Space Engineers

Space Engineers

Air Sea Land - Modern weapons systems (Weapon core olny)「Infantry Assault version is being updated」
209 Comments
乂Oo忘★了愛oO乂  [author] Jun 19 @ 4:20am 
The attenuation is not as good as I expected. I will adjust the distance at which the gunfire can be heard, but this will not be a quick update. At least I will wait until there are new weapons or serious bugs are fixed.
Диплом защищён Jun 18 @ 9:35am 
Are there plans to refine the sound of tank cannons firing from afar in the next updates? When fired three kilometers away from the cannon, the sound is like the cannon is nearby, it sounds a little weird.
乂Oo忘★了愛oO乂  [author] Jun 18 @ 6:06am 
When I added 2X, I didn't check it carefully and made a low-level mistake. It can be used normally after the update.
R3DR3AP3R9 Jun 17 @ 6:03pm 
The Ataka 2x seems to be crashing my game. Tried it with the other variants and they all work fine, just the 2x version for some reason. Any thoughts?
乂Oo忘★了愛oO乂  [author] May 29 @ 4:25am 
We are studying the feasibility. If successful, we will add this function to various machine gun turrets in the next update.
Rizzo May 28 @ 5:18pm 
None of the turret looking hand operated weapons (M2-HB, MG3, Dshk, etc) are giving control options when trying to control them from control seats. Is it possible to 1) add the manual control option to these turrets and 2) add control locations at the handles of all the guns such that we can operate them manually. We are planning to use these in an upcoming PVP even but can't seem to get these themed turrets to work in manual mode.
乂Oo忘★了愛oO乂  [author] May 18 @ 7:24pm 
Just like any other weapon, lock and fire

If you want to know why you can't lock the range indicated by the description, please refer to Q&A Q1
invisibleplayer May 18 @ 7:00pm 
Is there a tutorial on how to fire the AAMs and such?
[82DK] wyomingwolf May 16 @ 5:27pm 
Also enjoying each little update that adds something new
[82DK] wyomingwolf May 16 @ 5:27pm 
Can be tedious, but that is the life of a Pin Puller and Load Toad :D
Blitzkrieg762 Apr 30 @ 4:17pm 
I see. :/ Manual loading has been working for me, but it tends to get annoying. Thanks for the info!
乂Oo忘★了愛oO乂  [author] Apr 30 @ 8:12am 
This is an old problem in WC, and it seems that there is no solution. You can consider manual loading.
Blitzkrieg762 Apr 29 @ 6:46pm 
Is there a reason why I can't get ammo to move through the conveyors? The 20mm on the F-15EX for example will not pull ammo from storage to the gun when empty.
Lit Fuse 168 Apr 18 @ 8:41pm 
thank you for adding the new panels. now we can really make some angle decks
乂Oo忘★了愛oO乂  [author] Apr 17 @ 4:10am 
This is a problem with WC itself. Pure CTC AI seems to be reluctant to use weapons that need to be locked (all guided weapons). A year or two ago, if you locked manually, CTC might use guided weapons. Now, from my experience, it seems to be used randomly. I can't figure out when CTC will work.
Smugspite Apr 16 @ 9:04pm 
so question is it possible to let AI custom turrets use any of the missiles? I cant seem to figure out how to let the AI use them, was going to use the long range SAMs for base defence but the AI cant seem to be able to fire them. (Cannons work perfectly fine)
Lit Fuse 168 Apr 14 @ 9:01am 
well, dont worry, take your time,

you make good stuff for the community so, keep at it
乂Oo忘★了愛oO乂  [author] Apr 14 @ 8:53am 
Sorry for my poor English, I misunderstood your meaning, now I think I understand

I have always had this idea, but I have not realized it due to workload. Let's see if I can realize it during Easter.
Lit Fuse 168 Apr 14 @ 5:45am 
is there a way i can add images here?
Lit Fuse 168 Apr 14 @ 5:45am 
ummmm how should I explain this....

light and heavy panels........ you added those up to 1x6 and centered versions of those

however because you have 1-6 and 7-12 blockis but no 1-6 and 7-12 panels...we cant cover the blocks with those panels
乂Oo忘★了愛oO乂  [author] Apr 14 @ 3:55am 
Increasing the length will increase the workload exponentially. I don't think I will add more than 6 variants.

And I think there are already a lot of armors that can do 6+6=12, or can be combined into any shape of 7~12 grids.
Lit Fuse 168 Apr 14 @ 3:10am 
so in ASL armor, there are armor panels? however the current ones are only up to 1x6 armor panels. however with the new 1x12 armor blocks, we will need 1x12 armor panels to cover them.

so please, do make 1x12 armor panels,it makes making designs easier
乂Oo忘★了愛oO乂  [author] Apr 13 @ 11:53am 
wyomingwolf <
Download it and replace your world's <CrewEnabledConfig> to use the existing handheld weapons in this mod

https://drive.google.com/file/d/1lwP1pEUUh18VjyNU8p4BjHw548JmvSLw/view?usp=drive_link

