Space Engineers

Space Engineers

Kratos Program (Vanilla+ Warfare Weapon Pack)
111 Comments
TheRebornAce  [author] Aug 16 @ 5:23am 
there is an ammo selector menu in the turret or an action to add to the control seat. however, in survival mode, both shells must be loaded in the turret for the selector to work properly.
Sniper Aug 16 @ 5:13am 
Ah yeah that makes sense, was struggling for a while to change the ammo since i had to manually remove the flak shells and add the barrage shells
TheRebornAce  [author] Aug 15 @ 11:33pm 
@Sniper there are two shells types. the sounds like you're using the FlaK shell and it only fires up to 1700m. Tested in my own world and it fires at the appropriate ranges. It also has proximity detonation so make sure no enemy grids are closer to the turret than the actual target you are aiming at.
TheRebornAce  [author] Aug 15 @ 11:25pm 
@Crandolf The Fabulous crash fix. thanks for the notice
Crandolf The Fabulous Aug 15 @ 10:16pm 
Im getting crashes when attempting to fire the 30mm rotary turret. nothing but the required mods running.
Sniper Aug 15 @ 6:31pm 
Hi, I have a question regarding the max ranges of the turrets, the flak/barrage turret states it has a max range of 1700 to 5000 but when using it it goes no more then 800 if used by AI or by me
TheRebornAce  [author] Aug 15 @ 2:32pm 
Everyone. Patch 2.0.0 has finally dropped: brings the addition of small grid static weapons and a small grid variant of the APS turret. Rework of the APS turret is also included. Hopefully it makes this PDC a bit more reliable. See Change Notes for details.
Spocku Aug 11 @ 5:00pm 
actually dont fix it lol now i have a cool lil custom turret that looks like a robot
Spocku Aug 11 @ 4:40pm 
30mm rotary canon will not aim high enough
Barbatos Aug 9 @ 2:29pm 
Thanks for the quick reply. I'll try that script.
TheRebornAce  [author] Aug 8 @ 4:22pm 
@Barbatos That is not accessible from the game's API and requires a script which I am not knowledgeable in. There are a few scripts on the workshop that does this already for both vanilla and modded weapons. but they are a bit wonky as they may break the AI targetting. you can check this script as it's the newest but no guarantees on its compatability.

https://steamcommunity.com/sharedfiles/filedetails/?id=3455650518&searchtext=turret+reset
Barbatos Aug 8 @ 6:41am 
Sorry if you already answered this, but would it be possible for the turrets to reset their rotation and angle after a while?
eligoldeneyes Aug 6 @ 4:27pm 
does this mod work with the defense shield mod?
Powerwise Aug 6 @ 2:01pm 
Aesthetically very impressive.
TheRebornAce  [author] Aug 5 @ 5:03pm 
it was the arming distance, wasnt it? haha
an egg cultist Aug 5 @ 4:42pm 
Nevermind!
an egg cultist Aug 5 @ 4:39pm 
How does the EMP cannons work? I have been trying to use it in a creative world but it doesnt seem to be doing anything. Possible mod conflict?
f010011 Aug 4 @ 1:25am 
Я по английски не понимаю.
JWA Aug 3 @ 11:41pm 
Hey it's awesome that you're even working on small grid. I really want that torpedo launcher but no one ever makes good ones for small grid.
TheRebornAce  [author] Aug 3 @ 9:51pm 
Just keep in mind of the ammo's max range. Even though you can lock far, doesn't mean the rocket/torp can reach that distance.

Also for clarity in case anyone else reads this, this can be done with any radar mod that uses the Nebulous Radar Framework. Only two comes to mind: Nebulous Radar and Gruben's Naval Radar Systems
Rastlore30 Aug 3 @ 9:40pm 
Well now, that sounds insanely useful. Thank you for the reply! Going to have to grab that Nebulous Radar mod now :)
TheRebornAce  [author] Aug 3 @ 9:16pm 
Nebulous Radar mod by Nerd-e1. when using the lock-on feature via this mod, you can activate the homing function further than the vanilla 2.5km lock-on
Rastlore30 Aug 3 @ 9:13pm 
Just out of curiosity, what is a NebRadar-lock? I see that referenced in the description for missiles/torps with homing ability.
TheRebornAce  [author] Aug 3 @ 1:46pm 
@JWA small-grid weapons are still in the works. no hard set date but all i can say is soon (TM) ;)

at the moment, only large-grid weapons are available in this mod pack at the time of writing this comment.
TheRebornAce  [author] Aug 3 @ 1:45pm 
@an egg cultist - the only other method i can think of is i would have to increase the internal AI range of the CIWS and airburst. however, i am hesitant to make that change as it would require me to redo the ranges of all the other weapons to keep things balance with each other while most likely making this mod too powerful when it comes to PvE/MES gameplay (which was one of the primary requirements when making this mod). I am tempted to make a separate mod with increased ranges for all weapons to make them feel more natural, but i have no set schedule when that will be made available.

