Space Engineers

Space Engineers

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[Broken/Discontinued] Star Wars DBY-827 Turbolaser Cannon Mod
   
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Type: Mod
Mod category: Block, Modpack, Other
File Size
Posted
Updated
10.694 MB
Mar 27, 2016 @ 5:49pm
Mar 30, 2018 @ 8:39pm
12 Change Notes ( view )

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[Broken/Discontinued] Star Wars DBY-827 Turbolaser Cannon Mod

Description
I have decided to stop modding to pursue other interests. I am fine with tinkering, updating, & uploading your own version of this mod. In that case, credits & a link back to the original mod would be appreciated.

This mod contains Taim and Bak DBY-827 turbolaser cannons [starwars.wikia.com] as seen on Venator-Class Republic Star Destroyers during Episode III and in the Clone Wars show. Although these turrets were commonly seen on the Jedi Cruisers during the Clone Wars it would still make sense lore-wise to see them used for space station defense and used later by the Empire or other factions such as pirates/rebels who salvaged them from old Venator Cruisers or from other places. Should work in both survival and creative modes. Just a heads up, some of the turrets (and the stationary turbolaser cannons) are very powerful like a lot of other Star Wars weapons in the lore so I recommend using a shield mod with this mod.

Mod Contents: (every turret has a 360 degree rotation arc and a limited arc counterpart)

9x9 Large Ship DBY-827 Turbolaser Cannon Turret (45x45 small ship counterpart)

7x7 Large Ship DBY-827Turbolaser Cannon Turret (35x35 small ship counterpart)

5x5 Large Ship DBY-827 Turbolaser Cannon Turret (25x25 small ship counterpart)

3x3 Large Ship DBY-827 Turbolaser Cannon Turret (15x15 small ship counterpart)

3x3 Large Ship Stationary DBY-827 Turbolaser Cannon Barrel (15x15 small ship counterpart)

1x1 Large Ship Stationary DBY-827 Turbolaser Cannon Barrel (5x5 small ship counterpart)

(1x1 stationary turbolasers use 5x5 ammo and 3x3 stationary turbolasers use 9x9 ammo)

Tibanna (carbonite frozen) which spawns as a voxel with a rare spawn rate is used to create ammo

Additional Details:

The cannons in this mod are divided into categories which have 3 types of ammo. The first is a projectile ammo type which does not affect voxels on objects such as planets or asteroids and the energy bolt cannot be targeted by other turrets unlike the explosive ammo types. The second ammo type is explosive and affects anything it impacts with. The third ammo type is the full power setting. This setting has enough explosive power to vaporize asteroids and create craters however, it uses more Tibanna and the turret or stationary weapon fires energy bolts with a slower fire rate compared to the other two power settings.

The size of the turret also determines the power level of the ammo. Each ammo crate contains 500 shots.

Energy bolts can be green, red or blue.

The turbolaser cannons have authentic star wars sounds and look when they fire.

This mod contains a Star Wars ammo crate model created by me.

The weapons in this mod are not in my Star Wars Weapons modpack. This likely will not change until I find a way to reduce the loading times for that modpack.

The turbolaser models used in this mod are heavily modified versions of the one created by Clinton J. Rowley. In some places it was simply used as a reference since I had to remodel many parts to cleanup and reduce the polys on the model. I also had to make it work in Space Engineers by separating the turret into parts, adding conveyor slots, custom textures, build progress models and other additions to the models.

All credit for the barrel animation script goes to Digi. I only made simple changes to the script to make it work with this mod so I take no credit for designing the script.

Here is a link to the Venator build from the screenshots

Star Wars © Lucasfilm, LucasArts and Disney [www.starwars.com]

Here are some fixes if the mod is not loading up
Check to see if the mod was downloaded from the Steam Workshop, is selected in the menu, and the load order for your mods may have to be adjusted before loading a world. If you can't find the mod or are getting other errors unsubscribe and resubscribe to the mod on the workshop so Steam downloads it again. If that does not work go to the mods folder which is
C:\Program Files (x86)\Steam\steamapps\workshop\content\244850
and delete the folder titled 654413938 so the mod redownloads. Again, unsubscribe and resubscribe and make sure the mod folder is fully downloaded, selected in the menu, and the load order is adjusted before loading the world.

Please, do not ask me to bundle one of my mods with another one of my mods. Also, please, do not ask me to post specific content from one of my mods into its own mod. I've decided this due to the extra work it would take me to keep mods with duplicate content updated and organized. I will likely ignore comments asking for this.
Popular Discussions View All (2)
5
Sep 25, 2019 @ 8:27am
Broken sound
AcTenebras
0
Nov 23, 2021 @ 6:29am
Where to find Tibanna?
toqudi
199 Comments
Shockwave Mar 18 @ 9:40pm 
For me the lasers move extremely slow for some reason and I can't seem to ever fix it.
Outboundcave Nov 7, 2023 @ 12:02pm 
@Razortron where can we find tibanna?
wotkocze Oct 7, 2023 @ 11:27am 
This is the end of this mode
Brian Stormborn May 11, 2023 @ 9:08am 
ill be waiting love this mod
Razortron  [author] Mar 24, 2023 @ 8:31pm 
@grape65forthewin @wotkocze Sorry for the late response, I will just repeat the comment I posted for my Star Wars weapons modpack. I started to fix the weapon power/fire-rate issue for this mod with Weaponcore sometime ago, with a follow up planned using Keen's modding tools since I know some people do not want/cannot use custom scripts, when someone generously gave a bit of funding so I could continue modding. Though now, I unfortunately have to prioritize other tasks for myself recently, since my time feels far too limited to finish updating my mods myself. I will just repeat what is in the mod description in case this comment gets read more by modders/modder teams who would like to update my mod: I am fine with tinkering, updating, & uploading your own version of this mod. In that case, credits & a link back to the original mod is appreciated.
Razortron  [author] Mar 24, 2023 @ 8:30pm 
Also, I recommend modders/modder teams willing to update to learn/go with Weaponcore, since Keen's modding tools are still very lacking, and then possibly follow up with a Keen modding tool version, since from what I read, console players cannot use mods with custom scripts like Weaponcore.
wotkocze Mar 19, 2023 @ 12:24pm 
Maybe
TheWhoompy Feb 3, 2023 @ 8:14am 
yo is this mod ever gonna be updated again?
xXSniperGhostXx Aug 12, 2022 @ 9:06am 
Where can i find Tibanna?
Razortron  [author] Aug 4, 2022 @ 8:08pm 
@andyvkp75 I changed the wording to depreciated to better show that some parts work while others are broken.