Space Engineers

Space Engineers

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Directed Energy Warfare [Abandoned]
   
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Type: Mod
Mod category: Block
File Size
Posted
Updated
30.315 MB
26 Apr, 2017 @ 12:22pm
4 Aug, 2017 @ 8:22am
3 Change Notes ( view )

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Directed Energy Warfare [Abandoned]

Description
A couple years late on this, but sorry for abandoning this mod with no explanation or updates. I'm sure we've all been there, when it comes to Space Engineers and burnout. I tested this mod today (July 26th, 2021), and it does appear to still work, in that the weapons fire, they do damage, they consume energy, they overheat, etc. However, I think Cython (who made the energy weapons API) has also left SE. At the very least he has not updated his mod in several years. Alysius was kind enough to contribute some code that allowed the Basilisk barrel segments to have a functional impact, but this was completed right when I was too burned out on SE to stomach coming back in. This code now crashes SE when you try to add the barrel segments, probably due to some API change Keen made in the meantime, so I will not be publishing it.

But while this mod is still technically functional, there are also many bugs. Many of them are not insurmountable, but I simply do not have the time or the will to deal with them. Maybe in the future, I'll get some wild desire to come back and try to do something with this. If anything, it might be trying to convert these to Whip's railgun framework - that wouldn't be perfect, as it's not really meant for energy weapons, but the railgun framework is updated and relatively bug-free.


DESCRIPTION

This mod adds three energy weapons, a supercapacitor block to help power them, and two custom components. Damage/range values are balanced to work with my OKI repack and with vanilla weapons.

"Gargoyle" Point Defense Laser Turret
A 12 MW beam laser that excels at shooting down rockets and debris. Though accurate, its low sustained damage makes it a marginal defense against fighters and guided torpedoes.

"Minotaur" Particle Accerator Cannon Turret
An agile, all-angle heavy turret sporting twin particle accelerators. Has a variable charge rate, up to 90 MW, but it can only fire once the 270 megajoule internal capacitors are fully charged.

"Basilisk" Laser Lance
A large 240 MW laser for anti-capital and anti-station engagements. Bulky, power hungry, but accurate and deadly. (Barrel parts are currently aesthetic only, cross your fingers for a future patch).

Supercapacitor
Designed to deliver the high wattage/short duration power that energy weapons require, this superconducting capacitor bank stores up to 4 MWh of energy and can deliver it at 96 MW. To ensure safe and proper charging, the supercapacitor can only be charged at 8 MW. (Supercapacitor charges at the same priority as other battery blocks, but will only provide power when demand outstrips available reactor energy)


===============

KNOWN ISSUES

Laser Turrets will not function correctly in creative mode, as the unlimited ammo/power available will produce higher than intended fire durations/bypassing of overheat functionality. There is nothing I can do about this. Use something like space master in survival or Midspace's Admin commands to switch between survival/creative if you just want to put these on some ships and start fighting.

The Basilisk's firing sound is currently disabled.


Please report any other issues you encounter.


===============

COPYRIGHT

This mod uses assets created and released by Darth Biomech and Cython, which are used with the permission granted under their public licenses.

Cython's Energy Weapons API
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=635057556

Darth Biomech's Laser Turret
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=294617824

Darth Biomech's Minotaur Turret
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=388580965

Darth Biomech's Mass Driver
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=316931550

Darth Biomech's Accumulator
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=302869640
215 Comments
CynicDragon 19 Nov, 2023 @ 5:32pm 
No ranges?
ThePropheticWarrior 12 Aug, 2022 @ 9:59am 
Another idea, would be to add Weaponcore, and to pass this on to somebody that is willing and able to take this over!
Ghost 7 Dec, 2020 @ 12:32am 
Just a note, the mod works fine for me. Gargoyles target properly and the Basilisk fires and overheats correctly. Just a note, make sure you aren't running in creative, as the above notes, it breaks the weapons. Haven't tested the capacitors as I'm powering mine with a x100 Arc reactor, 100GW is more than enough output to power the Basilisk.
Timtee [CVHN] 15 Jun, 2020 @ 11:32am 
Will anyone ever get around to fixing this mod?
Timtee [CVHN] 4 Jun, 2020 @ 5:43pm 
Weapons in the mod fail to function correctly now. (Basilisk parts can be placed down, but the capacitors don't charge, and neither does the basilisk, which means it can't fire as it doesn't have the ability to accumulate any energy anymore.)
NVM3L3SS 13 Apr, 2020 @ 7:41am 
very funny to put the Basilisk on a MART turret xD
rolstone76 10 Feb, 2020 @ 5:20pm 
Is this mod still supported? :)
zacstothard 7 Jan, 2020 @ 1:21am 
This mod no longer works
it just has a Error on load in
Trube 10 Dec, 2019 @ 11:46am 
I have been looking for a working directed energy mod for over a month. some work but cause huge performance issues, others don't work at all.

Does this mod work still work?
Phatboy45 1 Dec, 2019 @ 9:09am 
I accidently built a large number of these supercapacitors thinking they were regular powercells (I don't yet have that mod which color-codes all the different blocks in menu) I don't want to recycle them just yet so I'm curious what other systems / components can you use these in besides your energy weapons mod?