Space Engineers

Space Engineers

OKI Weapons Pack [Deprecated]
Seff  [developer] 2 Apr, 2017 @ 11:28pm
Weapon Stats
Below you can find the detailed info on this pack. All ammo volumes have been changed to more accurately reflect the given dimensions of the shell. Ammo costs have been balanced around vanilla gatling costs (with some +/- based on damage, effectiveness, etc). Gun storage volumes have been reduced to both be more balanced (small fixed guns no longer have more capacity than small containers, for example) and to help work around the issue of guns sometimes pulling all of the available ammo before any other guns can get a share. Kick and impact forces have also been reduced.

Damage values overall have gone down, with an attempt to keep vanilla weapons semi-relevant and not wholly outclass vanilla-only designs. With the addition of the deformation ratio attribute and the overall decrease in DPM, fights last longer and more often end when one ship has pounded the other into submission, rather than ending when one ship has simply disarmed the other due to hidden deformation damage/damage leak destroying turrets prematurely.

Ammo trajectories in general are 100-200 meters longer than the max range of turrets, rewarding players who can skillfully aim and use fixed guns while maintaining their desired range from the enemy. This applies especially to small grid ships, which can now have some hope of damaging large grids without simply being eaten alive by turrets.

Broadside guns/casemates have been rebalanced to generally have the highest rates of fire but the worst range, opening up the possibility of more brawling-oriented broadside ships vs the traditional max-forward-firepower designs.


230mm DUP Shell
Damage: 6,000
Max Traj: 1400
Speed: 750
Shots per Magazine: 1
Magazines per Blueprint: 1
Materials: 30 Iron, 3.5 Nickel, 2.5 Mag, 0.5 Uranium
Volume: 50 liters

230mm guns make an excellent main battery for large combat vessels, offering unmatched ranged, hitting power, and reliable accuracy at the cost of a low rate of fire and expensive shells.

230mm Fixed Gun
RPM: 12
DPM: 72,000
Dev: 0.25
AI Range: N/A

230mm Single Turret
RPM: 12
DPM: 72,000
Dev: 0.35
AI Range: 1200

230mm Casemate
RPM: 15
DPM: 90,000
Dev: 0.35
AI Range: 1100

230mm Quad Battery
True RPM: 36
Burst Length: 4
Reload: 4.66 seconds
RPM: 120
DPM: 216,000
Dev: 0.45
AI Range: 1100

Capable of all-angle fire, the 230mm quad battery still suffers from poor tracking speeds, limited AI range, worse per-barrel rate of fire, and poor accuracy compared to other 230mm turrets. Its damage output, however, is peerless.


122x640mm DP Shell
Damage: 1275
Explosion Radius: 2 meters
Max Traj: 1200
Speed: 400
Shots per Magazine: 3
Magazines per Blueprint: 1
Materials: 30 Iron, 3.3 nickel, 1.8 Mag, 0.1 gold, 0.1 silicon
Volume: 30 liters

122mm is the only explosive ammo type in this pack. Though faster and more damaging than vanilla 200mm rockets, its AoE is smaller and the rates of fire for the available weapons are lower.

122mm Assault Gun Turret
RPM: 20
DPM: 25,500
Dev: 0.4
AI Range: 1000

122mm Casemate
RPM: 24
DPM: 30,600
Dev: 0.3
AI Range: 900

122mm Tank Gun Turret
RPM: 20
DPM: 25,500
Dev: 0.4
AI Range: 1000

122mm Fixed Gun
RPM: 24
DPM: 30,600
Dev: 0.3
AI Range: N/A


50x450mm AP Shells
Damage: 650
Max Traj: 1000
Speed: 650
Shots per Magazine: 5
Magazines per Blueprint: 1
Materials: 15 Iron, 1.5 Nickel, 1 Magnesium
Volume: 0.6 liters

50mm is an all-around autocannon shell, excelling at busting small grid heavy armor and large grid light armor. It is the weapon of choice against heavy fighters and corvettes.

50mm Quad Turret
True RPM: 96
Burst Length: 4
Reload: 1.5 sec
RPM: 240
DPM: 62,400
Dev: 0.4
AI Range: 900

50mm Fixed Gun
RPM: 60
DPM: 39,000
Dev: 0.3
AI Range: N/A

50mm Single Turret
RPM: 60
DPM: 39,000
Dev: 0.3
AI Range: 800

50mm Burst Turret
True RPM: 75
Burst Length: 5
Reload: 2.0 seconds
RPM: 150
DPM: 48,750
Dev: 0.35
AI Range: 900


23x180mm Ammo Belt
Damage: 55
Max Traj: 900
Speed: 700
Shots per Magazine: 120
Magazines per Blueprint: 1
Materials: 25 Iron, 3 Nickel, 2 Magnesium
Volume: 12 liters

23mm provides dedicated anti-light-fighter and anti-missile protection, with pairing high accuracy and shell speed with low damage. Ideal for hitting fast small grids and destroying small grid light armor, as well as providing point defense against 200mm rockets and 122mm explosive shells.