also, as a FYI, i see you posted another comment right after but it is still being analyzed by Steam's systems. so i cant see what you wrote. just want to let you know.
JWA Aug 3 @ 11:44am 
Please tell me these are available in small grid? Even if they are still the same size...
an egg cultist Aug 3 @ 10:18am 
Turns out your countermeasures mod does exactly what I need. Thanks!
an egg cultist Aug 3 @ 9:00am 
It was totally an ownership thing. Me and faction members were making this ship together. Also, another thing I wanted to ask about is torpedo protection, because the CIWS and airburst don't seem to be reacting to the torpedoes. I saw in another thread here that it was due to vanilla constraints on reaction time, is there a way around this besides weaponcore?
TheRebornAce  [author] Aug 2 @ 11:36pm 
just gave it a test in a clean world and do not see the issue being described. tested with the RMD and CIWS on the same grid and again when on separate grids. may want to check ownership
an egg cultist Aug 2 @ 11:26pm 
Hey, I noticed that the CIWS are shooting at their own dragonfire rockets in my world. I don't think its a mod conflict, very weird.
TheRebornAce  [author] Aug 2 @ 2:50pm 
@Mercury thanks for the heads up. yes, i am in contact with the user in question at the moment. already requested a privatization on it which is now. again, thanks for the input.
Mercury Aug 2 @ 2:06pm 
@TheRebornAce I couldn't help but notice the strange dialogue here before my comment. It looks like he went and used your models anyways despite telling him he couldn't, which you may want to take action on - https://steamcommunity.com/sharedfiles/filedetails/?id=3540276707
人族狙击手 Aug 2 @ 2:56am 
last. Confirm once. Operation.
One. I need to create a new folder to modify the MOD files.
Two. Add your MOD as a necessary file in the created MOD. And notify you. You need to agree.
Three. After the game starts. After adding my modified file. You can automatically add your MOD to the MOD list.

only sbc files?
only ammo sbc files.
TheRebornAce  [author] Aug 2 @ 2:53am 
Need clarification because I think we are talking pass each other. What is included in your mod? Is it only sbc files?
人族狙击手 Aug 2 @ 2:47am 
You said on the website you gave me. I am modifying the file of this MOD. It is an attachment similar to a patch. Then publish it on Steam. You set the file I modified as a necessary MOD here. Then it can be published on Steam.
Well, I mean. I added the link to this MOD in the new MOD. This indicates the use of the 3D model of this MOD.
TheRebornAce  [author] Aug 2 @ 2:45am 
No. I have clearly stated in the above description and in this comment section: you DO NOT have permission to reuse my models/assets for any reason. Either follow the community guidelines and use ModAdjuster OR be reported. No exceptions.
人族狙击手 Aug 2 @ 2:42am 
If you agree. Create a new MOD using the models in this MOD. Please take a look at the friend invitation. I will add you as a co creator in the new MOD.
of course. I still need you to confirm on Steam. Agree to become a co creator.
TheRebornAce  [author] Aug 2 @ 2:41am 
ModAdjuster: https://steamcommunity.com/sharedfiles/filedetails/?id=3017795356&searchtext=modadjuster

You did not ask NOR did I give you ANY permission to modify this mod especially reusing my own created assets (model). Again, ANY form of reupload outside of ModAdjuster is prohibited and will be reported to Steam and Keen.
人族狙击手 Aug 2 @ 2:40am 
Maybe you don't understand. I just need the model in this MOD. I wrote the ammunition data myself.
Just because no one helped me create a 3D model. So I would like to borrow the turret model from your MOD. Then fill in the ammunition data that I wrote myself.
In theory, only the turret model looks the same in the new MOD. The other data is completely different. So the new MOD cannot have conflicts.
人族狙击手 Aug 2 @ 2:35am 
What is ModAdjuster?
I have finished modifying the MOD. Not conflicting with the current MOD.
Just used a 3D model. I wrote all the ammunition data myself.
If forced to balance, the ammunition data comes from the war game Red Dragon.
Now under the turret, there is a<description>.
TheRebornAce  [author] Aug 2 @ 2:15am 
What do you mean by new ID? It still sounds like a reupload of the 460 and 310 models. Please be specific. For clarity, no reuploads of ANY part of the mod is permitted unless it is done via ModAdjuster. Using ModAdjuster does not permit the reupload of the model files themselves. If you are making adjustments in the SBC files then that is permitted.
人族狙击手 Aug 2 @ 2:05am 
Okay, I won't release this MOD to STEAM and MODio.
The new MOD will have a new ID. It will not conflict with the current MOD.
Only 460 and 310 turrets were used to fire the railgun.
人族狙击手 Aug 2 @ 2:01am 
The meaning is that no one will be authorized. Come and modify this MOD. And publish it on Steam, right.
TheRebornAce  [author] Aug 2 @ 1:56am 
As stated in the description, no reuploads unless if's a modadjuster supplementary mod. Any reuploads WILL be reported.
人族狙击手 Aug 2 @ 1:55am 
Hello. I am currently modifying your MOD.
I would like to add you as a co producer.
Then release the new MOD to Steam.
TheRebornAce  [author] Aug 2 @ 1:52am 
No, I have no plans to remove the V+ requirement as several weapons require the framework to work properly.
人族狙击手 Aug 2 @ 1:05am 
Hello. Can this MOD model be started without using the V+F module.
I want to use some turret models here to create a new MOD.
Weapon parameters refer to the war game Red Dragon.
TheRebornAce  [author] Jul 31 @ 8:26pm 
There's a bunch on the workshop that does extends the lock-on range but also changing other ranges in the based game as well (eg vanilla turrets and CTCs). so can't really recommend a specific one unfortunately. however, as for the homing-based fixed weapons, any radar mod that uses the Nebulous Radar framework can be use to lock on to targets beyond 2.5km. this is especially useful for the 500mm torpedo and future weapons.
an egg cultist Jul 31 @ 5:29pm 
Hey, I notice a lot of the weapons have larger ranges than lock-on permits. Are there any mods that increase the lock-on range that you particularly recommend?
longranger_15 Jul 25 @ 6:02pm 
okay cool thank you