, 2018 @ 1:51pm 
Thanks so much for your hard work.

What do you mean rebalance to all armor blocks has been "put down"?

1. I love the recoil, but gatling guns to tend to be mounted on equipment and recoil is a bit limited.

You might consider this as you review mounted and even hand operated gatling guns in the real world which do have more limited recoil (as they are secured on heavy equipment).

2. The rapid fire rocket launcher is a *bit *faster than I think you would find in the real world or want to use. However, it is really good and I think having the option for a more rapid launcher is the right direction to go.

3. The shot colors are not currently uniform. It would be nice to see the shots unfiormly colored (I think a couple are the old color still).

If I had to pick one of the three things that bothers me the most I would say it's the shot colors (3.) because it makes the mod feel unfinished.

Brilliant work, I hope this feedback is useful for you.

F-16D Block-60 FemboiDILF  [author] 11 Feb, 2018 @ 2:42pm 
Major update is out, reballance to all armor blocks has been put down as well as tweaks to the 25mm round.
F-16D Block-60 FemboiDILF  [author] 2 Feb, 2018 @ 3:53pm 
recoil values have been tweaked again because KEEN doesn't know what a kilojoule is