Space Engineers

Space Engineers

OKI Weapons Pack [Deprecated]
46 Comments
Seff  [author] 23 Jul, 2021 @ 12:28pm 
Firestorm🗿 10 Apr, 2021 @ 6:58am 
Erm, is this mod still working with the latest version of the game? If not, is there a more up to date version?
muffin <3 5 Jun, 2020 @ 11:37pm 
The gun pointing off to the side was a red herring. The CTD also happened with a 23mm chain gun turret (also small grid) where the gun barrel(s?) was correctly oriented. The 50mm large grid turrets are doing fine even under player control, though. The CTD is a NullReferenceException in ...MyLargeTurretBase.GetViewMatrix() when the code tries to set up the turret camera for turret control. I would suggest this is a simple fix were it not for the fact that they were working in creative earlier, and this mod hasn't exactly changed in the last few years.
muffin <3 5 Jun, 2020 @ 11:21pm 
Was working great until today, when in survival I built a 50mm burst gun (ie the bigger of the 50mm small grid turrets). I was building a blueprint which tested successfully in creative. Now regardless of whether I weld in a projected turret or manually place a "fresh" one on this ship, the gun spawns in 90 degrees to the left, jutting out the left face of the turret as though it was built to stick out that way. Welding it to completion works fine. Assuming control in the cockpit results in CTD.

Will try a few things and report back if I get it working. The rest of the arsenal (so far) is working beautifully, the large grid 23mm defence turrets in particular do great anti-meteor work.
Gr8 Maniac 26 Mar, 2020 @ 1:54pm 
Is this no longer being updated?
Connor 31 Dec, 2018 @ 2:58pm 
@greigy I might be a bit late on this but did you make sure that your turrets aren't set to target neutrals? If they are set to target neutrals that might be your issue.
kittle 31 Oct, 2018 @ 3:51pm 
Ran into a problem with these weapons. for some reason the fixed guns (23mm and 50mm) do not show the tracer bullets when used on a DS. Damage is applied fine and ammo is used as expected. but I cant see any of the bullets.

when I copy the world into SP, it works fine. Anyone else seeing this? -- or have a solution?
Malkavian407[RU] 16 Aug, 2018 @ 3:54pm 
Not enough animation
greigy 20 Jun, 2018 @ 11:37pm 
Not sure if this is a keen bug (as we know there are many), or a mod bug, however my cannons (quad 50s and 230mm casemates) seem to want to target docked craft and other ships that I own and have built.

Once again not sure if keen are at fault - they have claimed to have fixed this bug - but I haven't seen this with vanilia weapons in some time
starmind 30 Apr, 2018 @ 5:47am 
Hello nices guns i zm using them with super engineers adventure mod but every time i try to control turrets (23mm and tank one) they never fire... if i let them on automated targetting they fire fine (and yes they have ammo) any bug on this side ? Also the small fixed 23mm works fine, only turrets in direct control show this issue
thif47 11 Apr, 2018 @ 6:18am 
Hey if I download this and the mech weapons none of the two mods work. So please add the other mech weapons aswell.
vinadir 23 Mar, 2018 @ 12:13pm 
Hey, been having issues with the mounted 23mm guns. They don't pull ammo under any circumstances (even tried directly connecting a small container to one that was full of ammo).

Even TIM won't interact with them. After adding a tag to have it maintain 30 mags, testing this tag on a container to confirm I didn't mess it up (specifically [TIM OKI23mmAmmo:30]), TIM won't pull it and gives a debug error of "Cannot sort items to 23mm Fixed Gun 8 [TIM oki23mmammo:30]: no conveyor-connected inventory". The script lower-cases it as it produced an error.
thif47 19 Mar, 2018 @ 7:21am 
hey make some of them for large grid
Uncle Fubar 14 Mar, 2018 @ 1:45am 
23mm tank chaingun causes CTD when controlled.
Uncle Fubar 10 Mar, 2018 @ 9:49am 
Adding to the tank turret issues - controlling it on a small grid causes instant CTD. Tested a few others and they seem to be ok.
MacK56 4 Mar, 2018 @ 8:01pm 
First time I tried to fire the 122mm tank gun on my gorgeous tank, the game crashed. Ideas?
Keter 22 Feb, 2018 @ 2:27am 
there's problem with 122mm damage (or rather lack of it).
against large grids cannot even damage LCD panel.
do "some" against small grids

about tank turrets on orginal thered autor sad that there are problems with models.
Alb 16 Feb, 2018 @ 12:42am 
Seff, I'm actually seeing a similar issue with the 50mm autocannons as well. I'm shooting the legs off the planetary pirate outposts and they're just eating it alive like it's butter (heavy armor).

And then sometimes it does very little damage....

