Space Engineers

Space Engineers

NorthWind Weapons
Showing 1-10 of 37 entries
< 1  2  3  4 >
Update: Dec 30, 2022 @ 6:21pm

Small hotfix for Casaba EMP not working. Suffer, get EMPed again.

Update: May 28, 2022 @ 1:12am

Added 2 new turrets, The Single 203mm turret and the BD203mm Howitzer.

The Single 203mm is simply a single barrel alternative to the twin barrel version, it has no subdeck section so its easier to mount in cramped spaces and offers a slightly different style.

The BD203mm Howitzer turret is a turreted version of the fixed howitzer, it has the same ammo options as the howitzer and an AI range of 5km but you can fire it farther using WC manual aiming, thanks to BDCarrillo for fixing the accuracy problems with indirect fire (hence the name of this turret).

Adjusted the EMP effect on the 500mm Casaba rounds.
It should no longer be practical to absorb the EMP damage by spamming high HP blocks, the effect is now MUCH stronger. However it only last for a few secs. This will mean if your using shields and you fire these shield piercing rounds you will also loose shields.

Burst ROF of the 500mm increased and it now fires a full burst every time you fire it.
This was done to allow the Casaba rounds to all fire before the EMP effect hits, forcing an overheat cooldown.

Adjusted max range on all none special ammo rounds, most of the larger guns have had a slight increase with the biggest ones going up to 10km now. This was done to better take advantage of the ability to use indirect fire in gravity. AI ranges remain the same.

Removed bullet drop from the 30mm ammo. I hated to do this but it was hardly visible and caused accuracy problems when shooting down missiles. They should be much better at there job now.

I forgot this change and its an important one. Keen updated the ammo explosion stuff so modders could adjust the damage done by exploding ammo in cargo containers. I set the damage for railgun ammo to 0 and conventional AP rounds too 0.5 but left HE and special ammo at 1 (full) damage. This means railgun ammo and AP rounds are safer to have in large amounts on a ship but HE rounds can be a little risky. Standard and DU 30mm ammo is counted as AP, CRAM ammo is counted as HE.

Update: Apr 15, 2022 @ 7:29pm

Small update to fix a model problem with the 300mm turret, will only notice a difference on the Performance Edition. Will fix aiming problems in that version.

Update: Feb 22, 2022 @ 12:31pm

Small patch to fix a few minor bugs.

buffed 203mm shells vs small grid and changed it to not use TravelTo on its main shells to improve function with the Custom Turret Controller.

Enabled a new fuze type for the 203mm howitzer, 203HVF is the same shell velocity as the HV option but still uses TravelTo. This means when fired from a CTC Turret, it will act as flak and proximity det (This only works if fired from the CTC with AI) allowing for custom flak turrets to be built with it.

fixed a problem where 300mm and 400mm HE shells might not be targeted be PD in gravity.

Update: Feb 5, 2022 @ 4:08pm

Minor Bugfixes

Added proper collisions to the 30mm Autocannon turret.
Fixed Camera empty problem. (camera view on turrets with that option should work again)
Added missing Scope dummy to the CIWS (might result is slightly better accuracy)
Fixed staging on 203mm Howitzer ammo, this was causing it to not apply AOE damage.

Update: Jan 27, 2022 @ 3:15am

Taming of the Casaba, round 1.

Improved the EMP effect of the Casaba round and adding overheat mechanic. Firing the Casaba rounds will trigger an EMP on your ship, this can disable a large portion of your systems including your shields if the emitters or reactors are close to the gun. range of the EMP is 300m with the effect being strongest closer to the gun and lasts about 40 secs. As a backup the Casaba rounds will also cause the gun to overheat if a full salvo of them are fired, it will take 60 secs for the turret to cool down. All of this means that firing the very deadly Casaba rounds will leave your ship potentially defenseless for almost a full mins... so make sure you can kill the target with that salvo or just use normal shells like a sane person.

Reduced 500mm turret rotation speed. (it was mistakenly set to the same speed as the 300mm, now the same speed as the 400mm)

Recoil animation adjustment on the 500mm, another hold over from the 300mm config it was based on.

Improvements to PD weapons.

30mm CRAM ammo now has a shell velocity of 1km/s up from 800.

General improvements to tracking on the Autocannon turret, CIWS and Discoball.

Small boost to Discoball PD damage, better heat management and less damage falloff.

Improvements to 100mm and 203mm flak effect vs projectiles (203 still sucks at this job) this should make flak much better vs Drones and Torps.

Increased Shell velocity on the 100mm and 203mm weapons by about 100m/s (I forgot to update the discriptions with the new values, will do that in the next update if I remember)

Update: Jan 20, 2022 @ 9:37pm

Fix to rotation rate of 500mm turret and range of the Casaba rounds being at testing values.

Update: Jan 20, 2022 @ 4:49pm

The Big Update.

Added 500mm turret LG.
Added 30mm Autocannon turret LG/SG.
Added 30mm fixed Autocannon SG.
Added 10MJ fixed Plasma Cannon SG.

Fixed incorrect ROF/Heat settings on railguns. (ROF is much higher on all railguns, heat is easier to understand. ROF setting for sustained fire is now 50% for all weapons.)

Converted all AOE weapons over to the new AOE system and reworked the AOE damage from scratch. All HE shells now have some level of spall damage that can pen threw armor to the blocks behind it.

Rework of conventional AP rounds. Conventional AP rounds have had there DPS boosted to match HE but they now have a chance to ricochet when hitting armor at an angle. Overall AP rounds are more deadly then before.

Lots of other small changes that I cant remember.

Warning, this update was not tested as much as I would normally do, this is all DarkStar's fault so blame him.

(The single barrel 203mm turret had to be cut from this update because it was taking to long, it will be added soon.)

Update: Nov 10, 2021 @ 8:22pm

Shield modifier balance changes... you guys asked for this, dont blame me.

Update: Nov 6, 2021 @ 11:32am

Updated to WC2.0 configs.

ReAdded Railgun ROF slider, it now functions as intended. You can now lower the ROF so that the railguns will never overheat. The overall ROF wont change to much if you do this it will just change the weapon from being a rapid burst damage weapon to a DPS over time one. This change will have a very large effect on the power draw of the fixed railguns so for SG ships you might need to lower the ROF to be able to power them.

Fixed Railguns cooling rate is now 75% of the turrets, up from 50%

A number of other small tweaks and bug fixes. Railgun ammo eating should be fixed but untested. 30mm Rotary cannon will no longer cause DC from servers with swapping ammo. (these are WC2.0 fixes)