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@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
FireEmitter.Entity null? False
Origin: X:130371.304420793 Y:117992.634833525 Z:5671110.81916186
Marked for Close? False
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)
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()
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!
are they purely for cosmetic, or do they each have a different effects based on the type?
What is the full name of the server that something that renders up to 15km?
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
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.