Space Engineers

Space Engineers

Mexpex Warfare Industries - MK I,II,III and HDT mods
34 Comments
Jun 5, 2022 @ 2:58pm 
update pleas
Nov 18, 2017 @ 4:29am 
Please update mod
White Prism  [author]
Aug 4, 2016 @ 6:53am 
Saying this, I doubt I will work in any other mexpex weapon or even modify any of this seeing how easy is to modify distance on weapons and how dissapointed I was when you have a well balanced ship, but a ship full of AA completly render yours useless. Really hope someone someday make shells for naval cannons.
White Prism  [author]
Aug 4, 2016 @ 6:53am 
@Kurikaktus Open with Notepad++ Ammo.sbc, there it will say the damage it does. In this case since the MK cannons use missile ammo instead shells itself due the way the mod is made, it would be along ExplosiveDamage.

@Civ5Fan Usually all the MK, HDT and the Anti-fightr/Missile can be feed from the bottom, some would look like they have nothing but right on the middle getting close it should prompt up the yellow interaction indicator if it helps for reference.

@nlandon1987 I do not know since I stop using this cannons due the ammo being missiles, and how easily is to counter them filling your ships with Anti-fighters/missile. As example, one of my ships had 10 MK III meanwhile my friend had over 20 or more AA, it ended on my ship practicaly landing no shoots meanwhile he was dishing hard against it. Is sad that there is no mod that uses shells instead missiles as custom ammo (as the star wars weapons)
Aug 3, 2016 @ 8:19pm 
any idea how to check the damage values of each turret?
Jun 26, 2016 @ 12:08am 
How does ones give ammo to these guns?
Jun 7, 2016 @ 6:47pm 
anybody having issues with this since last update?
Feb 1, 2016 @ 5:33pm 
Feb 1, 2016 @ 5:11pm 
Come to think of it... if you take the DX11 skin for the turret and sniper from The Witch... everything else should already be DX11
Feb 1, 2016 @ 5:06pm 
@White Prism The railgun can be a bit fun.. but completely OP. If I were to make a genuine request? Honestly, my dream would be for someone to take the Keen(Tomas) example mods, update to DX11, make sure they're survival ready, balanced block/ammo/damage, and give the weapons around 1.5-2.5km range, and bundle them together.

My dream KSH Updated/Balanced Modpack
-Small ship sniper rifle
-Large ship cannon turret
-KEEN SWH Medical Room Mod (just the block)
-KEEN SWH Thruster Upgrade SmallShip (for large and small ships, both size
-KEEN SWH Gyroscope Power Upgrade Large Ship (large and small ship)
-KEEN SWH Drill Effectivity Upgrade Large Ship (large and small ship)

Why has no one bundled, updated, and balanced these? The Witch has done a couple of the DX11 updates.. but refuses to balance them or make sure they're survival ready.

I'm 100% convinced a modpack like this would explode in popularity. I know it would get my instant upvote and favorite.
White Prism  [author]
Feb 1, 2016 @ 2:32pm 
@Neo Acario: It was more a test and trial thing messing with the code, reading it on notepad++ trying to figure out how to change it, I have 0 trainning on coding neither I know what 90% the stuff does. But I will look into it, lately, I am kinda busy around. I remember I tried that mod and wasn't happy about the damage it did (my ships are true capitals, with 5 or more heavy armor under a light armor skin, that barely did anything to them, more than a single block destruction).

