Space Engineers

Space Engineers

OKI Weapons New Balance + Vanilla Weapons (stable + dev)
49 Comments
Okim 31 Aug, 2018 @ 2:35pm 
Hey all.

Original OKI Weapons mod is now back online, fixed, rewamped, remodelled and rebalanced:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=429053416&tscn=1535749372

Thanks to all the people who kept the mod running and fixed with the many reuploads and rebalances.
anjasqurl 22 Nov, 2017 @ 2:46pm 
I am having the same issue with the ship mounted cannons not working.
MnemonicGiraffe 10 Aug, 2017 @ 12:21pm 
for me none of the ship mounted weapons work, only the turrets.
Reaper 25 Jul, 2017 @ 2:39pm 
Crashes every time I fire the 23mm fixed gun for small ships.
MadPeach Ѽ 10 Jul, 2017 @ 2:58pm 
can't subscribe :c wth
Tug 29 Apr, 2017 @ 7:09pm 
I found the one I was looking for, it is difficult to tell which goes with what, so I made 1 each and checked which one automatically went to the weapon.
Drayst  [author] 29 Apr, 2017 @ 4:32am 
I think so...do you miss one?
Tug 25 Apr, 2017 @ 8:36pm 
Do all the weapons have their respective ammo available to craft?
Drayst  [author] 23 Mar, 2017 @ 9:45am 
There is a reason it has a low RoF: it is accurate and has a long range.

If you want higher RoF use the Quad-Turret.
jimbo1676 21 Mar, 2017 @ 8:15pm 
The 50mm gun's rate of fire is now too slow imo. I think the 50's got a little over-nerf'd
Drayst  [author] 22 Dec, 2016 @ 1:18pm 
Hey Hydra,

I have not tried it in beta, but you just can do that and report back.

I have not abandon my mods, but I am not really working on them or updating them at the moment as I have no time for playing or modding right now.
I hope that gets better next year and I know that some of my mods are really in need of some love.
Arrax Shadowfang 21 Dec, 2016 @ 1:50pm 
wil it work in beta and is it gona be updated ??
Drayst  [author] 21 Aug, 2016 @ 10:32am 
Update:
-changed the vanilla turrets back to old size
-added compact vanilla turrets with a little less damage and a little more structure

All vanilla blueprints and A.I. ships should work again.
Frank0607 20 Aug, 2016 @ 4:06pm 
ya thanks for looking into it
Drayst  [author] 16 Aug, 2016 @ 4:23am 
I guess this means I can not replace the vanilla turrets with smaller ones, but have to create a second set.
Drayst  [author] 16 Aug, 2016 @ 4:17am 
Oh, now I know what you mean...well, I have to think about a solution to that...
Frank0607 15 Aug, 2016 @ 6:36pm 
what about the AI vanilla ships that don't have the guns on it properly is there a way to fix that?
Drayst  [author] 14 Aug, 2016 @ 3:26am 
The problem is that I changed the block size of the large vanilla turrets. Vanilla size is 3x3x3 which is just ridiculous, so I made them smaller 1x1x3. You can build blocks beside the turrets and they wont stick out like ugly pimples...

But that change makes them incompatible to old or vanilla blueprints as they saved the position for the bigger size and are placing the models on that spot.

If you create or update the blueprint with my mod installed, there will be no problem.
Frank0607 12 Aug, 2016 @ 12:04am 
And I know it's this mod because when I removed it the problem was fixed
Frank0607 11 Aug, 2016 @ 11:58pm 
whenever i encounter an AI ship the guns will be physically moved and not on the conveyor system causing them not to fire and when a projection is being show the vanilla guns are misplaced/not where they're supposed to be
Drayst  [author] 11 Aug, 2016 @ 4:40pm 
The A.I. on the vanilla guns got shorter range. Is it not working at that limited range?

What do you mean with projections?
Frank0607 11 Aug, 2016 @ 4:26pm 
Im using this mod but it's causing the vanilla guns on the A.I. and projections to be misplaced or not there at all
IceMaverick 13 Jul, 2016 @ 7:08pm 
Alrighty then, I'll see about installing it and ill try to get back to you if anything comes up.
Drayst  [author] 13 Jul, 2016 @ 2:58pm 
This mod was first uploaded before the separation into two branches, but I made the last update with the dev build, so I guess that's why you get the notification.
As of now I don't play actively and only follow the development and modding community, so I use the lastest dev version.
I will not maintain two versions of my mods unless there is no other possibility (like some incompatibility).
At least for now the differences between stable and dev should be relatively small and you should be able to use this mod for both versions without problems (I had no issues so far), but let me know if you have any other problems besides the notification.
IceMaverick 13 Jul, 2016 @ 9:55am 
So the game notified me that this mod was made with the dev version of the game instead of the stable build. I imagine this might cause issues so is there a version for the stable build?
Smart Bear 12 Jul, 2016 @ 10:56am 
Вполне возможно кнфлик идёт из-за других модов.
Drayst  [author] 10 Jul, 2016 @ 7:27am 
Sorry, my Russian is pretty bad, so I will answer in English and I will use google translate then:

I could not detect any problems with the 50mm turrets. Neither the single nor the quad turret will produce any crashes for me.
The 500m range is set by me for balancing purpose.

