Space Engineers

Space Engineers

InspiredWeaponry
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Opdatering: 15. feb. 2018 kl. 14:44

### Fixes
- HS Executor being impossible to place in survival (Conveyor port is dead center)
- HS GDT (Ground-Defense-Turret) being impossible to place in survival (Conveyor Port made more obvious at center)
- HS Particle-Beam not being labeled "WIP" (Will be made into a proper laser, pending further work)

### Changes
- HS Auto-Cannon Explosive Damage from 320 to 420
- HS GDT to include Physical-text indicating Facing & Conveyor Port location
- HS Particle-Beam to include physical indicator & text of frontal direction
- Icons for HS ammunition have been partically shifted to match their Weapon \ Block Icons

### New
- Small-Grid HS LBX-20 'Farrell', has been added
250-meter range, 6 deviant angle, 3-ammo type manual-fire weapon.

- HS Particle-Supply, added for Later use by the Laser System from Eq.

Opdatering: 8. feb. 2018 kl. 0:28

### New Models, Partial Update ###


# Changes#:
- HS Anti-Fighter, Railgun, and Heavy turrets have had their models updated.
- HS Executor & HS GDT have had their models updated as well (More severely than the other three).
- Slag Turret has been adjusted (tracer & RPM) for the update's Bloom hard-coding, so it will not as easily break the renderer.


#Notes:

Glows are still missbehaving from the SE update.
IRL Events, and the SE breaking all my glass, emissives, appearance of custom textures did a grand scramble on this.
Expect the rest of the intended contents to be slowly sent out.
This update provides the models I've had done, while everything exploded nearly.

Opdatering: 29. dec. 2017 kl. 21:56

# CIV Initial Release:

- CIV Defense-Platform (1)
6-Barrel Machinegun, designed to provide anti-fighter or interception capabilites in a compact form.
(1x1x1)

- CIV Offense-Platform (2)
Single-Barrel Railgun, designed to provide heavier long-range fire in a mostly compact form.
(1x1x2)

- CIV Bolter-Platform (3)
6-Barrel Heavy machinegun, designed to provide shorter-ranged but more destructive anti-fighter.
(1x1x1)

- CIV Spear-Platform (4)
Tri-Barrel Railgun, designed for close-range barrage-fire, suffers from increased inaccuracy & decreased range.
(1x1x2)

Each is referenced in the files as,
K_Civ_Defense_1
K_Civ_Defense_2
K_Civ_Defense_3
K_Civ_Defense_4
If that helps with scripting or similar. (Refer to number beside each weapon description for identification)

Opdatering: 19. dec. 2017 kl. 1:19

# Fixes:
- HS Micro-Rocket Rack is now able to properly placed without issue.


## Experimentals:

- Blade Assembly I
- Blade Assembly II
* Small-Grid Melee-Style weapons, in testing, access via the G menu, using the search function.


- DEG
* "Moderate" Range Small-Grid pulse weapon.

Both weapon types, are experimental, and lack survival capabilities at present.
They also are part of an branch.

-- Note: Civ branch weapons will be coming at some point, for cheaper & smaller designs that are less dangerous but still effective.

Opdatering: 16. dec. 2017 kl. 2:27

## Changes:

Adjusted upper Elevation limits on Anti-Fighter Turret from 25 Degrees to 50 Degrees.
This means you now longer have such a hard firing angle, allowing your anti-fighter turrets to have better coverage.
- Induced slight clipping I am debating on fixing in the model itself, by altering the rear of the head.


## New things:

New Micro-Launchers for Small-Grid.
Comes in two forms, Launcher & Rack.

Note: Rack has slightly odd placement, that will be fixed.

Opdatering: 8. dec. 2017 kl. 15:25

Conveyor Repairs: Finally uploaded.

* All turrets have been switched from InteriorTurret class to missileTurret class.
This did not delete placed turrets: it did however oddly, switch their ownership to "nobody", and rest their Range-setting.
Simply 'claim' and set the range back to the end of the bar, and everything will once again work properly.

Sorry for the Delay, had a few things pop up during the work.



Opdatering: 25. nov. 2017 kl. 1:53

# Micro Update: #

Fixes:
* Fixed Executor Placement.

New things:

- Ground-Defense-Turret Installation (GDT)
* Massive 16x10x16 Turret
* Built to defend ground bases or large complexes, from orbital threats: 120,000 meter range.
* Slow Rotation & Elevation speeds, leave much to be desired at closer-ranges.
* 35 meter blast radius.

