Space Engineers

Space Engineers

Advanced Weapon Control System
31 Comments
Hotaro 16 Apr, 2022 @ 8:34pm 
Is it possible to have a variant of this without the HUD element? I get that you can put in the chat command to basically disable this, but I have to do that every time I play. It would be nice to just have a version that doesn't have the hud.. maybe have a button in the K menu to turn off hud for this? I'm not sure, but something would be nice.
thmadtinker=VX9= 26 Aug, 2019 @ 5:08pm 
Hello, I like the you mods, but after the new update, the weapon control computer block does not work for me, and the lcd screen on the weapons control block is blank, any help would be welcomed, and thank you
JabberWocky 6 Jun, 2018 @ 10:11am 
is it possible to make it work on subgrid mounted weapons as well?
KotiKat 6 Jun, 2018 @ 1:29am 
dont shows the guns on the motors, rotors,..
Mike Loeven 27 Feb, 2018 @ 3:32pm 
So this cant be used for timing salvos on a fixed battery?
Lithe 5 Oct, 2017 @ 4:47am 
Apparently this doesn't work with custom fixed guns?
Fokey 26 Jun, 2017 @ 3:12pm 
thx
DraygoKorvan  [author] 26 Jun, 2017 @ 2:56pm 
Fokey 26 Jun, 2017 @ 9:34am 
could you make another controll mod for turrets please ? that you can use one turret and the target you are hitting is going to be attacked by the other ones too ?
DraygoKorvan  [author] 13 Jun, 2017 @ 7:53pm 
Should be fixed.
Le Grand Sarrazin 22 Apr, 2017 @ 4:17pm 
Well then, after the lastest hotfix, functionality has been restored, and the control interface now shows up. I'll take it. Mod warnings are still there, but it works again. Cheers!
Le Grand Sarrazin 21 Apr, 2017 @ 12:59am 
mod_warning: Advanced Weapon Control System, in file:
**WARNING!**
Script for MyObjectBuilder_SmallGatlingGun is using the obsolete MyEntityComponentDescriptor overload!
You must use the 3 parameter overload to properly register script updates!
This script will most likely not work as intended!
**WARNING!**
mod_warning: Advanced Weapon Control System, in file:
**WARNING!**
Script for MyObjectBuilder_SmallMissileLauncher is using the obsolete MyEntityComponentDescriptor overload!
You must use the 3 parameter overload to properly register script updates!
This script will most likely not work as intended!
Le Grand Sarrazin 21 Apr, 2017 @ 12:59am 
Hey Draygo, this mod worked great for me for a long time, but lately it hasn't worked at all. Along with the massive amount of ctds I've had the last two weeks. Anyway here's my log:
mod_warning: Advanced Weapon Control System, in file:
**WARNING!**
Script for MyObjectBuilder_Cockpit is using the obsolete MyEntityComponentDescriptor overload!
You must use the 3 parameter overload to properly register script updates!
This script will most likely not work as intended!
**WARNING!**
DraygoKorvan  [author] 22 Jan, 2017 @ 3:47pm 
wonder if the changes to the base game broke it, hopefully i can fix it soon but i am going out of town from tuesday to next tuesday.
Eko_Shingo 22 Jan, 2017 @ 3:12pm 
The large block variant does not seem to be placeable, however the small block variant seems to continue to work as intended.
Engi 14 Jan, 2017 @ 11:31pm 
I cannot place the block. I'm in creative, the boarder is green but it wont place...
DraygoKorvan  [author] 13 Jan, 2017 @ 10:05pm 
Because it does cycle fire, tells you gun status and lets you hot swap groups quickly.

or rule of cool your choice.
Dragon Crisis Core 22 Oct, 2016 @ 9:55am 
We need this for Long range turret weapons such as the MK1 coil cannon to slave turret aiming beyond ai targeting range.
Cheetah 21 Oct, 2016 @ 9:06pm 
Useful if you have a broad ship with guns spread all across or placed in groups which are too far away from each other. Though I dunno why we still don't have convergence in SE, even in the game's current state it's just a matter of making a "turret" out of gatling gun which can aim in some small angle, then just giving it a slider to converge at some distance in front of main cockpit.
Tarshish 21 Oct, 2016 @ 3:10pm 
*Snap Subscribes to Mod*
DraygoKorvan  [author] 21 Oct, 2016 @ 2:51pm 
Yes. I made this pretty much exactly for that purpose. Change your fire mode from group to cycle with the ctrl key or middle mouse button and it will fire them one at a time.
Tarshish 21 Oct, 2016 @ 2:50pm 
I'm not sure I understand what this does... Can you single fire weapons with this? (You have three railguns on a ship, and you want to each each individually because of reload)
DraygoKorvan  [author] 20 Oct, 2016 @ 8:07pm 
No problem
jokerace45 20 Oct, 2016 @ 4:53pm 
Sorry I must of missed that mentioning of fixed weapons.
DraygoKorvan  [author] 20 Oct, 2016 @ 1:53pm 
I would wonder why you would intentionally do that though? :Shrug:
DraygoKorvan  [author] 20 Oct, 2016 @ 1:51pm 
Only works with fixed weapons, so that would require aiming at your own ship.
jokerace45 20 Oct, 2016 @ 1:35pm 
Can you cause your own ships guns to shoot your own ship with this ?
DraygoKorvan  [author] 16 Oct, 2016 @ 5:08pm 
Planned. Though I do need to setup options so that it only expands to the parent grid if the player wants it to.
Shadowspleen 16 Oct, 2016 @ 4:51pm 
as asked in the stream, I'm making my request here....I'd like to see control for small ship "turrets" (i.e. small grids built as turrets) attached to large grids via rotors. DOn't know how feasible that might be, but, if possible, it'll affect how I might be doing some of my future builds with this mod.
DraygoKorvan  [author] 16 Oct, 2016 @ 3:00pm 
No problem, I will appreciate any feedback that you guys have.
QuintusJ 15 Oct, 2016 @ 10:42pm 
Nice job Draygo! Thank you for another amazing mod.