Space Engineers

Space Engineers

Terran Titans - Modern Naval Weapons Pack (BETA 0.8.1L)
169 Comments
DarkXeRoX  [author] Oct 6 @ 1:48pm 
@mikemike

on any weaponcore projectile thats a valid target

wc does replace the vanilla weapons with wc versions
mikemike Oct 3 @ 12:57pm 
does the ciws work also on vanila rockets or only on TT missles and rockets ?
Demonik Sep 2 @ 6:14pm 
@DarkXeRoX ah makes sense, I was wondering why it wasn’t shooting at Large Grids and now I know.

All good and thanks for the response. 👍
DarkXeRoX  [author] Aug 31 @ 5:49am 
@Demonik

the MK-29 is a aa / interceptor weapon and only works vs small grids and missiles

the solo is because the vls has a quadpacked version of it


what are you trying to shoot with it ?
Demonik Aug 30 @ 9:26pm 
Also i did notice that the ammo loaded in the box launcher is VLS_ESSM_Guided_Ammo_Solo. not sure if it means anything but all other loaded ammo in other TT weapons are displayed normal.
Demonik Aug 30 @ 9:23pm 
@DarkXeRoX Hope all is well, i have run into an issue with the MK-29 Box Launcher, it for some reason wont shot any more, even when the launcher has perfect LoS. I did notice that the option to target Small and Large grid is missing in the launcher options and at first i thought it was me but i Checked the MK-26 Dual launcher and the options are there. Any ideas on how to fix the issue?
DarkXeRoX  [author] Aug 21 @ 5:16am 
all to do with sync range

If you run into any other issues just poke
Frederik von Porxen Aug 20 @ 6:33pm 
nvm gng im just stupid
Frederik von Porxen Aug 20 @ 6:00pm 
okay this is most likely a stupid question but the missiles and radars have a range of 15km
but the vanilla limit is like 2.5km how do i increase it? or am i doing something wrong?
DarkXeRoX  [author] Jul 23 @ 7:06am 
@soapdropper0
Hmm that's an interesting report, will have a look into it.
soapdropper0 Jul 23 @ 3:54am 
all large grid radars cause severe stutters only when in free look
Demonik Jul 22 @ 5:46pm 
@DarkXeRoX. Thanks for fixing the issue. 👍👍 works perfectly now.
DarkXeRoX  [author] Jul 18 @ 12:07am 
Steam made some workshop changes and keen hasnt fixed the server to fix this, keen did release an update now afaik.

> Root cause:
> - around February 2025 or before, Steam added support for zstd compressed depot chunks, cf. https://bsky.app/profile/xpaw.me/post/3lifcxm5bfc2p
> - on 11 July 2025, Steam workshop presumably started saving new content as zstd compressed chunks
> - Space Engineers dedicated server ships old steam DLLs (version 7.26.91.55 from 22 October 2023), which appear too old to support the new chunks format, and so started failing when downloading them
>
> Short-term fix:
> - the steam DLLs to update are: steamclient.dll steamclient64.dll tier0_s.dll tier0_s64.dll vstdlib_s.dll vstdlib_s64.dll

Replace these files in your torch folder from your local client folder or force the server to update
DogPilot Jul 17 @ 2:55pm 
i have replaced the steam64 etc on my server multiple times and it wasn't capable of fixing the issue.
DogPilot Jul 17 @ 2:55pm 
Your discord link is no good, and for some unknown reason your mod throws errors when attempting to download on a dedicated server.
DarkXeRoX  [author] Jul 15 @ 6:23am 
@Demonik

