Space Engineers

Space Engineers

Battle Cannons and Turrets - Rebalanced - FIXED!!!
163 Comments
omni Jun 7, 2022 @ 8:38am 
what is the max range of the "3x300mm" Auto Cannon 24 when manually controlling and firing it
Xero  [author] Apr 24, 2021 @ 11:53pm 
Thanks, I'll have to look into it, it needs a re-re-balance
Abstract0001 Mar 29, 2021 @ 11:39pm 
It is not working anymore. Everything else has worked except it doesn't do damage and it doesn't have a firing sound. Thought I might let you know
Locomotor79 Jul 31, 2020 @ 4:03am 
NVM its the Capt.jack and OB version off the mod NVM
Xero  [author] Jul 30, 2020 @ 10:40pm 
I will check it out tomorrow.
Locomotor79 Jul 29, 2020 @ 10:41pm 
and since Capt.Jack is using this 1 aswhell for his Colony lost series
Locomotor79 Jul 29, 2020 @ 10:40pm 
hee Xero could you plz update this version off the mod since space engineers give's error when loading or starting a new game whit your mod
only says ERROR but what it is i dont know srry
Jeffrey Dahmer May 2, 2020 @ 12:41pm 
is it just me or when my vulcans fire it crashes my game :(
Xero  [author] Apr 14, 2020 @ 4:54pm 
It's not my original mod, I know there is someone already working on one though.
It won't have the larger weapons, but I don't have the time as I started my own weapons mod, which will be both vanilla and weaponcore in the end.
Abisius Xarvenius Carbensius Apr 13, 2020 @ 4:40am 
@Xero
is eventually an adaption for weaponcore in viewrange?
Laffyistired Apr 13, 2020 @ 1:14am 
@Xero is this working again now
Xero  [author] Jun 18, 2019 @ 2:21pm 
It's not my original work.
The breaking that's happening has to be from different keen updates.
Probably changed 'sound' to 'sounds' or something silly.
AConspicuousCantaloupe Jun 18, 2019 @ 1:48pm 
Balancing aside, for some reason the Bofors and some of the larger cannons have their firing sounds bugged.
Awesome work regardless.
Xero  [author] Jun 18, 2019 @ 5:14am 
I'll work on this again 1. if i get time and 2. if I don't release my own weapons mod before that.
Xero  [author] Jun 11, 2019 @ 5:44pm 
The mod on top takes priority. I've not had time to work on this unfortunately, i'll put it on the to-do list and mess with them. I thought I fixed the reload issue though.
Jonnyhawkeye Jun 11, 2019 @ 8:13am 
i have the fixed reload version.....so what happens id i have both this one and the other one in the same time ?
VelxraTV May 1, 2019 @ 10:58pm 
Greatly looking forward to the small issue fixes!
Xero  [author] May 1, 2019 @ 10:56pm 
Indeed, This is one of the larger mods I have to completely re-work due to the value changes in vanilla, i like to have all the weapons relevant, unfortunately I haven't had time to get to this one, It still works, but there's still a few issues.
I'll work on the small issues then work on a re-rebalance
T.W.K.II May 1, 2019 @ 11:39am 
Well glad to see you working on your mods and trust me when I say this by we (people who use your mods) do really like it when you modders work on you mods, keeping them up to date and working, I know that it can be hard some times and life is well life so Thanks! :steamhappy:
Xero  [author] Apr 13, 2019 @ 10:21pm 
I'm slowly working on all the mods I own to get them operational at best. I've turned my attention towards my new project for SE and after this next update I will no longer (hopefully won't have to) update the weapon mods .
VelxraTV Apr 13, 2019 @ 12:42am 
any word on an update and fix for big beartha? =)
Nova Apr 5, 2019 @ 11:33pm 
Just want to let you know I really enjoy battle cannons! They work well on the server and cause little to no lag.
ECHO Mar 20, 2019 @ 2:00pm 
hey man the big beartha cannon docent work i dont know if its just me
Xero  [author] Jan 28, 2019 @ 11:33pm 
There are lots of issues w/ this mod I'd love to address, but only a few i can since the models are not originally mine, I'll see if i can talk w/ the mod author to see what might be going on.

I decided i won't be updating this whenever i leave it in a 'decent' state.
decent as in, the damage values changed slightly, lots of nerfs/buffs, and if possible I'd love to fix the models, but that won't happen unless i can get the model files.

