Space Engineers

Space Engineers

Praxus Dynamics, Ship and Base Weapons
57 Comments
Seagull1362  [author] Oct 22 @ 4:31pm 
@Brickpilot4, i will be sticking with WC for now, its the easiest to set up and run and debug lol but maybe one day ill do a non- weaponcore
BrickPilot4 Oct 20 @ 1:30pm 
Please Make A non-Weaponcore version
Seagull1362  [author] Sep 4 @ 2:43pm 
also been working on custom hitboxes for all the weapons as well, the test one was for the DBY-827 and i think that turned out alright
Seagull1362  [author] Sep 4 @ 2:38pm 
@Raptor-TJC; im in active developement with a successor server for SWSE called SW:SOTG, that takes the majority of my time
Raptor-TJC Sep 2 @ 6:49pm 
@Seagull1312 Other Projects like...?
Seagull1362  [author] Sep 2 @ 3:06pm 
@Raptor-TJC; not yet, been busy with other projects, but soon, clearing my schedule and workload
Raptor-TJC Sep 2 @ 7:32am 
Any development of the Rebel Weapons?
Seagull1362  [author] Aug 30 @ 9:00pm 
@Vixanamo; huh, the values are the same its just red, ill debug
Vixanamo Aug 30 @ 11:15am 
Red heavy / super heavy ammo is broken for whatever reason, they're rendering as invisible. EX: CIS Heavy Dual turbolaser didn't shoot any visible projectile until I swapped it to blue.
Seagull1362  [author] Aug 29 @ 2:48pm 
this most recent upate *should* have fixed it, replaced the audio files with backups, then copied the main script configs for the guns themselves straight from my server-side variant of the mod, so this should fix your audio, rebalance the damage/firerate/accuracy, and some other small tweaks that i cant remember because its been a few months lawl, lemme know if it still is messing up
Quarry Aug 29 @ 12:12pm 
thanks for the update
Seagull1362  [author] Aug 24 @ 11:04am 
been trying to debug the sound issue, theres no problem with the sound file or the call reference, ima ask one of the other mod developers for help in the WC discord to see whats up, sorry its taking awhile guys

@Eremiyah; yea im in the process of putting together a bunch of fixes including the bounding size of that ion turret, once these issues are fixed ill be looking towards adding to the Republic lineup as its more diverse then the rest of the lineups

most of my time has been taken up by developing the server side variant of this pack in SWSOTG and IRL work schedules and Arma3 so it is taking some time to be able to sit down and fix this variant, i do appologize for the time it has taken so far for me to respond
Quarry Aug 18 @ 1:18pm 
when can we expect to fix these bugs, i wanna use these on a build, but not while the sounds dont work
specopsbarton Aug 13 @ 8:54pm 
2025-08-14 05:34:57.634 - Thread: 1 -> Error: Sound error with ammo: Super Blue Laser from DualSuperheavyTurbolaser soundID Medium_Heavy_Turbolaser_Basic cuename Medium_Heavy_Turbolaser_Basic
FireEmitter.Entity null? False
Origin: X:130371.304420793 Y:117992.634833525 Z:5671110.81916186
Marked for Close? False
specopsbarton Aug 13 @ 8:52pm 
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
specopsbarton Aug 13 @ 8:52pm 
This is what I got from log before my game crash when one of your biggest turret shoot:
2025-08-14 05:34:57.644 - Thread: 1 -> Showing message
2025-08-14 05:34:57.646 - Thread: 1 -> MyInitializer.OnCrash
2025-08-14 05:34:57.646 - Thread: 1 -> var exception = SharpDX.SharpDXException: HRESULT: [0x88960001], Module: [SharpDX.XAudio2], ApiCode: [XAUDIO2_E_INVALID_CALL/InvalidCall], Message: Unknown
at CoreSystems.Support.AvShot.SetupSounds(Double distanceFromCameraSqr)
at CoreSystems.Projectiles.Projectile.Start()
at CoreSystems.Projectiles.Projectiles.GenProjectiles()
at CoreSystems.Projectiles.Projectiles.SpawnAndMove()
at CoreSystems.Session.Simulate()
at Sandbox.Game.World.MySession.UpdateComponents()
specopsbarton Aug 13 @ 8:37pm 
My game is crashing due to sound problems with your turrets :(
Eremiyah Aug 5 @ 4:25pm 
Another issue I noticed is that the Imperial Ion Turret is rather inconvenient to build on ships, is it possible to change it to being 3 across rather than 2?