Here is the google translate:
Я не мог обнаружить каких-либо проблем с 50мм башенками. Ни одного, ни четырехъядерный турель не будет производить никаких сбоев для меня.
500м Диапазон устанавливается мной для балансировки цели.
Smart Bear 9 Jul, 2016 @ 10:14pm 
Модель 50мм турели, в режиме выживания при попытке собрать или разобрать игра вылетает. 23мм модель нормальная, остальным не пользуюсь так что незнаю. И ещё, зря дистанцию уменьшил до 500м.
Drayst  [author] 9 Jul, 2016 @ 2:51pm 
Что глючит?
Smart Bear 9 Jul, 2016 @ 10:06am 
МОД ГЛЮЧНЫЙ!!!!!!!!!!!!
Drayst  [author] 8 Jun, 2016 @ 4:40pm 
I could do that, but in my opinion the vanilla weapons make no sense even for them self. The missiles fly faster than the bullets of the Galtling gun and the turrets have ridiculous fast travers speeds.
Without balancing them in regard to the other weapons, they would be way out of line.

If you want to use another mod that changes vanilla weapons, you can just put it before my mod in your mod list and it will override my changes.
If you really want to play with unchanged vanilla weapons, you can unzip my mod into your SE-mod folder and delete the *vanilla.sbc-files in the "Data"-folder.
PlayerX 8 Jun, 2016 @ 3:22pm 
Can we get a version without changes to vanilla weapons?
TiGeR 6 Jun, 2016 @ 4:51pm 
If at you is ok, I can not understand why the turret firing drones moving about 200-300 meters from me was not even able to bend the blocks and fired several rounds of ammunition for nearly 5 minutes. I also use modifications Vanilla Weapon Rebalance may interfere with each other. I like to shoot some minimal damage asks, and as shot AI is apparently in no hits :)
Sorry for the inconvenience, but for me, unfortunately, invisible damage is too weak.
Drayst  [author] 6 Jun, 2016 @ 12:55pm 
Ok, I tested it and it works the way I designed them. The 23 mm weapons have a high dispersion and therefor won't hit a single block from more then 200 meters. An antenna is really slime and especially hard to hit.
If you want high accuracy and long range use the 50 mm single turret, the 122 mm broadside gun, the 230 mm broadside or fixed gun. They have much better dispersion.
TiGeR 6 Jun, 2016 @ 11:42am 
I used 23mm fixed gun (on a small ship)
and 23mm turret defense (version for large ship)

I used this version now modify https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=689102067 and here it seems everything should work as well, maybe the ammo in the magazine :)
Drayst  [author] 6 Jun, 2016 @ 7:16am 
Ok, can you tell me exactly which turrets you used and did no damage in what condition?
Then I will test it myself.
TiGeR 6 Jun, 2016 @ 5:22am 
@Drayst I understand it all :) I read what you have changed.
But with definable damage it is something wrong.
Such a huge amount fired missiles should turn off the antenna is only 700 meters and in this case the gun was useless. (I do not like the turrets and guns Ask a lot of damage, but in this case ask unnoticeable)
Turret shelled 3 drones about 300 meters (drones were focused on me) were almost motionless and I circled exposing them to a target for the turrets.
5 minutes firing drones appeared to be unharmed.
That's all I did in my survival mode and manual gun did what she could do turret.
I chose your modification was due to less damage done, but I did not expect to be so tiny injuries.
It looks as if the modification had a problem with physics and balls just fly through objects without damaging them.
Drayst  [author] 6 Jun, 2016 @ 4:21am 
@Pegas519: I can fully understand your position and there is not much I can do about it. As I don't have the model files, I can not promise to keep this mod in working order, if something in SE changes. After all it is an early access game.

@TiGeR: the 23mm has a higher rate of fire, but a higher deviation as well. Its damager per minute is about 25% higher, but it can be effectively lower as it will hit less often. This is intentional as it is twice as fast as vanilla turrets regarding rotation- and elevationspeed.
The 23mm variants are designed to counter fast moving targets at close range. For greater range and slower targets other turrets are better.
TiGeR 4 Jun, 2016 @ 5:22am 
Hello
I've tested in survival mode large turret 23mm and small 23mm gun. And both versions are too weak version of Vanilla is 100% stronger.
With a small ship had shot about 4,000 pcs. Of ammunition from a distance of 600-700 meters and could destroy a large antenna. With the camera viewing've seen the effectiveness of hits at around 70%. Definitely converter damage is bad :(
Pegas519 3 Jun, 2016 @ 5:21pm 
I am hesitating to subscribe and use a mod that might be taken down without notice. I have ancient world that uses mods that are as ancient.
Teneombre 26 May, 2016 @ 7:12am 
I will try again tomorrow.
Drayst  [author] 25 May, 2016 @ 8:24pm 
I tested it with a fixed setup and it does exactly the same damage per shot.

Maybe you are not hitting the same block from afar?
Drayst  [author] 25 May, 2016 @ 2:54pm 
I am not sure. I will check it once again and come back to you.
Teneombre 25 May, 2016 @ 12:07pm 
Thanks then :) I will try later :) The 122mm fixed on small ship seems week (according to the diameter, I guess it's the most powerfull). It is efficient to snipe something but can not go thrown only one large cube of light armor (I fire something like 6 or 7 shoots). Do I miss-use that weapon ?
Drayst  [author] 25 May, 2016 @ 11:20am 
Ok afateneombre, you were right. I forgot that I balanced the vanilla weapons as well. There were some wrong values for the speed variance. I corrected that.
Drayst  [author] 25 May, 2016 @ 11:14am 
Vanilla Gatling?

Let me check.
Teneombre 25 May, 2016 @ 5:13am 
Actually, when I use Gatling on my small ship, they auto destroy after few round. Is this mod involved ?
Btw, for the few test I made, I like the precision of fixed canons. It's more logical than the ones I used before.
Drayst  [author] 24 May, 2016 @ 5:31pm 
It is in the mod itself. You have to go to your %appdata%\SpaceEngineers\Mods folder and look for the file with the name 690242472.sbm. You can simply extract it as a zip file (with 7zip for example) and you will find the calc file inside.
Teneombre 24 May, 2016 @ 4:55pm 
where can we found the libreoffice calc ?