Space Engineers

Space Engineers

[MWI] Static Cannons
90 Comments
Pufferfish 120 7 Jul, 2023 @ 3:01am 
Weaponcore?
Impera 21 Mar, 2021 @ 8:13am 
Pov: Someone makes a mini gun out of the largest varient.
Aetherial 25 May, 2020 @ 1:23pm 
@Sledge
The updated version is in the Weapon Pack 1 under a different name.
Sledge 10 May, 2020 @ 12:46pm 
Hasn't been updated in 4 years. I think it is dead.
The Commissar 3 Jul, 2019 @ 7:11am 
bye the way nice
The Commissar 3 Jul, 2019 @ 7:11am 
great broadside cannon
epflederer 22 Mar, 2018 @ 7:51am 
You would get credit for the model of course
epflederer 22 Mar, 2018 @ 7:50am 
Can i use the model for the small cannon in a mod I'm making? I'm trying to make an Ace Combat style drone mod, and i want to have variety in the weapons of the drones, both functionally and visually. this would work perfectly for slower but heavier hitting cannons
The Nameless 8 Mar, 2018 @ 6:37pm 
I love the looks, but the accuracy being off by up to 2 degrees, while it may sound insignificant, is actually pretty bad even just at medium range. Aiming at a target is pretty much impossible, I have to point somewhere in the general direction and kinda hope they go somewhere near it. Isn't it bad enough that I have to predict where to lead the target without any kind of leading or trailing sight on my HUD? Every other game has that. I'd bet military vehicle-mounted weapons in real life have that. I bet they've had that since the 1970's or before, and I'd bet they compensate for gravity too. But since I don't have that in this game, can I at least have the rounds go where the ship is actually aiming? Like they would in an even vaguely well-built weapon in a vacuum in real life?
Schmuhser 27 Feb, 2018 @ 7:09am 
maybe add a version that uses AP( armor penetration) rounds with higher speed, maybe 800, no AoE and a bit better accuracy and maybe a firering rate of 90 per minute. that could be really nice.
Titus 3 Dec, 2017 @ 4:05pm 
What's the rate of fire? It just says: "60". Is it "60 rounds per hour"? It reloads rather slowly (observation, not a complaint).

Also the AoE: Is it "5 meters" or "5 Damage for the surrounding blocks (and how many blocks)"?
S.S.Mogeko 25 Nov, 2017 @ 12:04pm 
Can you also lower the sound that this weapon makes. i almost became death.. thanks..
LckyAkm 29 Sep, 2017 @ 9:15pm 
can you show the ammo that this cannon uses ?, with more than this mod, find the right ammo is a challenge. :steamfacepalm:
dRuPpI 17 Jun, 2017 @ 9:18am 
is this broken? the cannon stops working on small ships if you are moving but it works with dempeners off
Hirodripto.rl 1 Feb, 2017 @ 3:40am 
@TheOSB He said 700m...
Rastro 29 Dec, 2016 @ 9:15pm 
Maybe dreadnought/super-heavy version for orbital bombardment?
I am only slightly genocidal, I promise
MBT808 16 Dec, 2016 @ 8:33pm 
@mexpex any model updates planned for the future with the new blocks overhaul?
King Maelstrom the Esoteric 31 Jul, 2016 @ 11:55am 
What is the ammo called?
Salty Slothy 27 Jun, 2016 @ 5:05am 
@fummy you're right it does have potential. But if I'm trying to bombard a planet I don't think I want to use a gun that has the chance to hit 700km away from the target. Cuz ya know friendly fire and shit.
Teneombre 27 Jun, 2016 @ 4:05am 
I finally unnstall this mod. Didn't worth in term of power, accuracy and cost.
GrumpyPlok616 26 Jun, 2016 @ 11:58am 
this gun neds to be alot more accurate
Fummy 23 May, 2016 @ 6:54pm 
Drop the inaccuracy to > 1 degree and up the range to 40000 km (gives an inaccuracy of 700m) and then up the cost of projectiles to balance out the power. This weapon has huge potential for orbital bombardment if well balanced with cost/performance.
Aerzaal 5 May, 2016 @ 12:48pm 
Way too inaccurate. Damage is good, if you can hit with it. But even under a Km it's a speay and pray.
Teneombre 25 Apr, 2016 @ 1:21pm 
Hi :) Thanks for this mod, usefull on small ship. For large ship... the accuracy is just too bad, even at 'close range' (1-2km). This meean that shot regulary kill them self (by collision) before the target, and you can actually touch your target (at least, in a 5-8 block range) less than 10% of time ! As the ammo ask for uranium, I found the accuracy a bit too small. perhaps minimize the damage and make it more accurate (it's a static cannon ! No reason to have a so small precision !)
Captain_Crooked 22 Apr, 2016 @ 11:48pm 
My only request would be if the gun, namely the large one, could be made a tad bit more narrow, atleast its hitbox. There seem to be no big static guns that are slightly narrow for custom turret making. This plus a conveyor hinge, if it were a tad narrower it would be able to fit between armor blocks and be able to move on that hinge.
A Kobold 11 Apr, 2016 @ 7:57pm 
Imma report the same problem with the small version: Rounds smacking into each-other and killing the things I don't want to be killed. Namely, me.

I agree the large version could be a wee bit more accurate, but that's because the rounds still fly into eachother more often than not. I do like your Static Cannon over the OKI Cannons, at least.
Whaddageek 5 Apr, 2016 @ 5:57pm 
The scattering pattern's just fine for the large version, it turns it into a nice salvo weapon to bombard targets with. It's only the small-block version with the problem, because the scattering scales down badly and makes the projectiles smack into eachother just a few meters out of the barrel.
jandraelune 3 Apr, 2016 @ 4:38am 
Yes Accuracy with both size's is a problem. When sitting static they are kinda ok...moving and shooting have a small chance of hitting your self, I actually took out a gun that was sitting a little forward and to the side of one.

