Space Engineers

Space Engineers

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Expanse weapons pack - weaponcore [EWP]
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Type: Mod
Mod category: Block, Modpack
File Size
Posted
Updated
138.684 MB
Dec 29, 2024 @ 6:16am
Apr 13 @ 7:03am
29 Change Notes ( view )

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Expanse weapons pack - weaponcore [EWP]

Description
Mod requires weaponcore and Animation engine to work

This mod adds a set of weapons systems from the “Expanse” book series and TV show to Space engineers.
The mod is in WIP state and expect more stuff added or existing stuff changed in the future.

Full list of new blocks

PDCs:
These blocks are meant for both anti-projectile and grid vs grid CQB. They deal a lot of damage and have 3km range.

- 40mm Nariman PDC [MCRN] - Classic martian PDC from the series used on most MCRN ships, Roci and few belter ships too. Comes in 2 retractable variants for Large Grids (flat and slope) as well as regular turret mount which can be placed on both Small and Large Grids. This one was originally created to bully Aryx into releasing the Expanse weaponry mod XD

- Bush Shipyards Hypercooled Retractable PDC [UNN] - UNN themed PDC that fires in bursts and doesn't overheat. In the show it can be seen on Amun Ra stealth ships .

- Belter Flak Cannon [OPA] - Has both Large grid and Small grid variants. This PDC has pretty bad accuracy, overheat issues and low fire rate compared to its inner counterparts. All of this is compensated by the bigger shells and a giant cloud of deadly shrapnel they create on explosion. Shells can be set to timed fuze (explode shortly before reaching the target) or contact fuze (explode on hit or when max range is reached)

- Belter Autocannon PDC - an extremely cheap PDC which is as terrible as you'd expect.

Railguns:
Expect more turrets to be added eventually. Light railguns have AI range of 10 km and actual range of 12 km (except Kopesh which only has max projectile range of 10500). They penetrate blocks dealing deadly damage to ship internals. Railgun rounds can pass through blocks dealing damage without destroying them
MCRN heavy railgun has increased range.

- S24 Kopesh light railgun [UNN] - UNN light keel-mounted railgun that can fire 3 shots before recharging. In the show it can be seen on Amun Ra stealth ships.

- T40-K Dagger light railgun [MCRN] - Classic railgun. 1 shot - 1 long reload and high power requirements. It was inspired by railgun mounted on Roci in the show.

- V12 Stiletto Light Railgun turret [MCRN] - similar power requirements and ammo to T40-K, but it's a turret.

- Dawson-Pattern medium railgun turret [UNN] - Despite being named "medium" it still uses similar rounds as UNN light railgun. The turret has relatively high power consumption and slow rotation speed compared to Stiletto as well as only 40 degrees of elevation. This turret however has higher damage and alternative "anti-hull" ammo type dedicated to shooting down high HP blocks like main drives or other railguns. Consumes UNN light railgun rounds.

- VX-12 Foehammer Heavy Railgun [MCRN] - capital ship railgun seen on Donnager class ships. Deals massive damage (both penetration and some splash damage on each block penetrated). Has higher projectile velocity and bigger range. Consumes MCRN heavy railgun sabots.

- Belter Prototype Railgun [OPA] - Experimental belter weapon. Has huge power draw and deals damage in similar way as Dawson Pattern Anti-hull projectiles. This weapon can overheat when at max fire rate, but has a rate of fire slider. Additionally, you can Overclock this railgun (swap ammo type from DEFAULT to OVERCLOCKED) which increases the damage per shot, but it also increases both energy consumption and heat production as well as deals a bit of structural damage to the railgun itself. Consumes Belter Railgun Sabots.

Torpedoes:
Torpedoes are homing projectiles with 16 km range that can deal massive damage. Torps can be intercepted with PDCs or other countermeasures.

