Space Engineers

Space Engineers

HSR (WeaponCore) Strategic Update November 2020 ( Discontinued
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Update: Nov 23, 2020 @ 1:28pm

Broadside Minor Update;

# Fixes:
- Fixed "Silence" Audio file path, used for incomplete Weapons. Will not be in log anymore.
- Fixed Old Icon Pathing, for unused Turrets. Will not be in log anymore.
- Fixed Incomplete K3 Mainframe Component from being listed in Log, due to lack of blueprint.
- Fixed Missing Weapon Systems from Tier Tabs in G-Menu
- Fixed Outdated References to original Block-Pair System in SBCs. Will no longer be in log, cluttering it up.
- Fixed Audio all being Sound-Level 0 from Incomplete Sound Rework.

# Changes:
- Flak Turrets now fire an Cluster-Munition Flak Round, that detonates into secondary Explosives. Main Damage Source moved to Secondary Explosives.
- New Audio Restoration Work, providing Sound to Heavy, Medium, Light Railguns, Plasma, Missile Launches (past SRMs), and Flak Cannons. (SRM Sound is being worked on)
- Minor Internal Power Calculations on select Weaponry
- Icon Rework, more in Additions Section

# Additions:
- HSR Flameseeker Tier-2 Plasma-Broadside Weapon, Manual-Fire
- HSR Victor Tier-2 Broadside Flak-Battery, Automatic-Fire
- HSR Fury Broadside, Tier-2, Manual-Fire Seeker-Missile Launcher Rack
- HSR Dragonmaw, Tier-3 HeavyRail Broadside, Automatic. Soon to gain Missile systems',
- HSR Icon Rework; 90% of Blocks have gained new 2nd-Generation Icon Styling, specific to their models.
* Removes issue of duplicate Icons for the majority of Weapon Systems.
- Audio Remaster, visit Changes in regards to Audio Changes
- Several others I have misplaced.

Next Update, is intended to be another Major Style.



Update: Nov 16, 2020 @ 8:14pm

-- Disabled `` Slave.cs:15: Log.Init($"{ModContext.ModName}Init.log"); ``` , Per User Comments.
In Attempt to have a short-term Crash Solution for this Vague as fuck problem, with Script.

Update: Nov 16, 2020 @ 2:31pm

Strategic Update:

-- Fixes:
- Hexagol Rail Components Listed as Chromium Rail Components in Assembler
- Huntsman Line of Turrets not added to Tier-2 G-Menu Tab

--- Additions:

# Small-Grid:
- SRM S4 Launcher Added, 1.5km Missile Pod, Coordinate-Tracking
- SRM S24 Launcher Added, 1.5km Missile Pod, Coordinate-Tracking
- LRM L3 Launcher Added, 3km SG-Specific Missile Launcher, Seeking
- Railshot, Gimbal-Mount Light-Accelerator Cannon
- Devil, Gimbal-Mount Accelerator Cannon, Anti-Armor
- X45, Plasma-Turret

# Large-Grid:
- Strategic-Class Merciless Re-Enabled, 8km Intercept-Capable AOE Weapon
- Strategic Class Missile Launcher, "Last Word", Single-Launch 7km Single-Target Blast
- Strategic Class Missile Launcher, "Dragon", Barrage-Launch Anti-Group Scatter Blast
- Strategic Class Missile Launcher, "Hellhound", 6-Tube 14km Harrasser-Blast

# What's Next:
- "Strategic-Class AMS Angel-Defense-System"
- 5x5 Tier-2 Tri-Cannon
- Small-Grid AMS Options
- Additional Large-Grid AMS Units
- Close-Combat Assault Cannons
- Broadside Expansion











Update: Nov 13, 2020 @ 3:32pm

Nov 13th Update:

Fixes\Adjustments:
- HSR Fluid Reactor Description Updated to state it uses Energized Gel.
- HSR Missile Projectile Health Adjusted for new WC AMS Configurations (average 3-5 second intercept by beams)
- HSR Beam Weapon Interception Time tweak: 1 Second per 1 Missile HP. Thank you Pilft, as that's a good standard.

New Releases:
- HSR Huntsman Line (3x3) Med-Tier, Comes with Top-mounted 300-Meter AMS (SC, has Gyro-Jammer 600-meter)

* Huntsman-P; 6-Barrel Plasma Cannon 2km, with 1km 50% Fall-Off Range
* Huntsman-SC; 2 Barrel Scattercannon (Shotgun), with 600 Meter range, Wall of shots.
* Huntsman-AP; 2-Barrel Plasma Cannon, that melts heavy-armor, 2km, with 1km 50% Fall-Off Range
* Huntsman-AA; 2 Repeator-Cannon Array, that fires 90 light Plasma-Rounds in waves of 3 rapidly at 2km.
* Huntsman-Ion; 2 Barrel Anti-Shield Plasma Cannon 2km, with 1km 50% Fall-Off Range, Higher Velocity than most.

- Helix Launcher , (Shieldbreaker Model at present, 3x2x1)
* Fires a selection of Support-Type Missiles, such as Swarm-I (splits into smaller Seekers), Minefield-Layers, and Chaff-Field Missiles.

Update: Jun 21, 2020 @ 8:38pm

HSR Balance Patch:


Heavy-Armor Modifier Removed on Kinetics.
- Descriptions will be updated, once stable.

Missiles have Lost 50% or more of their Reload Times.

Update: Jun 9, 2020 @ 3:59am

Update: May 24, 2020 @ 2:54pm

Fixed K3 Line's Component Not Existing.

Update: May 24, 2020 @ 2:45pm

Fixed Terminous' Weapon ID leading to a deleted file.

Update: May 23, 2020 @ 11:51pm

Repaired Gravel's Proper Ingot ID (Which is Stone), in HSR Blueprints.

Update: May 22, 2020 @ 7:43pm

Large Update:

- Nanite Resource System
- Restructured G-Menu
- Hidden Incomplete Turrets such as HSR Merciless from placement (Did not delete any existing turrets)
- Revamp Damage Profiles
- Released new Guns


Functional WeaponCore Turrets
  • HSR Pulsar
  • HSR Thunderhead
  • HSR Magnus
  • HSR Condemnation
  • HSR SkyShatter (Awaiting Remodel)
  • HSR Phantom
  • HSR Bombard
  • HSR Calamity (9x9 Anti-Armor)
  • HSR GateKeeper
  • HSR Malediction
  • HSR Salvation
  • HSR Hound
  • HSR Cadre, (Multi-Turret Point-Defense)
  • HSR Starfall
  • HSR Shieldbreaker (Anti-Shield Missiles)
  • HSR Valkyrie
  • HSR Lust
  • HSR Wraith
  • HSR Subversion
  • HSR Valkyrie
  • HSR Cruix
  • HSR SAW
  • HSR Damnation (Broadside Multi-Turret)
  • HSR Herald (Broadside Multi-Turret, Missile Swarm.) * 144 \168 Functional, presently working on it.
  • HSR Spear (Small-Grid Missile Launcher)