Space Engineers

Space Engineers

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Praxus Dynamics, Ship and Base Weapons
   
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Type: Mod
Mod category: Block
File Size
Posted
Updated
89.582 MB
Mar 21 @ 7:29pm
Aug 29 @ 2:46pm
12 Change Notes ( view )

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Praxus Dynamics, Ship and Base Weapons

In 1 collection by Seagull1362
Praxus Dynamics, Starwars Mods
5 items
Description
THIS MOD IS UNDER ACTIVE DEVELOPEMENT.

Praxus Dynamics is back again! This time with a capital ship and base weapons mod. This mod is still in active developement and I will be adding more and more weapons to it as time progresses. So far we only have a Republic loadout of weapons, but will be adding CIS, Empire, Rebel, and generic capital ship weaponry as we go.

Republic Weapons:
-DBY-827 Heavy Turbolaser
-Medium Dual Turbolaser
-Arquitens Turbolaser
-Side Dual Turbolaser
-Medium Ion Cannon
-Missile Launcher
-Light Dual Turbolaser
-Republic Dual Medium Maser Cannon
-SPHA Super Beam Laser Cannon [Special Weapon]

CIS Weapons:
- CIS Dual Heavy Turbolaser
- CIS Medium Dual Turbolaser
- CIS Medium Quad Laser Cannon
- CIS Point Defense Cannon
- Federation Dual Heavy Turbolaser
- Federation Dual Superheavy Turbolaser

Empire Weapons:
-Medium OctoTurbolaser
-Large OctoTurbolaser
-Imperial Medium Dual Turbolaser
-Imperial Ion Cannon
-Imperial Missile Turret
-Imperial Dual Medium Maser Cannon

Rebel Weapons:
TBD

Generic Weapons:
-Superheavy Single Turbolaser
-Superheavy Dual Turbolaser
-CR-90 Pod Turbolaser
-Light Bubble Turbolaser
-Quad-Turbolaser Tower
-Heavy Dual Turbolaser

Many thanks to LCV and MTGraves for their insight and permission for audio files, the team over at Core Systems for their help to figure out weaponcore scripting.
50 Comments
Seagull1362  [author] 21 hours ago 
@Vixanamo; huh, the values are the same its just red, ill debug
Vixanamo Aug 30 @ 11:15am 
Red heavy / super heavy ammo is broken for whatever reason, they're rendering as invisible. EX: CIS Heavy Dual turbolaser didn't shoot any visible projectile until I swapped it to blue.
Seagull1362  [author] Aug 29 @ 2:48pm 
this most recent upate *should* have fixed it, replaced the audio files with backups, then copied the main script configs for the guns themselves straight from my server-side variant of the mod, so this should fix your audio, rebalance the damage/firerate/accuracy, and some other small tweaks that i cant remember because its been a few months lawl, lemme know if it still is messing up
Quarry Aug 29 @ 12:12pm 
thanks for the update
Seagull1362  [author] Aug 24 @ 11:04am 
been trying to debug the sound issue, theres no problem with the sound file or the call reference, ima ask one of the other mod developers for help in the WC discord to see whats up, sorry its taking awhile guys

@Eremiyah; yea im in the process of putting together a bunch of fixes including the bounding size of that ion turret, once these issues are fixed ill be looking towards adding to the Republic lineup as its more diverse then the rest of the lineups

most of my time has been taken up by developing the server side variant of this pack in SWSOTG and IRL work schedules and Arma3 so it is taking some time to be able to sit down and fix this variant, i do appologize for the time it has taken so far for me to respond
Quarry Aug 18 @ 1:18pm 
when can we expect to fix these bugs, i wanna use these on a build, but not while the sounds dont work
specopsbarton Aug 13 @ 8:54pm 
2025-08-14 05:34:57.634 - Thread: 1 -> Error: Sound error with ammo: Super Blue Laser from DualSuperheavyTurbolaser soundID Medium_Heavy_Turbolaser_Basic cuename Medium_Heavy_Turbolaser_Basic
FireEmitter.Entity null? False
Origin: X:130371.304420793 Y:117992.634833525 Z:5671110.81916186
Marked for Close? False
specopsbarton Aug 13 @ 8:52pm 
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
specopsbarton Aug 13 @ 8:52pm 
This is what I got from log before my game crash when one of your biggest turret shoot:
2025-08-14 05:34:57.644 - Thread: 1 -> Showing message
2025-08-14 05:34:57.646 - Thread: 1 -> MyInitializer.OnCrash
2025-08-14 05:34:57.646 - Thread: 1 -> var exception = SharpDX.SharpDXException: HRESULT: [0x88960001], Module: [SharpDX.XAudio2], ApiCode: [XAUDIO2_E_INVALID_CALL/InvalidCall], Message: Unknown
at CoreSystems.Support.AvShot.SetupSounds(Double distanceFromCameraSqr)
at CoreSystems.Projectiles.Projectile.Start()
at CoreSystems.Projectiles.Projectiles.GenProjectiles()
at CoreSystems.Projectiles.Projectiles.SpawnAndMove()
at CoreSystems.Session.Simulate()
at Sandbox.Game.World.MySession.UpdateComponents()
specopsbarton Aug 13 @ 8:37pm 
My game is crashing due to sound problems with your turrets :(