- MCRN torpedo launcher - multi-purpose launcher that can be used both vs grids and vs other torps
- MCRN Quickfire launcher - launches volleys of 3 torps at once

- UNN torpedo launcher - radial strictly anti-grid torpedo launcher. Default torpedo - just a simple high damage torpedo. Cluster torpedo - consumes similar ammomagazine as default, splits into 3 missiles shortly after launch

- Belter torpedo container - A unique 3x1x1 cargo container has been filled with 4 improvised explosive devices with rocket thrusters. Torpedoes are slow, inaccurate and do not explode as hard as inner ones, but they are cheaper and are much more spammable due to small size and fast reload (per torpedo)

- Belter Hull Mounted Torpedo - Small Grid version of belter torpedo. Has to be reloaded manually


Other systems:

- BELTER artillery cannon - 4.5 km turret range, 5 km projectile range. This weapon is meant to outrange PDCs and also has a 10-degree gimbal. Has 3 ammo types - HE (deals splash damage), AP (acts in similar way as railgun anti-hull rounds, but is much slower and much less accurate and EMP (shuts down all blocks in small radius, consumes additional power and overheats the gun each time its fired)

- MCRN radar system - simply a radar to extend Weaponcore Lock-on range up to 20 km.

- UNN interceptor launcher - Missile launcher designed to lower the amount of incoming torpedoes before they reach PDC range. Fires 6 missiles and has fast reload time. Additionally, you can change the fire rate in weapon settings. DOESN'T TRACK GRIDS, ITS AN ANTI-TORP SOLUTION ONLY.

- BELTER Decoy System - Decoy dispenser that can only fire "flares" manually. Distracts smart projectiles



If you feel like something is overpowered, underpowered, straight up broken or bugged, please let me know via comments or DMs. Any feedback is greatly appreciated

If you want to reupload this thing or use any of its contents (models, sounds, etc), please let me know and list me as one of the authors or make it unlisted.

Other mods and ships used for showcases:
- Aryx-Lynxon Drive pack https://steamcommunity.com/sharedfiles/filedetails/?id=2394430829
- Rendering improved (plugin)
- https://steamcommunity.com/sharedfiles/filedetails/?id=2804352146 (slightly modified)
- VOID's stealth ship from SDX server
- Nyaru’s corvette “Fox”

Have been experimenting with mes recently and created a simple mod for debug with few admin-exclusive encounters to shoot at (creative mode only): https://steamcommunity.com/sharedfiles/filedetails/?id=3459082788

Mod was heavily inspired by Sigma Draconis Expanse SE server, you should definitely check it out.
Big thanks to Aryx, Enenra, BDCarrillo, Math, Ibterrer, SDX dev team & community and other members of SE modding community for helping making this thing real.

The Expanse, the franchise, is owned via Alcon Entertainment, The Sean Daniel Company.
Rights Reserved properly to Alcon Entertainment, The Sean Daniel Company & their respective owners, for such concepts, sounds, and similar matters.
Popular Discussions View All (2)
24
Apr 18 @ 9:41am
Suggestions
humanoid.mp4
22
Apr 4 @ 6:26am
Bug reports
humanoid.mp4
72 Comments
Saito Apr 17 @ 10:29am 
nevermind i can still only get them to fire with test fire and manually, won't lock on to anything that i select with scroll wheel or right click (they do get selected)
Saito Apr 17 @ 10:00am 
Well, i have no idea why but they are suddenly working ... i swear weapon core is getting glitchier these days.
Saito Apr 17 @ 9:28am 
fair enough, let me know if there is anything i can provide from my end to help, we are playing on a dedicated server, the torpedo doors open and close but don't shoot
humanoid.mp4  [author] Apr 17 @ 9:24am 
I will look into this
humanoid.mp4  [author] Apr 17 @ 9:23am 
I don’t know either they worked fine last time I checked
Saito Apr 17 @ 9:18am 
they also don't shoot at all even in test mod, should the torpedos shoot in test mode?
Saito Apr 17 @ 9:06am 
Target is definitely locked so iunno why that is happening
Saito Apr 17 @ 9:06am 
Actually i can't get any of the weapons to fire at all =/
humanoid.mp4  [author] Apr 17 @ 9:02am 
you have to lock target with WC hud in order to fire them (scroll wheel or rmb)
Saito Apr 17 @ 8:56am 
i can't get the UNN torpedos to fire at all, and i noticed the shoot toggle for on/off simply goes back to off automatically.