Another issue, is the mirroring, you have to disable mirror and manually add the turrets on the opposite end, cause if you try to mirror build them the the front of the guns aren't facing the opposite direction.

Also would like some single and dual gun turbolasers seen on:
Dreadnought Heavy Cruiser [fractalsponge.net] (included the link as a reference) and the Republic Consular Class Cruiser (Clone wars) (There's a similar turret in the modpack, but I'd say the Consular class one basically would be the pod Turbolaser but with dual guns rather than 1) could also use a non angled versions of the two as well.

The heavier turbolasers could also use some drag on the projectiles.

Good work so far!
Quarry Jul 10 @ 2:44pm 
also is it possible to make them to damage to the voxels aswell?
Quarry Jul 9 @ 9:02am 
yeah like when you shoot, the sound depends on how far away the target is, if its kinda close your just hear the first 20% of the sound and then dissapear, than if its further away your hear the full sound. so idk if its possible, but make the sound effect whenever the gun shoots and not the bullet, that way you wont have the issues i belive
Seagull1362  [author] Jul 8 @ 2:41am 
@Quarry, the sounds are bugged?
Quarry Jul 4 @ 10:14am 
sounds are still bugged but damage is good
Raptor-TJC Jul 3 @ 5:59pm 
Maybe
Seagull1362  [author] Jul 3 @ 3:57pm 
Awesome! Is the damage better as well?
Raptor-TJC Jun 29 @ 2:30pm 
There. It's working now
Raptor-TJC Jun 29 @ 11:12am 
@Seagull1362 I'll try to restart the mod for a moment.
Seagull1362  [author] Jun 29 @ 9:11am 
oh crap there was a typo, i just fixed it
Seagull1362  [author] Jun 29 @ 9:06am 
@Raptor-TJC, none of them are firing?
Raptor-TJC Jun 28 @ 2:28pm 
All I can see is where none of the weapons are firing
Raptor-TJC Jun 28 @ 2:27pm 
no
Seagull1362  [author] Jun 28 @ 11:18am 
this most recent update should have fixed the weapon damage, can anyone confirm?
Quarry Jun 4 @ 4:37am 
is the weapon damage gonna be updated soon, i fell like they do barely anydamage to ships considering that is weapons from star wars do like 4x the damage than these weapons do, do i love the models, looks really good
Gauge Tyrion Jun 3 @ 9:30am 
Is there a version of this that is projectile-based rather than laser-based? the designs are cool, but I find lasers lame.
Seagull1362  [author] May 16 @ 7:59pm 
alright thanks guys for the feedback! ill up the damage when i get a moment
Eremiyah May 12 @ 6:28pm 
The damage, especially the heavier turbolasers (Octo, DBY etc with the Arquitens one to a lesser extent) need a buff, the light dual turbolaser however is fine as it is.
Striker May 10 @ 6:43pm 
Hi Seagull, first off great mod! I do have a question about these weapons damage... I have done some testing and while these do very good shield damage they all seem to do very little block damage. for instance the single barrel superheavy I fired it 10 times at a wall of light armor and it barely deformed it. I am finding that it is incredibly difficult to actually kill your target after getting the shields down. and am being out DPS'ed by AI with vanilla weapons once shields drop. And I would like to not have to use vanilla weapons in my playthrough. Do you have any plans to revisit damage and balancing? Thanks.
Vixanamo May 8 @ 7:48pm 
@livian-B They are purely cosmetic :)
Livian-8 May 8 @ 5:46pm 
what exactly do the different munition colors do?
are they purely for cosmetic, or do they each have a different effects based on the type?
wildwyat8933 May 7 @ 2:41pm 
Perhaps a non weapon core version?
Seagull1362  [author] May 5 @ 11:09pm 
@Raptor-TJC, Star Wars: Stories of the Galaxy
Raptor-TJC May 3 @ 2:45am 
@Seagull1362,