I'm working on a few other mods including a replacment weapon mod that's vanilla -based. (damage/looks)
AudioGlitch42 Jan 28, 2019 @ 12:09pm 
Soooo anyone know why i cant reload the 2x300 mm via conveyors?
Jagd Dec 22, 2018 @ 9:00pm 
There is no sound for the 300mm or 900mm when they fire. There is impact sound, but no fireing sound
Geologian Dec 17, 2018 @ 3:36pm 
Sad to here that, but thanks for your hard work. Glad that you may be able to fix it.
Xero  [author] Dec 16, 2018 @ 10:52pm 
I actually may be able to fix that actually, just adding a single block collision should fix it all.hopefully.
Anyway, as stated on the questions board above, i'm likely abandoning the weapons mods i currently have, but I will try and at least leave them in a usable state.
Geologian Dec 16, 2018 @ 2:53pm 
Tried this mod out, it's both good and nessicary considering how overpowered some of the original weapons are (looking at you Big bertha and Little David). My only problem is, you've made the entire arc of the turrets a collidable block, you can't even walk up to the Bofors and use their access panels any more. I'm fine with the more restricted placement, but if you could fix it so a character could pass through the empty space, that'd be great.
Freudman Dec 1, 2018 @ 5:27am 
nice we'll try on our server
Xero  [author] Dec 1, 2018 @ 2:12am 
It should still work fine. I've had some vanilla issues w/ the turrets coming detached... that's not me.
Geologian Nov 28, 2018 @ 11:47pm 
Does this mod still work? I like this mod pack a lot but I'd love to have the balance issues fixed...
Ecthelon Jul 6, 2018 @ 3:45am 
For the side cannons the range is 1200m but the projectiles still explode at around 800.
Damaske May 21, 2018 @ 1:45pm 
I Agree with Milord, Can we have LONGER range for ALL the Autocannons,5km range is a little much i agree. These weapons I see as Capital class and not ment for smaller fighter, scout, shuttle, or frigate sized craft. Even some of the smaller sized Cruiser class these might be too big. I seee a ballanced range somewere in the ballpark of 1600 to 2400 range witch is double to tripple the stock 800 range of the stock weapons. Also If the guns are left to the AI to fire then there range is limited to 800, BUT if a player were to take control The weapon should be able to fire at its full range. Besides Hitting anything short of another large capital class ship or station at ranged over 1000 is hard, if both the firing ship and target is moving.

Now i look at the stock weapons and I see them as Small class like weapons. There are no really large damage weapons except the missile turret and that i feel is a little overpowered.

envy May 21, 2018 @ 11:38am 
Could you update this? And longer balanced ranges for larger caliber autcannons would be lovely.
Shestick May 21, 2018 @ 7:13am 
It is not working
How u fix that gun? Can u fix A Better Arsenal? Or send me, how i can repair that mod, please
FreshAsIce Feb 11, 2018 @ 12:57am 
@demaske yeah the reason you want bigger guns is mostly more range. Otherwhise i can just slap on normal rocket turrets etc :(
Damaske Feb 10, 2018 @ 11:15am 
It is to put them in line with stock weapons. I feel that it is stupid also and these need to have twice the range as the stock gun as i feel thesze are much stronger and mostly capital clazss weapons.
FreshAsIce Feb 10, 2018 @ 5:04am 
why is the projectyle range only 900 meters on all the cannons?
Beard Feb 10, 2018 @ 3:39am 
Thank you!:steamhappy:
Golden Dragon Feb 9, 2018 @ 5:03am 
thx, it's helped :) nice work!
Xero  [author] Feb 9, 2018 @ 3:40am 
@Golden Dragon, All were working when i last checked. Please delete 785762364.sbm from your mods folder and try again.
Golden Dragon Feb 8, 2018 @ 1:06pm 
Not firing on me...
DragonSlayer Feb 5, 2018 @ 5:09pm 
some of the larger turrets have an annoying invisible solid hitbox
Beard Feb 5, 2018 @ 11:54am 
Thank you so much!!!!
Lucas Inácio Feb 5, 2018 @ 5:49am 
It's should be in vanilla version! Very good!!!!!!!!!!!!! :steamhappy:
Xero  [author] Feb 4, 2018 @ 11:46pm 
Fixed mount points for bofors.
Xero  [author] Feb 4, 2018 @ 10:29pm 
Ah, It looks like for some reason the mount point is set on the corner for some reason. I will re-upload this as it's working fine for me, perhaps the update failed but succeeded? Either way, ty for the screenshot.
Beard Feb 4, 2018 @ 2:15pm