Space Engineers

Space Engineers

Gun Fire Control System Mk3 [discontinued/broken, do not use]
345 Comments
HighFlyer96 Nov 14, 2022 @ 9:35am 
@PATS3Y You can see for yourself, this mod has released and updated in 2015. The DLC you're asking about has been released in 2022 Your best chances are just trying it out. As previous commenters already stated two years ago, this mod hasn't been updated and that there are similar replacements for it.
PATS3Y Nov 13, 2022 @ 9:05pm 
does this work with warfare 2?
SevenofThr4wn Dec 19, 2020 @ 5:32pm 
I am going to try it out now so if it is well and truly dead then I will tell you if it doesn't I won't tell you.
Gryphon May 25, 2020 @ 7:05am 
@maggotlord this is pretty much well and truly dead, hasnt been updated since 2015. there are modern examples of similar scripts though, just do a workshop search for whiplash141 or Rdav
Maggotlord Mar 7, 2020 @ 10:00am 
I just explored this game and this mod/script is all i want in this game! PLEASE make an update <3 without it my work for an 600m Battleship was complete brainfree :`(
Hage Maoh Jan 6, 2020 @ 11:33pm 
Any up-to-date version of this?
HighFlyer96 May 26, 2019 @ 6:47am 
Someone should fix the damn game first I guess
the fox May 25, 2019 @ 5:34pm 
Please Update, Way to many compiler errors
Silver May 25, 2019 @ 5:26pm 
Please update because it does not compiled too many errors
Mishka Dec 11, 2017 @ 3:24am 
Any chance of this getting an update?
Mikeangel Sep 13, 2017 @ 4:35am 
im trying to set this up, i think everything is right, but it doesnt work.
AryxCami Aug 21, 2017 @ 8:03am 
I'm lost.
Orbitect Aug 10, 2017 @ 11:00am 
Will this work with other radar mods such as http://steamcommunity.com/sharedfiles/filedetails/?id=907384096
Pille Jul 27, 2017 @ 4:17pm 
For the "Sensors prevent friendly fire" function to work, the line 973 needs to be changed to:
if((turret_sensors as IMySensorBlock).IsActive)
Snoman Jun 23, 2017 @ 10:24am 
@gergelypuskaval that version is working great so far, except for the one-block (non-rotor) turrets, they just fire off at what ever angle they happen to be pointing. Rotor turrets are working fine. Anyone know how to fix the non-rotor turrets?
TheOnePunisher Jun 10, 2017 @ 4:39pm 
Does it tell the turrets "Hey dumbass, don't fire in that particular direction, you'll hit us". That would be nice. :steamhappy:
Gryphon May 20, 2017 @ 5:30pm 
@gergelypuskaval, you sir, are a saint
gergelypuskaval May 14, 2017 @ 11:51am 
Hey guys!

I patched up the code where the modAPI changes broke it, so at least it can be compiled properly. Didn't tested it entirely, but at least I managed to make it work, so here's the pastebin link:

https://pastebin.com/wQuid4hz
Leon Apr 26, 2017 @ 1:36pm 
updat
Gryphon Feb 28, 2017 @ 11:37am 
@Donedelium I understand you cant publish the fix without permission, but is there anyway I could get my hands on it for private use?
Gryphon Feb 28, 2017 @ 11:36am 
@HighFlyer96 it has gotten "better" but they most definitely still hit their own ship
HighFlyer96 Feb 28, 2017 @ 9:59am 
Do the turrets still shoot at own structures when line of fire is obstructed or did they fix it? Asking about vanilla game.
Dondelium Feb 19, 2017 @ 4:34pm 
I fixed your script. I would like to add it to your mod page here if I can. Otherwise I would like to ask permission to re-upload it.
Dariorthan Jan 7, 2017 @ 10:33am 
@Commdrop didnt you read the past comments?
SkyTempo Jan 7, 2017 @ 9:47am 
does this script still work at all?

If it does, which functions are still operational?
Dariorthan Dec 24, 2016 @ 12:02am 
@Ricktor87 probably not
Luvstruckmango Dec 10, 2016 @ 8:29pm 
It talks about not being able to get position.
Luvstruckmango Dec 10, 2016 @ 8:28pm 
This Script doesn't compile anymore. Something needs to be fixed.
Daniel L Parry Dec 7, 2016 @ 3:14pm 
Is this still being maintained? As recent API changes mean the script fails to complie.
tommorox2345 Oct 29, 2016 @ 10:58pm 
can you make one that is specialy for cammeras as a spotting system
Dariorthan Oct 3, 2016 @ 1:57pm 
also the setup is a bit less complicated
Dariorthan Oct 3, 2016 @ 1:56pm 
@moneyone219 but it works
LonelyGuardsmen Oct 3, 2016 @ 1:48pm 
@Dariorthan Whiplashs scrip is no where near as good as this one.
Dariorthan Sep 18, 2016 @ 8:36pm 
@BitVictim i use whiplash's turret script and as this one the turrets can target anything the director can.
http://steamcommunity.com/sharedfiles/filedetails/?id=672678005&searchtext=turret
ScratchedWinter Sep 18, 2016 @ 1:55pm 
@Dariorthan Do you happen to know of any other mods that enable automatic rotor turrets? Specifically ones that allow for very long range engagments..
Cheetah Sep 18, 2016 @ 1:55am 
The script was broken long ago, even before the major ModAPI haywire. It wasn't working even in May.
Dariorthan Sep 17, 2016 @ 9:36am 
@BitVictim although i doubt it has this mod was last updated nov 2015 and about two months ago they changed something to to with scripting, which might have broken this mod.
Dariorthan Sep 17, 2016 @ 9:34am 
@BitVictim try?
ScratchedWinter Sep 17, 2016 @ 8:39am 
Is this still working?
TheKingBEE Sep 8, 2016 @ 5:31pm 
Is there an example world with this working that I could see, preferably dev branch? I cannot for the life of me get it to work with either version of blueg or by itself.
venator2070 Aug 20, 2016 @ 6:53am 
The script tells me that It's running via lcd but nothing happens. the error says: Program(141,5): Warning: The field 'programm.found_controlled' is asigned but it's value is never used . Can someone pls help me fix the script? thx in advance.
venator2070 Aug 18, 2016 @ 7:53am 
It displays about twice as much errors as fit in the compile(check)error box. Pls fix dude. many of my stuff is very reliant on that script. I have ships that use solely custom gfcs turrets and they are now pretty useless.
Hakhari Neutomi Aug 18, 2016 @ 6:43am 
Newest update broke the script
FallOut(eX) Aug 15, 2016 @ 3:14pm 
But in Stable Build it's fine :S
FallOut(eX) Aug 13, 2016 @ 9:31pm 
Currently in Dev build of SE your custom RadarG doesn't work.
Dariorthan Jul 27, 2016 @ 7:57am 
the script uses any blocks that are of the "rotor type" so it it should work with advanced rotors.
GingerBunny Jul 26, 2016 @ 6:53pm 
Does it work with Advanced Rotors, because all the ownership and everything else is correct, but the script still can't detect any turrets. I also turned no directors to true if that helps. Anybody know why?
Dariorthan Jul 17, 2016 @ 12:06am 
"EXTRA FEATURES AND SETTINGS"
Dariorthan Jul 17, 2016 @ 12:05am 
you need to set up a timer for the auto fire. search under extra features
Sebforce116 Jul 16, 2016 @ 7:32pm 
so I've set it all up, the turret does move but it won't fire
why?