Space Engineers

Space Engineers

Expanse weapons pack - weaponcore [EWP]
97 Comments
CurtimusPrime92 Jul 16 @ 6:30pm 
i can confirm the issue is with only turrets not doing anything both EWP and Aryx just sit idle and never attempt to track or fire at valid targets but any other LOS only weapons can be fired from mouse fire, next i will check if turrets can be fired in manual non-AI mode
humanoid.mp4  [author] Jul 13 @ 10:04pm 
Never balanced these with defence shields in mind. Will take a look into this
andrew_denison Jul 13 @ 7:53pm 
this could just be an issue with my mod config but I noticed in testing a few ships that railguns seemingly do no damage against shields from the defense shield mod, kinda weird since all of the other weapons seem to work fine with it.
CurtimusPrime92 Jul 7 @ 11:50am 
i can fire "Aryx Weapon Enterprises Vol. 1" LOS only weapons, so i am gonna see if i can fire "EWP" LOS only weapons to be sure it's only just turrets aren't turret'ing lol
CurtimusPrime92 Jul 7 @ 11:46am 
i believe i have general issues with weaponcore mods, your mod isn't the only weaponcore weapon pack that never has it's turrets automatically fire "Aryx Weapon Enterprises Vol. 1" turrets wont fire for me either i'll try to find out more on my own and report back
humanoid.mp4  [author] Jul 7 @ 3:37am 
That's weird - on my end PDCs work fine - just checked that. Do you feed them correct ammo type? does this happen to retractable PDCs only or all PDCs in general?
CurtimusPrime92 Jul 5 @ 3:57am 
oh yeah, they do retract when toggled off but I've had them running the whole time and never seen them fire a shot so i taught they were bugged, I've had to rely on vanilla gatling turrets + weaponcore vanilla weapon replacer because with just MCRN PDCs i get constantly ganked by MES spawns due to them never firing even with ammo
humanoid.mp4  [author] Jul 4 @ 7:57am 
do they move when on/off?
CurtimusPrime92 Jul 3 @ 5:42pm 
does load order matter with this? i have animation engine but the deployable MCRN PDCs are only ever in the "deployed" position...
CosmicStory Jun 19 @ 3:51pm 
Thanks so much man for doing all the work and importing the series in SE.
I liked the turret so much when I saw it on the series and then
I found the mod and was very skeptic but oh man 10/10. The turrets feel like something that has been missing in SE:selike:. It's so much better.
NyaruQwQ? Jun 19 @ 2:12am 
Ты если для превью Муравья нашего легендарного используешь, укажи хоть того в секции про используемые корабли))
Nerevar Jun 17 @ 6:04am 
I could fucking cry, this is AMAZING!
Revan May 26 @ 10:10pm 
and maybe some more non turret railguns?
Revan May 26 @ 10:05pm 
can you add railguns and more torpedoes for small grid? and the retractable pdcs?
Raptor-TJC May 24 @ 2:22pm 
Can you make a Weaponcore version of Gundam Mobile suit Weapon mod (Both large and small weapons) that reaches upto 12km? It would be awesome
Plume41 May 14 @ 2:36pm 
Thank you!
humanoid.mp4  [author] May 14 @ 1:44pm 
Maxhudfocusdistance is the thing you need to change, yes
Plume41 May 14 @ 12:01pm 
Sorry not a modder so I am trying to find the right config file.

Digging into the Save Files I found CoreSystemsServer.cfg but the only thing I see in that is a "MaxHudFocusDIstance"

Not seeing a WC config file unless that is it?
humanoid.mp4  [author] May 13 @ 2:59am 
10k lock range is default weaponcore lock distance. It can be changed in wc config located inside world folder
Plume41 May 12 @ 9:43pm 
Having so weird things happen.
1) I cannot get the heavy Rail Gun to Track/Fire at targets.
2) I cannot get the radar block to track/lock targets hence the Torpedoes do not fire.