Opdatering: 24. nov. 2017 kl. 22:46

# Balancing:

- HS Flak
* Explosive Damage down from 250, to 20.
* Mass Damage down from 250 to 25.

- HS Sniper
* Reload down to 30 from 60 seconds.

- HS Auto-Cannon
* Reload down to 10, from 20 seconds.
* Ammo up to 20 shells before a reload.
* Explosive Damage from 500 to 250.

- HS Anti-Fighter
* Mass Damage down from 250 to 50.
* Health Damage down from 250 to 25.

- HS Interior
* Mass Damage down from 100 to 25.
* Health Damage down from 100 to 50.

----------------------------

New Additions:

- HS Executor
* Massive 11x8x16 Turret
* Heavy Energized Shells, with untested damage potential - Very interested in feedback, on costs & damage.
* 8 Thousand meter range

- HS Particle-Beam Turret
* Non-Hitscan Beam
* 3000 meter range
* Heavy impulse effect on target

- HS Coil-gun (small-grid)
* Heavier Machine-gun pattern weapon


If you have feedback on the mod, I'd be happy to hear it.




Opdatering: 21. nov. 2017 kl. 0:52

Fixes:
- HS Spinal Cannon overriding stock "missile launcher" group in G Menu.
- Missing Icon for Spinal Cannon.

Additions:

- HS Auto-Cannon (Small-Grid)
- HS Sniper (Small-Grid)
- HS Flak Turret

- Hell Ripper (Small Grid, Special Auto-Cannon)
- Hell Cannon (Small Grid, Enhanced Auto-Cannon)


-----------

- Auto-Cannon:
250 RPM, burst of 10 shells.
Manufactured Ammunition is singular, 1 shell = 1 shell.
3 meter blast radius, for 500 damage.
Reload of 200 seconds (Didn't know how fast was too fast, so I went with slow)
Range of 3000 meters.
Velocity of 1200 mps.

#

- Sniper:
50 RPM, 4 shots per reload.
Manufactured Ammunition is a full reload of 4 shells.
Ammunition comes in Explosive & Kinetic.
Shared Range of 8000 meters.

Explosive:
Radius of 5 meters.
2000 explosive damage.
100 mass damage. (unknown if used by explosive-types)
Velocity of 4000 mps.

Kinetic:
Radius of 1 meter (Non-explosive type, but might still be in effect.)
2000 mass damage.
125 explosive damage. (Untested if it deals both)
Velocity of 4000 mps.

#

- Flak Turret:
900 RPM, burst of 50 shells.
Reload of 240 seconds. (Same as Anti-Fighter)
AI range of 2700. (AI aims 200 meters past auto-detonation, to generate an explosive cloud ahead of target)
Projectile range of 2500.
Deviate Shot Angle of 4. (Inaccuracy of up to 4 degrees)
230 Mass damage.
250 Explosive damage.
15 meter blast radius.
Manufactured Ammunition holds 150 Shells per, and is produced in pairs.
Intended Velocity of 1500 mps, Acceleration of 900 mps, starting at 300 mps.

Opdatering: 19. nov. 2017 kl. 13:24

-- Fixes:
* Repaired the Missing Mod cat.
* Repaired the Assembler crash (had accidently forgot to change an ID)
* Added Missing blocks from G Menu tab


--- NEW THINGS:

Heavy Series:

Turrets:
- HS Rail Turret
- HS Heavy-Rail
- HS Anti-Fighter
- HS Anti-Heavy
- HS Interior
- HS Armored Interior
- HS Hatchet (Shotgun like)
- HS Slag (Blowtorch)

Fixed-Point Weapons:
- HS Spinal Cannon

Notes:

* Heavy Series, comes with custom models for ammo, missiles \ projectiles, Icons (Beyond Spinal Icon, will be done later)


* Weapons are most 'proper functioning' in survival, due to how creative handles high RPM's.

* Slag is low-damage high impulse (push) weapon, that could easily kill your frames. Be wary of that.
(High RPM, large tracer size)

* Hatchet's "shotgun" blast is likely not much of a shotgun, but a Blitz cannon - more easily seen in survival due to RPM.

* There is 3 kinds of Rail-Turrets in addition to the standard, the "Uni" means Universal.
It will accept all 3 types of ammo, NE means Non-explosive, and SS, means Scattershot.