Lit Fuse 168<
Don't understand what 1x12 panels, armor blocks?
[82DK] wyomingwolf Apr 13 @ 9:50am 
Loving every update, course bugs are to be expected. Still having issues getting NPC bots from Crew Enabled or Populated world mods to spawn with these weapons
Lit Fuse 168 Apr 13 @ 8:24am 
please do make some 1x12 panels. thx
Striker Apr 11 @ 10:42am 
I appreciate the effort, I know modding isn't easy lol. keep up the good work!
乂Oo忘★了愛oO乂  [author] Apr 10 @ 5:29pm 
I have tried my best to reduce the impact of smoke bombs on performance (on my computer, firing two shells at the same time reduces the FPS from 120 to around 78 at most), and will update in the next few days.
Striker Apr 7 @ 7:26pm 
Awesome thank you. I know that the mod Kontakt has smoke grenades and so far I haven't had any issues, maybe they could help you with yours? Still loving your mod.
乂Oo忘★了愛oO乂  [author] Apr 7 @ 5:28pm 
This is a battle between visual effects and computer performance... It's also a heavy burden on my old computer. I'll see what I can do.
Striker Apr 7 @ 11:44am 
Hey so I was experimenting with this mod and noticed that the smoke launchers are extremely laggy... even just shooting one. can this be addressed next update maybe? Thanks!
SuicidalRicky Mar 22 @ 7:05pm 
Okey ı just put you mods second and third than the weapon core first in mod list now it works perfectly just i dont have ears anymore :D
SuicidalRicky Mar 22 @ 5:23pm 
Me and my friend have a wierd problem with the Handheld guns we cant move forward the moment we equip the guns any other direction works just not forward
乂Oo忘★了愛oO乂  [author] Mar 18 @ 5:33pm 
It is recommended to use the 'build INFO' plugin

But roughly speaking, artillery such as VLS weighs dozens of tons, and artillery pieces other than naval guns also weigh about 2 to 3 tons.

The missile is only 20KG, and the weight of the ammunition ranges from dozens of tons to one or two tons.
Amumu Mar 18 @ 8:34am 
hi lovely mod but whats the weight on the stuffs? no info in G menu :(
DangerNoodle13 Mar 7 @ 5:52pm 
I see, Thank you for the quick response
乂Oo忘★了愛oO乂  [author] Mar 7 @ 3:16am 
ERA is feasible with current technology, but the final result may be that machine gun bullets can also trigger it. Further research is needed.

As far as I know, WC cannot make the armor block react to specific projectile types. It can only use turret to ignore projectiles above a certain speed to achieve an effect similar to ERA, so in the end, it can also rely on ERA to defeat APDSFS.

At this stage, the physical thickness can only be increased with the DU armor in ALS MM. I will consider how to balance the various APDSFS of RH-130.
DangerNoodle13 Mar 6 @ 12:18pm 
Will you add ammunition interaction with things like composite armor V.S Sabot, HEAT vs E.R.A, etc? Its kinda frustrating right now how my friend uses the RH 130 and it goes through my entire tank with little to nothing i can do to stop it.
乂Oo忘★了愛oO乂  [author] Feb 8 @ 6:50pm 
The air-to-ground missile mode will be updated soon and should have a better hit rate

The main opponents of air-to-ground missiles are small grids. Use anti-ship missiles or cruise missiles against any large grids.
Mischief_Master Feb 8 @ 5:26pm 
The weapons are super underpowered, and most the guided air to ground munitions suck and often dont even go to the locked target

Buff the mod and fix
乂Oo忘★了愛oO乂  [author] Feb 5 @ 3:36am 
AccelPerSec = 50f, // Meters Per Second. This is the spawning Speed of the Projectile, and used by turning.
DesiredSpeed = 100, // voxel phasing if you go above 5100

The muzzle is set to fire downward instead of forward (adjust the 3D model of your projectile accordingly to face upward)

GravityMultiplier should not be too strong

The above is the best answer I have found so far
TheNightOwl Feb 4 @ 6:27am 
so i got a modding related question. how did you get your guided bombs to drop before they accelerate towards their target. im currently working on my own weapons modpack and cant figure out how you managed to do it?
乂Oo忘★了愛oO乂  [author] Jan 25 @ 4:42pm 
Considering the workload, no
But various drop ver air-to-air missiles can be used in the design of weapons bays. For cover, you can find Collisionlesst armor and hinges in ASL-MM, and use sub-grids to create more free weapons bays.
Devilmaker76 Jan 25 @ 11:49am 
Is it possible to shoot air to air missiles from a weapons bay, like on the F-22, or do they need line of sight?
乂Oo忘★了愛oO乂  [author] Jan 3 @ 3:14am 
No, the latest update only has the three-pack version of LAU-61
[82DK] wyomingwolf Jan 2 @ 7:18pm 
Was this mod update as of late in regards to WC?
乂Oo忘★了愛oO乂  [author] Jan 2 @ 4:08pm 
Lock and fire like any other weapon, but not too far away horizontally

I recently discovered that I wonder if WC has changed something. The bomb will not fire when the speed is too high. Please drop the bomb at 200M/s.
Devilmaker76 Jan 2 @ 8:46am 
How excactly do I lock guided bombs on a target?
[82DK] wyomingwolf Dec 19, 2024 @ 1:08pm 
Where do we find these plugins? They 3rd party stuff?
乂Oo忘★了愛oO乂  [author] Dec 4, 2024 @ 3:26am 
There is absolutely no way to find out the cause of the BUG. I can only recommend using <Tool Switcher>Plugins to solve the problem.