Sorry got a little sidetracked with RL stuff, the launchers should have enough cargo capacity now
Demonik Jul 10 @ 5:59pm 
@DarkXeRoX thanks mate for that. Ooh I can’t wait to see aircraft weapons, and the one launcher for different ammo types will be awesome. Keep up the good work. 👍👍
DarkXeRoX  [author] Jul 7 @ 5:18am 
@demonik
oh forgot about those XD, i'll see about pushing a capacity fix out in a bit
i got a big list stuff planned for aircraft weapons, B2 multi ordinance launcher has gone into testing. and planning new multi ammo launchers for aircraft mounted weapons

ie one launcher can fit different ammos for different purposes, so you don't have to rework builds to use specific missile types etc
Demonik Jul 5 @ 10:40pm 
@DarkXeRoX hope all is well, I've noticed a slight issue with the SG AGM-158C and AGM-84 where you can't load ammo into them because the Size of the missiles are too big for the Capacity of the holder, the AGM-158c is 1000L for the misslie and 160L for the holder. its the same of the AGM-84. Any help would be awesome.:selike:
Demonik Jun 5 @ 6:08pm 
@DarkXeRoX ah that makes sense. I’m using it mainly for naval combat, also attack bases from the sea. Thanks for the reply mate👍👍
DarkXeRoX  [author] Jun 5 @ 2:43pm 
@Demonik

- the UKSK-M launches anti-ship missiles these are designed for surface targets
- The tomahawk is the same case.

i forgot, are you using this pack in a naval or space setting?
Demonik Jun 5 @ 2:27am 
@DarkXeRoX Also the flight path of the Tomahawk Missile skims the ground for a couple of hundred meters and then smashes into the ground, Have you had this issue too?
Demonik Jun 5 @ 2:18am 
@DarkXeRoX When using the UKSK-M Universal Launcher to shoot at flying npc's it will launch OK and the skim the surface and eventually smash into the ground, Any ideas on why?
mikemike May 27 @ 2:02am 
Thanks fór the help either way
DarkXeRoX  [author] May 27 @ 12:52am 
@palkovicmichal15

hmm they are designed for atmo, as all anti ship missiles ( not finished all of them ) have surface / seaskimming flight paths.

not sure how well that would work in space. If i get a moment of spare time i'll have a quick test in space and see if i can tweak it a bit.

i am working on a space naval pack but only got a railgun somewhat done and vls for it atm.
DarkXeRoX  [author] May 26 @ 10:09am 
@palkovicmichal15

if they go straight up it might be a case of the weapon didn't get its target data quick enough from the radar panel

are you using them in space or in atmo?
DarkXeRoX  [author] May 26 @ 9:27am 
@palkovicmichal15

certain nato missile launchers require a radar that operates on the nato channel
and visa versa for the ussr ones.

apart from that they work just like any other static weapon core launcher:

- select target
- fire weapon via mouse or key trigger

( you can set key or mouse fire in the weapon terminal, by default this is set to AI. I generally put it on key toggle )

i'll see about adding a little guide here for the missile and torpedo launchers.
TaterTot1-1 May 20 @ 3:52pm 
@DarkXeRoX

Thank you for the Link! That'll be very helpful for my personal naval builds.
As for the p-700s - whenever you have them ready I will be very excited. I can wait though so no pressure. I know you have your own stuff to do.
DarkXeRoX  [author] May 20 @ 2:01pm 
@taterTot1-1

- the p-700 are on the list just very early draft stage still but coming
- the 8inch my friend happened to have added one to his modern naval mod recently
https://steamcommunity.com/sharedfiles/filedetails/?id=3057373987

hope that keeps you entertained for a bit ;)
TaterTot1-1 May 20 @ 1:34pm 
And maybe the angled VLS tubes for the SS-N-19 Shipwrecks found on the Kirov-class cruisers?
TaterTot1-1 May 20 @ 10:57am 
Any chance you'd be willing to add the 8"/55 Mark 71 single mount?
DarkXeRoX  [author] May 19 @ 7:05am 
@kaiserday They should be in the radar category

shipradar for surface vessels
submarine radar for subs
kaiserday May 17 @ 6:47pm 
Where do you get the sonar for the torps?
Demonik May 13 @ 4:40am 
@DarkXeRoX thanks mate, ill let you know how it goes.
DarkXeRoX  [author] May 13 @ 3:01am 
@demonik

push a minor attempt at a fix, wasn't able to quickly replicate the issue myself but maybe putting the audio type in the right audio category might solve the issue.
DarkXeRoX  [author] May 13 @ 1:38am 
@demonik

is it just the bigger missiles or the smaller ones as well ?
Demonik May 13 @ 1:31am 
@DarkXeRoX Thanks for the quick response, That makes complete sense about the weight of Ammo and having too think about ammo space, it adds another level to naval simulation that i do forget sometimes. Thanks also for looking into the Audio issue. Much Appreciated. You've done a excellent job with the update, keep up the great work :selike:
DarkXeRoX  [author] May 13 @ 1:14am 
@Demonik

i'll have a look at the audio, might have fumbled a switch.