Keen did something very wonky with the damage code. It seems to be effecting armor blocks specifically, but I'm not sure.
Haagen! 6 Feb, 2018 @ 7:55am 
@Seff alright, thanks for the answer! So they just randomly do alot more damage than they should? I have not noticed this, so thanks for the info.
Seff  [author] 5 Feb, 2018 @ 11:10am 
I do have one fix that I need to patch in, for all the fixed guns, that should make them pull ammo from conveyors properly. Other than that, though, I'm not really sure how to balance around what's going on with the 230mm damage or fix whatever is wrong with the tank turrets.
Seff  [author] 5 Feb, 2018 @ 11:05am 
@Haagen! I'm not actually sure what's wrong with the tank turrets, though I do know they're broken. Supposedly they work if you cut/paste the grid after building them. I haven't had a lot of time for SE in general/modding in particular, and the Physics major update the other month made it so any damage values over 1000 cause absolutely catastrophic damage to blocks that should only get tickled by it (like Heavy Armor blocks with 16,500 HP). So this puts 230mm in a weird position where they either chunk out 3x3x2 blocks of heavy armor with single shots, or do almost nothing and don't feel cannon-like at all.
Haagen! 5 Feb, 2018 @ 10:47am 
Any chance for a rebalance with the new OKI pack from you? Some turrets in this are not working, spesifically the tankturrets. This has been the only pack that's actually balanced :)
Exelsiar 27 Jan, 2018 @ 3:31am 
Hi, is it just me, or does the overlay not affect vanilla turrets?
Exelsiar 25 Jan, 2018 @ 6:35am 
Found out how to find the data myself, heres the info for those also using TIM:
<SubtypeId>OKI23mmAmmo</SubtypeId>
<SubtypeId>OKI50mmAmmo</SubtypeId>
<SubtypeId>OKI122mmAmmo</SubtypeId>
<SubtypeId>OKI230mmAmmo</SubtypeId>
Exelsiar 20 Jan, 2018 @ 12:19pm 
Hi, what's the sub type names for the new ammo? I need them for using the TIM script.
Alb 6 Nov, 2017 @ 7:43am 
I'm in the process of making a special scenario-start that would include a block-unlocking mod that could include this mod. Is it alright to include this in it? I'll give all credits and links as usual.
Alb 5 Nov, 2017 @ 4:16am 
I just want to let you know that I REALLY appreciate the work you put into this. Not many modders seem to care much about actually balancing things, it seems.
NorthRaider123 1 Oct, 2017 @ 3:59pm 
is there a version that doesn't alter how the vanilla weapons work? (or at least the Hand held rifles?)
Seff  [author] 29 Sep, 2017 @ 9:22am 
Ammo costs updated and the pinned Weapon Stats discussion has been updated with all the new values.
Hk416x 3 Sep, 2017 @ 10:35pm 
Just saying. Anyway keep up the good work =]
Seff  [author] 3 Sep, 2017 @ 10:32pm 
@Hk416x I wanted to see how they performed in live PVP before I started fussing with trying to rebalance the costs around the new damage numbers (which might change depending on how they worked in fights). The costs themselves tend to be low enough that their balance is often a secondary consideration to how they perform in combat, so it's the lower priority thing to tweak.
Hk416x 3 Sep, 2017 @ 9:53pm 
Hey Seff, After testing I found that the vanilla gatling gun(25mm) and the 23mm gun were not balanced. The RPM are fine, the damage are fine, components... Meh, But the ammo price for 23mm is way too expensive. The 25mm ammo cost 40Fe, 5Ni, 3Mg for 140 rounds, and the 23mm ammo cost 50Fe, 6.25Ni ,3.75Mg for 120 rounds. How come an ammo with lower damage and lesser rounds cost more?
Harada.Taro 22 Jul, 2017 @ 6:44am 
Good mod but the last patches of SE ruined all the fixed guns.... they cant be placed anymore...
Zalfeon 27 Jun, 2017 @ 5:17am 
thx for the update this is my 2nd fav weapon pack my first go to is CMDBob's Weapons. but it has not been updated for 6months none of the weapons will load ammo and im just hoping maybe you could take a quick glance to see whats up and if its not to bad fix it? thx for your hard work
DMMWolf 11 Jun, 2017 @ 1:15pm 
I have been waiting and asking for someone to update those tank turrets for ages
DMMWolf 11 Jun, 2017 @ 1:15pm 
The moment I read Tank turrets all I could think was "I love you man"
Seff  [author] 5 Jun, 2017 @ 4:42pm 
@SP4 Hemza [2-14th] It's not this mod. Look at other weapon packs on the workshop (Albion, Mexpex, etc). There are people in the comments all having the same issue. Look at the KSH forums. People reporting the same issue with vanilla weapons, including videos of the bug happening with vanilla weapons. And I can tell you from my own testing that it does happen with vanilla weapons. KSH Devs have also acknowledged that there are turret AI problems with this update in forum posts.
Hemza 5 Jun, 2017 @ 11:06am 
*Of
Hemza 5 Jun, 2017 @ 11:05am 
Seff it is this mod, vannila works fine, 23 if my mods the turrets work fine. As soon as I put this mod on and they do not attack *ANY enemy grid.
Seff  [author] 2 Jun, 2017 @ 10:28am 
@Braxus Those changes don't apply to this mod, or most other mods that simply add variants of existing blocks. It's for modded blocks that have extra scripting attached to them.
Braxus 2 Jun, 2017 @ 9:45am 
By the way, love the oki rebalance
Seff  [author] 2 Jun, 2017 @ 9:37am 
@Braxus As far as I can tell no changes in the turret mod API were made, though I am experiencing some problems. As you say, turrets won't fire, but it seems to be more of an issue of them ignoring some grids outright for no discernable reason and it affects vanilla turrets as well as modded ones.

In other words, it's Keen's fault, not mine.
Braxus 2 Jun, 2017 @ 9:09am 
New patch yesterday overhauled the functionality of almost every block. Turrets need an update for proper behaviour again. They wont fire.
Milchlosgaming 29 May, 2017 @ 2:35pm 
Awesome mod! Great moves Seff, keep it up, proud of you! (seriously your rebalances hit the nail on the head except for the burst fire rifles but it's okay)
GlenSkunk 10 May, 2017 @ 12:27am 
There seems to be a couple of bugs with the OKI Mech Weapon tank turrets that I can see...first, the barrel of the 50mm burstgun turret seems to be pointing at a weird angle when built, like it'd been twisted around 90 degrees from where it should be. Second, attempting to take direct control of the 122mm tank turret seems to crash the game, although I don't know if that's because of my combo of mods, the placement of it in the load order, or something wrong with the turret itself.