Tried slaving them to a Custom Camera Turret but am still stuck with the 10k lock range.
wingmaster May 4 @ 10:25pm 
now all we need is a sojourn weapons mod to complete the more realistic sifi weapon packs for se
humanoid.mp4  [author] May 2 @ 9:26pm 
turn it on/off and it should move

Also check if animation engine is installed and didnt crash
SaintEaon May 2 @ 6:13pm 
@humanoid.mp4 Thank you. One other question, the retractable PDCs don't seem to retract, any idea waht's up with that?
humanoid.mp4  [author] May 2 @ 2:48am 
@SaintEaon "MCRN 40mm Ammo Box"
SaintEaon May 1 @ 10:05am 
What type of Ammo does the MCRN PDCs use? It doesn't seem to accept gatlin ammo
Saito Apr 17 @ 10:29am 
nevermind i can still only get them to fire with test fire and manually, won't lock on to anything that i select with scroll wheel or right click (they do get selected)
Saito Apr 17 @ 10:00am 
Well, i have no idea why but they are suddenly working ... i swear weapon core is getting glitchier these days.
Saito Apr 17 @ 9:28am 
fair enough, let me know if there is anything i can provide from my end to help, we are playing on a dedicated server, the torpedo doors open and close but don't shoot
humanoid.mp4  [author] Apr 17 @ 9:24am 
I will look into this
humanoid.mp4  [author] Apr 17 @ 9:23am 
I don’t know either they worked fine last time I checked
Saito Apr 17 @ 9:18am 
they also don't shoot at all even in test mod, should the torpedos shoot in test mode?
Saito Apr 17 @ 9:06am 
Target is definitely locked so iunno why that is happening
Saito Apr 17 @ 9:06am 
Actually i can't get any of the weapons to fire at all =/
humanoid.mp4  [author] Apr 17 @ 9:02am 
you have to lock target with WC hud in order to fire them (scroll wheel or rmb)
Saito Apr 17 @ 8:56am 
i can't get the UNN torpedos to fire at all, and i noticed the shoot toggle for on/off simply goes back to off automatically.
humanoid.mp4  [author] Apr 6 @ 12:25pm 
Also let’s move this discussion to bug reports
humanoid.mp4  [author] Apr 6 @ 12:25pm 
Can you send me the world where this happens consistently?
[BB] Scrap_survivalist Apr 6 @ 11:39am 
another thing is that they wont even shoot when in test mode too
[BB] Scrap_survivalist Apr 6 @ 11:34am 
Belter flak cannon, Bush Shipyard, 40mm Nariman mounted, and the belter kess-hashari. All the normal turrets. I have power, and the correct ammo inside them too
humanoid.mp4  [author] Apr 6 @ 11:27am 
Also try reloading the world when this happens. Usually this fixes similar issues. Unless you are playing on a server
humanoid.mp4  [author] Apr 6 @ 11:20am 
Is that related to retractable ones or all guns in general?
humanoid.mp4  [author] Apr 6 @ 11:17am 
Which guns refuse to fire
[BB] Scrap_survivalist Apr 6 @ 11:03am 
I don't get why the turrets sometimes refuse to work. I lost an entire craft because they refused to attack the ship destroying me. These weapons are VERY buggy
[BB] Scrap_survivalist Apr 5 @ 5:37pm 
for some reason, a lot of the guns don't work. I have them connected to a container with the ammo it requires, but it still doesn't shoot
humanoid.mp4  [author] Mar 22 @ 11:15pm 
Since when does this mod have a unn heavy railgun
Darthdiabolic Mar 22 @ 5:30pm 
Hey is it just me or does the UNN heavy rail gun not lock and fire??
humanoid.mp4  [author] Mar 5 @ 12:29pm 
Yes. I basically forgot to edit pcu values because I usually just disable them for solo worlds. Servers can use the mod adjuster to edit them though. Next update will probably change pcu values
TheGamingScotty Mar 5 @ 8:24am 
Hey real quick question, would it be possible to tweak the PCU count for the weapons, all the weapons in the pack cost 800 PCU each, its not a big issue but its severly limiting on servers where PCU limits exist
humanoid.mp4  [author] Mar 4 @ 2:18am 
Not sure if I’ll make these
humanoid.mp4  [author] Mar 4 @ 2:18am 
Yeah there are at least 2 heavier unn rails - farren pattern (truman one) and orbitalrailgun platform