All missiles and torpedo have had their real life weights added

This to make having ammo cost space and apply weight to your ship, also making it a choice on total ammo you bring into a fight.

The aim of this pack is a bit more towards naval simulation.
I had to exclude some of the updates to missiles just due to time constraints and wanted to get the torps and asw bits out in the world but planning to push some of the new flight path logic to all the other missiles in the next week as well

Got a couple more launchers for the ussr side of things in development, they wern't quite ready yet.

I might prepare a modadjuster template for the more arcade level settings.
Demonik May 13 @ 12:08am 
@DarkXeRoX i don't know if anyone else is having this issue but i found that after using any Missile systems the sound of the missile impacting a target lingers around and the only way to fix it is relogging back into the game, also the overall weight of missile seams to be alot more now? is that correct? IE : 200 SM6 missiles are 412000KG thanks again for an awesome weapons pack.
Demonik May 12 @ 9:04pm 
@ DarkXeRoX Awesome mate will do, looking forward to trying them out. Thanks Legend
DarkXeRoX  [author] May 12 @ 7:41am 
@Demonik
We got lift off!!

Let me know if stuff needs tweaking a bit, the torpedo have a surface and ASW mode.
Make sure to select the right one for your target.
Demonik May 12 @ 7:07am 
@DarkXeRoX so looking forward to the torpedo's, can't wait. Thanks for your hard work.
DarkXeRoX  [author] May 12 @ 1:46am 
update be later today,

just need to finish some sbc stuff and some other minor tweaks

Update 0.8.1 will include:

- 155mm AGS
- 3k95 Khinzal SAM VLS
- AK-100
- Kashtan-M
- RUR-5 Asrock ( requires sonar )
- MK-46 30mm
- Oto Melara 76
- RBU-6000 ( requires sonar )
- MK-32 Triple torpedo launcher ( right and left version ) ( requires sonar )
- MK-48 Submarine torpedo tubes ( requires sonar )
- P-15 Termit Launcher ( R and L version )
- MK-36 SRBOC Chaff launcher
- Canto Decoy ( torpedo counter measures )

a bunch of rebalances on missiles, reworked seaskimming, texture/model reworks

New sonar blocks for both surface and submarines, these are required for torpedo and asw systems to get target data. Both blocks can be build into a hull and still provide target data, up to 2 blocks deep.
Demonik May 3 @ 6:19am 
@DarkXeRoX Awesome, Can't wait.
DarkXeRoX  [author] May 3 @ 5:58am 
@Demonik

im close just working on the last tweaking and model work, expecting to get it all sorted within a weeks time
Demonik May 2 @ 8:25pm 
Hey DarkXeRoX, any ideas on an ETA for the next update? Looking forward to the torpedos.
DarkXeRoX  [author] Apr 25 @ 3:46am 
@kaiserday

The ICBMs will be a bit later in the year, the original plan relied on a wc feature that was in progress but has been canned since.

Originally there was a feature in the works that allows grids to link up via a secured datalink in wc (function currently used for radar blocks but only works on the local grid)

Plan was to have a plane be able to fly to a target and designate a target for the ICBM but development on that feature got canned so put it on hold.

for now just got a whole stack of cold war era weaponry almost rdy to release in the next big update.
kaiserday Apr 24 @ 8:12pm 
When do you plan to come out with the ICBMs and such?
DarkXeRoX  [author] Mar 31 @ 7:46am 
@Zentoria

Sorry for the late reply, missed your comment.

not quite sure, as the radar blocks just detect and if the ai has a target selected that target will be sent to the vls blocks to fire upon
Zentoria Jan 2 @ 11:55am 
hihi. I'm trying to make a ship that uses AI or automatons script. But AI script does have a limit for detecting enemies to use VLS. Is there a way to make AI targeting work by using radars?