Space Engineers

Space Engineers

Air Sea Land - Modern weapons systems (Weapon core olny)「Infantry Assault version is being updated」
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Update: Jun 23 @ 8:24am

New:

GBU-28 Gliding bomb

HEMC MK-13 bomb
MK-13 Paveway II Gliding bomb

Revise:

Air Cannon Reform

Now, Air Cannons of different shapes will no longer have different performances, but will be divided into three calibers, each with different shape variants. The new series will uniformly use ASL_MachineGun_Class_1 as ammunition.

20mm is based on the M-61, with a very high rate of fire and medium accuracy, and relatively low single-shot damage

25mm is based on the GAU-12, also has a very high rate of fire, slightly higher single-shot damage, better HE performance, but poor accuracy

The 30mm is based on the GSh-30-1 or GSh-6-30. It has high single-shot damage and better accuracy, but the lowest rate of fire among the three (the GSh-6-30 has a very fast rate of fire, but lower accuracy)

Update: Jun 18 @ 6:07am

Update: Jun 16 @ 8:37am

New:

M2HB_Twin_Navy HMG

L-21A1 automatic cannons

Revise:

Adjust all weapon properties, from conveyor to SE defined weapons

The AP shell of M-242 has been changed to APDS, and the initial velocity and penetration have been improved.

The Nickel requirement of some shells has been reduced

To solve the problem of not being able to automatically reload, the ammunition system of the machine gun/automatic cannon has been changed. Each round uses one round of ammunition instead of the entire ammunition box. The cost, weight and volume will also change accordingly.

The above changes affect all block-type machine guns/autocannons. Some weapon ammunition types will change, and the names will also be changed to:

ASL_MachineGun_Class_1_AMMO > ASL_20/25mm_MachineGun_AMMO

ASL_MachineGun_Class_2_AMMO > ASL_30mm_MachineGun_AMMO

ASL_MachineGun_Class_3_AMMO > ASL_40mm_MachineGun_AMMO

The feeding method has also changed. All heavy machine guns and automatic cannons will have magazines. The amount of ammunition and the loading time of a single load are different, making the performance of various automatic cannons more different.

Most Gatling guns no longer have a reload time, and will use all the ammunition the conveyor is connected to. The only thing that prevents firing is overheating (CIWS does not apply)

Update: Jun 10 @ 6:22am


New:

MG-5 LMG
M-249 PARA LMG

Revise:

Corrected AA-12 animation

Adjusted DSHK ammunition firepower, slightly higher than M2

Reduce the size of Class 1 grenades

Increase MK19 firing rate

Adjust rocket weapons: Add burning time system

Low Class air-launched rockets: The trajectory is straight during the burning time, improving accuracy, and will be significantly affected by gravity after burning

High Class MLRS rockets: The burning time will produce a lot of smoke to expose the position as in the past, and the burning time is longer than other rocket engine weapons. There will be no obvious smoke after burning, but the guidance ability has also decreased

Update: May 31 @ 12:38am

New:

Martlet Missile

Revise:

Reduced the muzzle smoke of the autocannon

New control functions for all machine gun turrets(Excluding CIWS, like MK-15 and AK630)

Adjusting the PCU

Update: May 16 @ 4:49am

New:

KH-101
KH-22

Revise:

Update: Apr 30 @ 8:17am

New:

Panzerfaust 3 rocket launcher

9K38 missles launcher

BenelliM3 Shotgun


Revise:

The explosion damage of low-level air-launched rockets has been doubled, making them more practical weapons

.AGM-65B was changed to non-tandem HEAT, which made it more different from AGM-65D in performance

.Adjusted the properties of HEAT warheads:

Non-tandem HEAT warheads (tank guns and class 1 rocket launchers) are more likely to be triggered, meaning that spaced armor is more defensive against regular HEAT, but HEAT will not overpenetrate weak targets, and is more effective against light targets (though not as effective as large caliber HE).

HEAT warheads (class 2 rocket launchers and most missiles with HEAT warheads) will do about 1000 more damage (depending on the performance of each weapon) before triggering, trying to penetrate more armor before detonating, in order to achieve higher penetration.

However, this mechanism will make TC-HEAT targets closer to APDSFS, and the thicker the armor and internal structure, the better the effect. However, if the target is too weak, it will pass through directly without exploding.

Update: Apr 18 @ 7:12pm

New:

FAL Rifle
L1A1 Rifle

G3A3 Rifle


Revise:

.Rebalanced the lethality of hand-held rockets and missiles, and improved anti-armor capabilities

.Slightly increased the killing range of HEAT warheads in air-to-ground missiles

.The RPG-7 is divided into three types, equipped with different warheads

1.HEAT is the same as before, a cheap armor-piercing option, but with a bit more damage in this update

2.Tandem charge HEAT ammunition is more expensive, but has better armor penetration and is more effective against spaced armor

3.Thermobaric is a large-scale high-explosive munition that is targeted at personnel. It is very lethal to soft targets such as personnel, but has little effect on all armor.

Update: Apr 11 @ 7:36am

New:

MK-18 Mod 0 Rifle
M-27 Rifle
HK-416A3 Rifle
HK-416A5/M320 Rifle
SCAR-H/FN40 Rifle

AKS-47 Rifle
AKMS Rifle
AKM/GP-25 Rifle
AKS-74 Rifle
AK-12 Rifle
AK-74U Rifle
AK-74UN Rifle

UMP-45 SMG
MP5 MLI SMG



Revise:

Adjusted the smoke effect of low-class rockets (including handheld weapons) to be more realistic rather than having the shooter in the smoke

Slightly improved the effect of smoke bombs on FPS

Update: Mar 24 @ 9:36am

New:

M-16A3 Rifle
C8A3 Rifle

Tow 4x Missile

Revise:

RH-130 APDSFS/DU-APDSFS Damage reduced