Space Engineers

Space Engineers

Warbros HVER Weapons Pack (WIP, needs your help!)
47 Comments
Victoria, Angel of the void 12 Jan, 2020 @ 1:11pm 
Sorry but...

This was a terrible mod when I tried it some time ago. Just getting around to actually getting to this but it seemed really... Not my cup of tea, I guess.

:\
Ced23Ric  [author] 18 Jun, 2018 @ 7:26am 
You will need the okay by everyone that contributed here.
TwinChops 16 Jun, 2018 @ 3:20pm 
Just to get it right, i can Rip the files and make a mod myself out of it?
I mean im new to modding it will take ages but someday i will then publish the mod, and i just want to stay on the safe site.
Korogec 6 May, 2018 @ 3:28am 
or make new mod plls
Korogec 6 May, 2018 @ 3:28am 
fix pls
envy 30 Mar, 2018 @ 4:55am 
What happened to Warbros?
Sovereign  [author] 12 Feb, 2018 @ 3:21am 
Feel free to rip the files and do it yourself.
King Maelstrom the Esoteric 11 Feb, 2018 @ 3:32pm 
y iz ded¿ mek agin¡
dRuPpI 18 Feb, 2017 @ 11:07am 
@ i know thats why they should fix it and add to this pack :steammocking:
Shroom 23 Jan, 2017 @ 8:50am 
@Krill the SEI pack is way deader than this mod. Do not recommend.
delleds 18 Jan, 2017 @ 7:38pm 
You had a good thing going here... shame.
dRuPpI 21 Dec, 2016 @ 4:21pm 
dont miss the awsome flak guns from the [SEI] pack :steamhappy:
aBluePegasus 16 Dec, 2016 @ 2:28pm 
it's pushing up daisies.
Shroom 16 Dec, 2016 @ 12:24pm 
is kil
Sovereign  [author] 16 Dec, 2016 @ 12:45am 
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Sovereign  [author] 16 Dec, 2016 @ 12:45am 
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Sovereign  [author] 16 Dec, 2016 @ 12:45am 
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Dirtypeasants 15 Dec, 2016 @ 11:26am 
Dead mod ?
Sovereign  [author] 27 Nov, 2016 @ 4:35am 
Not at all. Keen is great at driving players away.
Solace 27 Nov, 2016 @ 2:53am 
so, how is work on this progressing?
rea|Jeck 26 Oct, 2016 @ 11:15am 
Nice Pack! Just took a look at the full content and I must say, its an amazing selection. Personally, I would prefer the Railguns to be closer to their real life ludicrous destructive potential though. Also: Is there any chance you could get a hold of Darth Biomechs Laser Turret for it?
delleds 11 Oct, 2016 @ 8:01pm 
Switching to another mod for the phasers.
delleds 6 Oct, 2016 @ 9:03pm 
cutters have a massive target detection range but a very short beam. Also very underpowered.
delleds 4 Oct, 2016 @ 10:00am 
The extended ranges on the cutters don't work properly, nor do they work on cannons.
delleds 1 Oct, 2016 @ 9:09pm 
Have you considered making the cutter and lance mods powered by energy? Making a star trek build.
Barbatos 1 Oct, 2016 @ 4:53am 
Very nice weapons pack. The only thing that bugs me is that the Mag Rails do very little damage. You need two shots to make a small thruster burn.
AdmiralKoerner 28 Sep, 2016 @ 9:09am 
The chem and railguns from Jump'n are doing very little damage, I had no other mods on when I tested it, tried it in two worlds as well.
Ced23Ric  [author] 27 Sep, 2016 @ 2:37pm 
Thanks for the input. I'll aggregate all the feedback and will work on this pack soon, hopefully covering most issues.
aBluePegasus 27 Sep, 2016 @ 11:22am 
Been having some fun with this so far, thank you for the work you've been putting in! I was really enjoy the flak cannons, but noticed something about them: The initial bursts of shells are detonating the ones coming in behind them... and then those detonating the ones behind them. That causes a chain of explosions to rapidly run up to right in front of the turrets so its barrel is constantly exploding and useless, unless you get them to fire in short bursts manually. Might there be anything you could do so that the weapon's not detonating its own shots prematurely?
Ced23Ric  [author] 27 Sep, 2016 @ 2:56am 
Trog: It's because vanilal turrets have a 3x3 placement base, and these here have 1x1 so they can be submerged in armor. There is nothing I can do there, other than suggest to adjust their positions manually. Sorry.