@ColdAsIce: Sorry if I didnt reply, I think I saw the comment but was going throught paperwork and forgot. I will check it too, about the vanilla turret thingy, I do not know, I just know how to touch around ammo and range of guns, sorry XD
Jan 31, 2016 @ 9:33pm 
Since we're bowing to your greatness with the AI Target Range code.. any chance you could take a look at this mod and consider 7.5k AI range for the single turret?
http://steamcommunity.com/sharedfiles/filedetails/?id=344199068
Jan 11, 2016 @ 3:11am 
another question sorry about the spam is it possible to also do the 6-10km targeting range for this mod ?
http://steamcommunity.com/sharedfiles/filedetails/?id=543635673&searchtext=
Jan 10, 2016 @ 7:58am 
im wondering does the vanilla turret ai lead a target or is there a simple script that can make that work by putting in the speed of the rounds instead of using the whole radar and gun fire control script
White Prism  [author]
Jan 4, 2016 @ 3:25am 
Mk I: 300
Mk II: 600
MK III HE: 450
MK III AP: 600
HDT: 450
Jan 4, 2016 @ 1:35am 
hey btw do you know the travel speed of the ammo?
White Prism  [author]
Jan 4, 2016 @ 1:33am 
It's no bother. I really can't think about much of it. I know that the 1st time you load the mod and place guns, you need to reload the world after saving for it to work for whatever reason. Also since the turrets have their angulation and hard point limits, sometimes it will look like it is aligned but will be unable to shoot since it can't move to the place it needs (This was very touchy, it took me on one of my Capital ships lot of adjusting till it began shooting from maximum distance of MK III). Don't know if this could be causing it. The shooting is pretty much scattered the further it travels so it may look like is shooting but not reaching (I tested this and sometimes the cannon got 5 hits in a row, and others, it went 5 minutes without a single hit, but close, more if the target is moving). Further than that, I can't help much more, sorry :/
Jan 3, 2016 @ 2:45pm 
sorry to bother you again I am still strugling to get this guns to shoot at the range that it says, I have got it to work 2 or 3 times with friends however never again, not sure if its my fault or the mods fault I reall do not know what is going on, any help will be nice
Jan 1, 2016 @ 2:19pm 
@ColdAsIce : Because he didn't make this, it's just a patch. The original author set it up that way.
Jan 1, 2016 @ 2:13pm 
mhm why not ? i mean logic whise size of the round shouldnt decide if its ap or he pretty much every size caliver round has a ap and he variant
White Prism  [author]
Jan 1, 2016 @ 1:37pm 
@ColdAsice: I don't think there should be AP shells but for the MK III,

@Piplup13: Weird, I had a world with the mod on for few weeks and it worked without problem, besides the obvius turret hardpoint and angle limitations. Can't really help you there.
Jan 1, 2016 @ 12:32pm 
I have a problem, I have a ship with the mod and all, I got it working once and was a lot of fun, but I only ever got it to work once, every time I try after that they do not want to shoot, and act as the old mod did and have a 800m range, its more so annoyinh then anything.
Dec 30, 2015 @ 1:13am 
could you maby make ap shelss for the mk2?
White Prism  [author]
Dec 29, 2015 @ 7:58pm 
The original travel range of the ammunition was 6 km.
Dec 29, 2015 @ 3:40pm 
what is the orignal travel range of the cannons?
White Prism  [author]
Dec 9, 2015 @ 10:02am 
I was reviewing today the files and what I changed is <subtypeid> instead <typeid>, hope it don't give problems. I learnt about mods more or less modifing this mods but still, im not modder(the file is a bit messy I bet). Hope it works with your mod!*Broohoof*
Dec 9, 2015 @ 6:25am 
Okay cool. Main reason I wanted to know was wether or not I needed to make a custom entry in my menu sorting mod ( http://steamcommunity.com/sharedfiles/filedetails/?id=555957576 ). I'll do that when I get home from work today! *brohoof*
White Prism  [author]
Dec 8, 2015 @ 11:10pm 
That's one of the things I changed, they have different names since they caused conflict with the original(making or either the mod or the original appear if both were together or not using the modded ammo with the modded weapons), so I had to change the <typeid>, <strings> and so on in cubeblocks, weapons, ammo magazines and so on (as for example MKlongcannon instead MKcannon). I tried the originals mods with it and the only thing what don't appears is the 10km no ai AP MK III cannon for whatever reason(turning a MK III AI into no AI is as easy as disabling targeting on all), it should't give problem.
Dec 8, 2015 @ 10:29pm 
Ah okay cool. What about the <typeid> and/or <string> values in cubeblocks.sbc and/or blockcategories.sbc? Are they the same names? Can I drop this into an existing server that has those guns without rebuilding?
White Prism  [author]
Dec 8, 2015 @ 9:58pm 
No, this is just the compilation on the modifications. If you subscribe to this one, you will get only the 6,8,10 and 2km modifications of the respective weapons without the originals of Mexplex.
Dec 8, 2015 @ 8:14pm 
Do I need to be subscribed to both in order to use this?
White Prism  [author]
Dec 8, 2015 @ 12:20pm 
There you go, steam overrided this mod alone but it contain all the others plus the fixes and the updates.
White Prism  [author]
Dec 8, 2015 @ 9:23am 
Sure thing. My internet right now run with sticks, but I dont see a problem sticking all together when it runs better.
Dec 7, 2015 @ 7:08pm 
was wondering if you could put to gether a modpack that had them all so that it would be easyer to remove, add, and subscribe to your version of his mods?