Shots at ranges past 600m will often not fly straight like vannila rockets do...they do fly straight but not where your aimming.
Mexpex  [author] 1 Apr, 2016 @ 7:59am 
@DMMWolf - thanks for the feedback :) will take a look at it, maybe make its accuracy more in line with the small one but give it a slower RoF and a somewhat higher damage to compensate.
DMMWolf 1 Apr, 2016 @ 1:01am 
I understand the neccesity for reducing the projectile speed but the weapon's Accuracy is a bit off putting. A battle at 800m would prove a challenge let alone trying to hit a target well over 3km away. I believe it was stated earlier that with any clustering ( I am using a grouping of four, two side by side on either side of a camera mount) a Disturbing number of the rounds collide, sometimes early flight. As a general rule, improved accuracy is one of the main benefits of using hardmount weapons verses turrets. Your able to mount it to a more secure frame preventing the barrel from getting thrown off too much. Not saying you have to do anything about it, just giving some feedback. :)
admiral_zeus 30 Mar, 2016 @ 7:05pm 
It looks like a grate mod to bad I don't have DX 11 yet.
Aerzaal 30 Mar, 2016 @ 1:11pm 
Are you gonna make a long range fixed gun as well? Having cannons that can reach out and touch someone over 10km away is always fun.
Rita Estrazda 26 Mar, 2016 @ 3:07pm 
@Mexpex yes the mod is definetly installed but it is missing from the G menu and on the ship it's gone
Korvatus Klok 26 Mar, 2016 @ 9:51am 
The cannons look great (like the rest of your work) but the sound is lacking that giddy making punch. Could you please make the cannon sound for the large ship grid a lot beefier. Some simular to the sound of the CSD Battle Cannon. That way it sounds as powerful as it is. But great job. I wish I knew how to make mods.
jandraelune 26 Mar, 2016 @ 7:07am 
Yeah, same here.
Mexpex  [author] 26 Mar, 2016 @ 6:56am 
@jandraelune great that it works for you :) did you test them agains heavy armor? when i tested you needed a few shots in the same location to break heavy
jandraelune 26 Mar, 2016 @ 6:00am 
As for damage it's self...based on what a vannila rocket does. It's about half that for the 30mm. 150mm is more then twice that.

:p Placing the 150mm on a minimal large ship thats just 8 thurters, gyro and cockpit...it can be abit OP. But on larger large ships that can't move too well it's fine...would be less effective then a turreted weapon.
jandraelune 26 Mar, 2016 @ 5:41am 
Just tested again...this time impact was where it should be.
jandraelune 26 Mar, 2016 @ 5:32am 
Damage on impact is better, but still transfers force behind the impact point.

Hit small ship cockpit and it traveled right through and hit the next block behind.

Hit a large ship small Hydro thruster doing nothing but killed the conveyer block behind it...warpage was centered around the Hydro thruster though.

Hit a small ship grinder and damaged only it.
Mexpex  [author] 26 Mar, 2016 @ 5:03am 
-Update[fixes]-
Reduced speed of projectiles. When traveling at 800m/s thay sometimes went through thin parts. I tested it on a small grid light armor wall when firing the 30mm, no dmg. lowered the speed to 600m/s and every shot hit.
To reduce the chance of this happening on the large one i lowered the speed to 750m/S

@jandraelune
Mexpex  [author] 26 Mar, 2016 @ 3:15am 
@jandraelune - ill take a look. could have to do with the projectile speed

@Jamie Thompson - when you loaded a world?
Rita Estrazda 26 Mar, 2016 @ 12:38am 
For some reason the cannon has just dissapered on me
jandraelune 25 Mar, 2016 @ 10:31pm 
The 30mm small grid cannon has a bug. When fired the damage is not centered on impact point, no damage at all at impact point. The damage actually is 1 large block behind.

Not really a bug, just cosmetic the icon for the 30mm is identical to the 150mm.
Salty Slothy 25 Mar, 2016 @ 11:29am 
That battery idea is a good idea. The telion cannons work extremely well like that! Though with battlefleet gothic emerging from the Warp in a month now would be an excellent time to capitalize on the hype train. Not that I'm implying that you're a hype monger but it would be awesome to see what you could do! A lance cannon or even a macro cannon would be super cool.
Whaddageek 25 Mar, 2016 @ 7:13am 
Having them in a row of four isn't really all that well laid out for most starfighters though. Is the spread thing something you've added deliberately,m or just inherent to the code because I know vanilla missiles fly straight. Such a relatively small-caliber cannon would probably be pretty accurate compared to the 150mm one anyway.
Mexpex  [author] 25 Mar, 2016 @ 7:01am 
@Whaddageek i could possibly add the big one a s a small ship cannon(probably 3x3). I know of the spread issue and its a good point. one one solution would be to make cannon batteries, premade groups of 4, that way they wont fire all at once. fire barrel 1,2,3,4,1,2.... and so on
Whaddageek 25 Mar, 2016 @ 6:52am 
For actual proper criticism, you should just get rid of the firing spread effect on the 30mm version of the cannon. The cannons are more than likely going to be placed so close together that roughly every second or third shot will collide with another close to the ship firing them almost immediately after leaving the barrel.
jenus10141 25 Mar, 2016 @ 6:47am 
Mod a Wh40k Imperial Cannon, why don't you...

P.S. Please
Whaddageek 25 Mar, 2016 @ 6:38am 
I was kinda hoping for like a 3x3 or 5x5-wide 150mm small-ship cannon to go harrass big ships with, to be honest. The 30mm one still looks pretty good though.