Space Engineers

Space Engineers

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Revived Large Ship Railguns (With penetration and shield damage!)
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Type: Mod
Mod category: Block, Script
File Size
Posted
Updated
88.628 MB
4 Jul, 2018 @ 1:30pm
12 Feb, 2021 @ 3:33pm
36 Change Notes ( view )

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Revived Large Ship Railguns (With penetration and shield damage!)

In 1 collection by Whiplash141
Whip's Mods
15 items
Description
Get small grid railguns HERE!

  • Main logic of code has been converted to a framework that is included as a dependency. Any changes I make to the framework will propagate to any other mods that also use it!
  • Config location has moved slighly! Sorry for any inconvenience.


TL;DR
I fixed this railgun mod and added penetration damage.

DISCLAIMER
This mod is not really balanced against vanilla weapon ranges. A railgun at 800 meters seemed silly to me and I wanted to keep relatively true to the original mod. I may tweak it in the future.


Overview
This is a fix and full rework of Lazermaniac's Large Ship Railgun mod. This mod includes both the fixed railgun and the turret variant.

The main thing I implemented was a penetration damage model to make them behave like railguns should. In addition to this, railguns draw more power after they fire to simulate "recharging."

This mod also interoperates with DarkStar's Defense Shield Mod! When a shield is hit by a railgun round, it will take 5 times the base damage of the railgun round. This damage multiplier is customizeable in the config file.



  • Railgun projectiles penetrate up to 13 layers of light armor OR 2 layers of heavy armor on large grid.
  • Projectiles have custom tracers!
  • Railguns recharge after firing. This recharge creates a massive power spike (200 MW), so be sure to manage your power wisely!
  • You can toggle the recharging on or off per railgun to better manage power
  • Railguns have recoil force (Believe it or not, I had to code this in because Keen's method wasnt working properly)
  • Custom reload notifications that show the reload progress percentage
  • Survival ready with custom recipies and build stages (all Lazermaniac there :) )
  • Railguns recharge at a reduced rate when the ship power is overloaded. This is a balancing factor to encourage users to properly balance power loads.


Railgun damage and other properties can be customized in the railgun config file located at:
C:\Users\<USER>\AppData\Roaming\SpaceEngineers\Storage\2013340341.sbm_WeaponFramework\RailgunConfig.sbc and C:\Users\<USER>\AppData\Roaming\SpaceEngineers\Storage\2013340341.sbm_WeaponFramework\RailgunTurretConfig.sbc
When playing in a single player or locally hosted MP game.

This config is created after the first time you load a world with this mod!

  • Ammo type: 50mm NiFe-DU Slug
  • 33,000 max penetration damage | 100 meter max penetration range
  • 5x damage to Defense Shields
  • 5 RPM rate of fire nominal. If you overload on power, the rate of fire is nerfed.
  • 5000 m/s muzzle velocity
  • 5000 meter max trajectory
  • 4000 meter turret max range
  • 2 MW idle power draw for fixed railgun
  • 20 MW max idle power for turret railgun (Scales from 2 to 20 MW based on turret range)
  • 200 MW power draw after firing. This returns to the idle power draw after the 12 second base recharge time.
  • Turrets traverse very slowly to give maneuverable ships a chance to evade
  • 0.01 degree max deviation: ~0.35 meters spread at 1000 meters


The railgun projectiles use a pooled penetrative damage system that I designed. Each projectile has a damage pool of 33,000 damage points and a maximum penetration of 100 meters from the impact point. When the projectile breaks a block, it subtracts that block's health from the damage pool and repeats this until it has fully penetrated or until the damage pool is fully expended.

A projectile can also penetrate multiple grids following the same rules as above. It will progress through each grid in its path sequentially, penetrating until the damage pool is expended or until the penetration distance limit is reached.

33,000 penetration damage translates to 13 layers of light armor or exactly 2 layers of heavy armor. The penetration damage is very precise; there is very little area of effect (AoE) which solidifies the railgun's role as a long range precision strike weapon.



This was one of my favorite mods and it is my pleasure to fix and revamp it! Thanks to Lazermaniac for the amazing models and for giving me permission to upload! Lazermaniac made all of the models, sounds, and sbc files which made my job much easier!

I may end up tweaking the components because this thing is insanely dense and expensive.

Thanks to Rexxar and MeridiusIV for helping me with figuring out MP sync stuff!

Also, big thanks to DarkStar for adding an API to his shields and helping me implement shield support!

If you notice any issues, please be sure to leave a comment in the bug reports section.

- Whiplash141

What the FAQ?!
  • Does this use WeaponCore?
    • No
  • Will it?
    • No
  • Why not?
    1. I like writing my own code.
    2. WeaponCore weapons use little base game logic and instead replace it with a ton of cool custom functionality. The side-effect is that my in-game scripts will not work seamlessly with them. Seeing as I am primarily a scripter, that is a no-go for me.
    3. I want a very particular subset of features with little bloat.
  • Is it compatible with WeaponCore?
    • The two mods have no direct interactions, so yes, mostly. However, using a WeaponCore turret will completely disable the AI for the railgun turrets on your ship. This is done by WeaponCore and is entirely out of my control.
  • Can I change the damage and color?
    • Yes. Almost every property that defines the projectile and weapon behavior is available for customization in the config.
Popular Discussions View All (2)
137
11 Mar, 2023 @ 5:42pm
PINNED: Bug Reports
Whiplash141
868 Comments
PallyDanaRama 11 Mar @ 6:00am 
I'm so confused... I've used this mod for ages without issue, but suddenly I can't load into an otherwise vanilla empty world with just this mod enabled. The log says something about redefining offensive words
psycho 14 Jan @ 10:40am 
just to add.. weapon core will remove any weapon that is not compatible with weapon core.. ive had npc mods like uglies unleashed with its star wars set of weapons getting removed anytime a ship spawns into the game.. leaving a ship with zero weapons on it when i would find the ship. also note ive been unable to stop this from happening even tho is supposed to been a way to do so...
JohnJ44 1 Jun, 2024 @ 2:30pm 
Honestly sucks too, WeaponCore does add fun features, but I love these old weapon mods and they add alot to the game.
Whiplash141  [author] 17 May, 2024 @ 7:25pm 
Lets be real, weapon core refuses to fuckin' play nice with other mods. That is all on weapon core's end so please let them know haha.
total_snarf 17 May, 2024 @ 6:43pm 
This is NOT compatible with weaponcore, weaponcore prevents you placing it down and brings up an error message saying other weapon mods are incompatible
JohnJ44 25 Dec, 2023 @ 11:31am 
Is anyone else having a problem with the slug ammo showing as a component in the production page instead of as a ammo item? It is also not showing up for me in the Shift+F10 menu.
Tungsten 4 Sep, 2023 @ 11:13am 
Its says m, not km, I know it should be km, it was a while ago when I first started using it. I think it's just a mod compatability issue, I'm still figuring out which mod is fucking with it, because jump drives are also showing either 0 to 6m until it's charged up then its fixed, so when I find the little shit of a mod I'll comment which mod caused it here
Tungsten 3 Sep, 2023 @ 4:03pm 
Its probs just me, but the slider for range only goes from 0 to 4m, is it dependent on the energy it has? it shoots just fine but the targeting is just super small
[MW]Headache 12 Aug, 2023 @ 12:04am 
Shooting this thing at all the air traffic 3-5km out is just sooo incredibly satisfying. Especially when you shoot one down or hit a large hydrogen tank.