What is the full name of the server that something that renders up to 15km?
Seagull1362  [author] May 2 @ 12:47pm 
@W it was designed with the ranges used in SWSE:R and SW: Stories of the Galaxy servers in mind, on those servers the speed is high, the render range is 15km, and most fights take place at ranges of 2-8km with grids at 150-650m long
w May 2 @ 8:43am 
I love this mod but the only I dont like is the weapons range everytime I spawn is so far how come it doesnt spawn like the vanilla weapons range or the artillery range of 2km
Seagull1362  [author] Apr 27 @ 7:50pm 
Sorry the long time since the last update, been busy with modeling for a new server. Im gunna be busy with the new server for abit yet but i will push CIS weapons when i get the time in the next couple of weeks!
Raptor-TJC Apr 20 @ 4:40pm 
@Seagull1312: I see. You know that I have the home world weaponcore mod, they feature hangars that can launch fighters, bombers, and interceptors in various types of hangars. They're quite powerful that can damage shields.
Seagull1362  [author] Apr 20 @ 12:40pm 
@Raptor-TJC: so far just sticking with starwars style weapons and turrets, but i do like the beam style cannons that starwars uses specifically the SPH cannon mounted on the bottom of the Venator and on ground artillery. That will be one added once the full list is complete but it will be locked to x1 per grid to follow the lore of the weapon itself and to balance its power.

For AA turrets and missile turrets and whatnot im still figuring out how missile ammunition types track seperately from the turret and locked target but once i do i am open to suggestions for new ones to be added to expand the lists of the faction based weapons! Same with AA or flak turrets, if you or anyone else has suggestions for weapons or weapon types that fit in the starwars universe please feel free to reach out! Ill add my discord link to this as well later today as i respond abit faster on discord because the ping is loud compaired to steams notification system lol
Raptor-TJC Apr 18 @ 5:26pm 
@Seagull1362 Hi, I am just popping by. Erm... There is something that popped in my head. You know that Gundam Franchise have the Weapons that can reach up to 13.5Km in range, imagine that in weaponcore could be the most overpowered weapons mod compared to the SBY weaponcore mod. There are AA turrets, Missile turrets, Secondary guns, and more.

One weapon really stand out is the Particle gun from the Earth Federation, it emitted pink beams that can devastate in a single blow. There is a twin barrel variant found on Magellan-Class battleships, and the single barrel variant commonly found on Salamis-class cruisers.

It is a hypothetical idea, but there it goes.
Seagull1362  [author] Apr 13 @ 6:47pm 
Empire weapons have dropped, getting difficult to get names and whatnot for the other factions weapons systems or even find any weapons systems that i dont have yet affiliated with the CIS and Rebel lineups that dont technically fall under another factions usage, like the CR-90 Pod turbolasers being technically a civilian used defense cannon but primarily used by the Alliance, hense why its listed under Generic Weapons. The only cannon that i can find that has any sort of affiliation with the CIS is the Quad Turbolaser and Heavy Flak guns used on the Munis and Providences, Rebel weapons were literally a hodge podge of every factions weapon systems, so its getting abit difficult lol
Raptor-TJC Apr 13 @ 10:55am 
@Seagull1362: Not to worry, Take whenever your time whenever the update is ready.
Seagull1362  [author] Apr 12 @ 6:07pm 
@Raptor-TJC: yes lol currently working on the Empire Weapon lineup, should be able to drop them sometime this week or this coming weekend