23mm Turret
RPM: 480
DPM: 26,400
Dev: 0.15
AI Range: 800

23mm Twin Turret
RPM: 240
DPM: 13,200
Dev: 0.15
AI Range: 700

23mm Hex Turret
RPM: 720
DPM: 39,600
Dev: 0.2
AI Range: 800

23mm Fixed Gun
RPM: 480
DPM: 26,400
Dev: 0.2
AI Range: N/A


Other changes:
-All OKI Weapons Added Deformation Ratio 0.2
-OKI turret control overlay texture changed to WMI Camera Overlay
-OKI 122 casemate, 50mm small grid fixed gun attachment points fixed.
-All OKI gun sounds reduced in volume.
-Altered component recipe of the OKI 50mm fixed gun
-Altered component recipe of the OKI 122mm casemate
-Added Block Variants for OKI Guns
-Arranged OKI Guns in G Menu using Block Positions.
-White Box Icons Fixed

Last edited by Seff; 29 Sep, 2017 @ 9:19am
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Showing 1-5 of 5 comments
Seff  [developer] 2 Apr, 2017 @ 11:35pm 
Vanilla Gatling Changes:

-Reduced Burst Length of Gatling Gun from 180 to 140
-Reduced Burst Length of LG Gatling Turret from 180 to 140
-Reduced Burst Length of SG Gatling Turret from 180 to 35
-Reduced Reload of SG Gatling Turret from 3000 to 2500
-Increased Fire Rate of SG Gatling Turret from 300 to 600
-Reduced damage of 25mm NATO ammo from 150 to 75

This is basically fixing what I think is a mistake on Keen's part. They said they made the gatlings fire in 140 round bursts (which matches the number of rounds in a gatling magazine) in patch notes, but they actually made it 180. Because 4 and 8 are so close together on the keyboard, or something. Since I was fixing this anyway, I also rebalanced the small grid gatling turret to not be so completely pathetic. It is still weaker than the large grid gatling (~350 true RPM compared to 420 true RPM), but it now fires/feels like a gatling with the higher fire rate, just with some frequent reloads.

The extremely high damage given to gatling guns recent has been toned down. Gatlings now function as a multi-purpose alternative to 50mm and 23mm, providing high DPM and good hitting power but at the cost of middling accuracy and low shell velocity.


Interior Turret and Rifle Changes:
-5.56x45mm ammo max trajectory reduced from 800 to 500
-5.56x45mm ammo desired velocity increased from 300 to 500
-Interior Turret rate of fire reduced from 600 to 300
-Interior Turret AI range reduced from 800m to 400m
-Interior Turret accuracy reduced from 0.3 to 2.0

-Basic Assault Rifle now fires in 3 round bursts
-Basic Assault Rifle accuracy increased from 3.0 to 1.8

-Rapid Assault Rifle is now the only rifle that fires 'full auto,' up to 30 rounds in burst
-Rapid Assault Rifle rate of fire reduced from 900 to 750 rounds per minute
-Rapid Assault Rifle accuracy increased from 5.0 to 3.0

-Precise Assault Rifle now fires a 2 round 'double tap'
-Precise Assault Rifle accuracy increased from 1.0 to 0.4

-Elite Assault Rifle now fires in 3 round bursts
-Elite Assault Rifle rate of fire reduced from 750 to 700 rounds per minute
-Elite Assault Rifle accuracy increased from 2.0 to 0.8
Last edited by Seff; 29 Sep, 2017 @ 9:21am
D4RK3 54B3R 13 Jul, 2017 @ 5:16pm 
Is this updated to reflect the new vanilla weapons balance? Gatlings now do 150 damage per shot, at 600 rounds per minute.
Seff  [developer] 13 Jul, 2017 @ 5:53pm 
Originally posted by D4RK3 54B3R:
Is this updated to reflect the new vanilla weapons balance? Gatlings now do 150 damage per shot, at 600 rounds per minute.

It's not. Because I have altered the gatling ammo in this mod for higher velocity, they still have the old damage values. I did some local testing of an updated version of this mod last week that was balanced around 150 damage gatlings (and undid my changes to gatlings), but I did not like the direction that was taking things. Turns out that near-tripling the damage of gatlings is dumb and Keen is dumb for doing it.

I do want to update some of the damage values in this mod (reduce 23mm damage and push them deeper into a point defense niche, some minor damage buffs to 122 and 230, and some major reworks of 50mm), but the values I developed for those were with the idea of rebalancing around the 150 damage gats.

Gats also aren't a straight 600 RPM. The small grid turret is 300, the large grid is 600, and the fixed gun is 700. However, that's not accounting for reload speeds (which I list above as "true RPM" - the gun's actual RPM once reload and burst length is taken into account). There's also a bug where reload speed/burst length doesn't actually work on fixed gun-type blocks, so the fixed gatling gun just fires indefinitely without reloading. Because Keen.
Deffington 8 Nov, 2017 @ 3:37pm 
Wait, you can actually alter the damage of vanilla 25mm NATO container?
thif47 18 Mar, 2018 @ 8:21am 
which of these can fit through small conveyors?
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