As for the Mexpex: As soon as they move (idle movement, etc.), that is corrected. I have no idea why they spawn in like that and can only assume it's related to their initilisation position. Think T stance of a player model in a shooter - it's the reference pose the model only has when being spawned in.
Trogdorfubar 27 Sep, 2016 @ 12:55am 
I don't know if this is something you would be able to fix, when loading a ship with vanilla turrets they are no longer mounted to the conveyer. The turrets are at one of the corners of the 9 block vanilla base area. I don’t know if this would be something you would even be looking at fixing.

Also the Mexpex based guns have some issues after welding up but fix themselves on reload. The turret part sits wrong on the base. Sometimes the barrels are pointed in the ship and on the deck gun the turret was upside down and backwards.
AdmiralKoerner 22 Sep, 2016 @ 1:20pm 
Okay I'll double check that
Shroom 21 Sep, 2016 @ 7:47pm 
If you're talking about the railguns mod (or whichever gun, really), make sure the projectile speed is at or under 1500, as I've seen this cause clipping/phasing.
AdmiralKoerner 21 Sep, 2016 @ 7:22pm 
Not sure if it is just me, but the chem and mag rails are doing no damage what so ever. Fire it at something and the round just diseapers on impact doing no damage. Fired at the same spot around 50 times and didn't see any indication of damage.
Le Grand Sarrazin 20 Sep, 2016 @ 3:10pm 
Yeah, most of the problems I am encountering are sound bugs where either the firing sound only plays if you hold down the mouse button, or just really bad janky sounds that need some work.
Okami 20 Sep, 2016 @ 1:48pm 
"Werk"...............Nice
Olie 18 Sep, 2016 @ 8:31am 
wow this was created by a lot of people...
Kienata 17 Sep, 2016 @ 11:25am 
I have the time and energy to dig through this and get things in working order fairly fast. If you gave me some design docs with some directives I think I could have you completed in a week. Please see my server package for Horizon Worlds. This package is a selection of mods for my server and should give you some concept of how I deal with large mod packages and how i go about working with the great mods here on the workshop.
Ced23Ric  [author] 16 Sep, 2016 @ 11:48am 
delleds: MexPex battle cannons have been repurposed as flak cannons, with a short range and high inaccuracy. Their intended use is missile screening, by virtue of massive, massive AoE explosions. You would use those guns to create an explosion shield that detonates enemy missiles and deters small fighters. Since MexPex made his cannons missile launchers, there is limited applications possible with those.

You will find a better use in different weapons - I'd suggest rail or coil turrets for extreme ranges, where their increased velocity and pinpoint accuracy truly shines.
delleds 16 Sep, 2016 @ 9:03am 
This is amazing. This one weapon mod has weapons for all purposes, from planetary defense to my personal favorite, gimballed weapons. However, if you are trying to have exchange of fire at extended ranges, and Mexpex's battleship cannons still have the same degree of inaccuracy as the "vanilla" BS cannons, you might want to adjust it, since at maximum vanilla range, my shells would sometimes miss cruiser-class ships.
Sovereign  [author] 16 Sep, 2016 @ 3:38am 
also ples to reduce the size of the railgun turret placement box
howardxu23 16 Sep, 2016 @ 2:07am 
u forget rider battlecannon and turrets :D
Ced23Ric  [author] 16 Sep, 2016 @ 12:02am 
Dragon54: Thanks! It's still not done yet though.

tecknolord13: I fully intend to convert the lances and cutters, both turrets and fixed, to energy weapons at a later point in time.
Dragon54 15 Sep, 2016 @ 1:39pm 
OoO
Holy laser balls... this is AMAZING
tecknolord13 15 Sep, 2016 @ 1:25pm 
can you add some energy weapions to this? i love what your doing here cuz i use just a han full of weapions across 5 mods and thats slow to load. again i love this
Ced23Ric  [author] 14 Sep, 2016 @ 11:37pm 
That's the issue, yeah. I am trying to reduce that and if it's a 25mm gun, it uses the same ammo. And wih ranges/velocities adapted to coexist, that should also make a little more sense to use in conjunction.


I'mma let this mod run for a bit, see what people say. Sadly, I won't have time before the weekend to work on a first batch of fixes.
d_valroth 14 Sep, 2016 @ 2:01pm 
Cool. I've been wanting to play with modded weapons, but they're all balanced around different ideas and have so many different ammo objects.