Space Engineers

Space Engineers

Ion Cannon
100 Comments
aczel2 Oct 30, 2022 @ 12:05pm 
Hi

Would it be possible to use your mod in a weapon mod pack I made? I made an ion missile from this mod and I want to include it in the weapon pack that you will upload soon.
jonn19  [author] Jan 31, 2022 @ 7:03pm 
Hi all. I'm on an indefinite hiatus from SE so don't have plans for updating at this time, sorry. Kallisti's rewrite was extensive and I haven't even looked at it - I was obviously motivated by my enjoyment of (especially the original) SW movies which is why I went with an EMP disruption style ion effect. Then I made my EMP blocks which work on pulses from close range, and given Kallisti's rewrite was way better than my super amateur programming, I kinda left this behind. Freeman a beam that kills players but not gear wouldn't be that hard, the Ammos.sbc allows you to ramp up Health damage and reduce Impact damage. You could find a beam weapon mod you like and have a little dig inside (with the author's permission of course.) No coding required for balance changes like that, and it's relatively fun until a game engine update breaks your mod.
Freeman13411 Jan 23, 2022 @ 4:36pm 
john19 I see you are a fan of ion cannons so I've got a request. Would it be possible for you to make a command and conquer style Ion cannon (more or less a ion based death beam) I would do it myself but I have no clue where to start.
Shrekalekalakes Mar 8, 2021 @ 9:44pm 
Shouldnt have limited it
Resh Sep 18, 2019 @ 1:24am 
Any plans on updating this or Kallistis? Need my ion cannon bombers! lol Not to mention a working version of this could help the btl y wing kit with it's ion turret. I use the arcade ion by Kallisti but it disables my own ship rather rapidly just from firing it, even if i stick it out without other armor blocks near by.
jonn19  [author] Mar 31, 2019 @ 4:36am 
Thanks guys. I have a feeling that Kallisti's almost total rebuild of this actually works a lot better but haven't tested either for a while (just pulling my finger out updating mods after my big dummy-spit above, from like a year ago.) I'll have a look and advise if I think it's worth updating, and if so nukeguard I'd really appreciate that... also your spinning gyro mod gives me hope I may be able to make my astromech's heads rotate, once I get smarter with the code...
nukeguard Mar 30, 2019 @ 11:27pm 
Jonn19 if you want a turret for this I'd be up for making the model
James Fire Mar 30, 2019 @ 10:37pm 
Can we get a turret version, since the one on Hoth was a turret?
jonn19  [author] Jan 19, 2019 @ 4:03am 
Hi all. This mod will need a complete rework I think. Have been back in SE world since Christmas, so hopefully I'll get some time and rebuild it in the next few weeks.
Church.exe Jan 17, 2019 @ 1:34am 
@☈EDLINE For me I cant even open the world with it installed now, I checked my log and its casuing an error
R E D L I N E Oct 26, 2018 @ 2:32am 
Any hope for this mod to ever get updated again? Just tried it out in the current version and it's completely broken, the sound only comes out of the left speaker and there are no visual effects and it doesn't seem to affect the target ship at all
Dusk Jul 28, 2018 @ 3:49pm 
Thanks jonn19 I am looking forward to being to play this ingame!
jonn19  [author] Jul 28, 2018 @ 4:57am 
Hi Rust. I gave this a quick test the other day, returning from SE after a long break, and the Ion effect seemed to work fine although the particle effect index has been chenged. Basically it looks like a dust cloud rather than an electrical short style visual effect, but affects blocks like it should.

At some point I'll get a chance to check the particle effects and see if I can fix, but it should work in a modpack if you want to integrate it.
Dusk Jul 25, 2018 @ 4:17pm 
I want to put this in a mod collection of mine of my favorite mods, just don't know if this mods works.
Dusk Jul 25, 2018 @ 4:16pm 
Is this mod working atm?
Church.exe Jul 22, 2018 @ 2:56pm 
@depatologist the emp effect is its entire point, i mean, sure, you COULD fix it, but the entire point of it IS that emp which no other weapon can recreate
an NPC Apr 8, 2018 @ 1:24pm 
Doesnt seem to work anymore :( It fires and everything works as intended, aside from the EMP effect lol Nothing happens :(
LottaFottaKot Feb 11, 2018 @ 11:44am 
Hey there :)
This mod has soooo much potential! I love it :)
I agree with Spineking, a way to adjust the time the emp effect lasts would make this all the better! Keep up your great work!
WeaponisedMoron_2 Feb 5, 2018 @ 6:51am 
And yes please allow us to have some sliders in the options so we can adjust the time of the ION, EMP effect and allow us to increase the range of the weapon! Not to put pressure on you just a request i see very pleasing to make this mod that much more awesome :)
WeaponisedMoron_2 Feb 5, 2018 @ 6:50am 
You could ask the owner permission to use his model from this mod http://steamcommunity.com/sharedfiles/filedetails/?id=442289959
I mean it would be awesome right?
jonn19  [author] Jan 22, 2018 @ 9:42pm 
Regarding the use vs shielded ships: I've set max range of this guy to 1km, and most modded beam/conventional weapons outrange this. On my server for example, I have most weapons set to 1.5km range, this Ion to 1km, and flak anti-missile point defence to 750m.
It wouldn't be massively difficult to add code for a blacklist of blocks that this didn't affect, but I lack the time needed at the moment.
jonn19  [author] Jan 22, 2018 @ 9:33pm 
Hi Silverblade. My bad, there was a weakness in the code. Basically, it waited the "disabled" period and then turned the blocks back on again... but if the blocks had been destroyed in the meantime, my checking mechanism didn't pick that up. I've rectified it, as far as my testing can tell.
Thanks everyone for all the comments; as you can probably tell from my little /rant I shelved the game for the last six months. I'm back playing, still disappointed that AI turrets can't hit the side of a barn and ships teleport around horribly, but sticking it out for now.
Oddity Jan 11, 2018 @ 1:57pm 
Could you make it so the AoE and time for the effect can be changed with sliders, but putting either higher will increase power usage? Likewise decreasing them would decrease power usage.
Ren Dec 15, 2017 @ 12:43pm 
Can you make the effect last a little longer? I've noticed when firing at other ships with it, the ship comes right back online after a few seconds. Can you also change the sound effect to the Star Wars Ion Cannon?
Rogue_Sentinel Dec 3, 2017 @ 7:52pm 
My game is crashing when I disable a ship, and then open fire...
DSD Nov 23, 2017 @ 11:15pm 
sry to hear that your game breaks :(
ZeroAlpha-2487 Oct 8, 2017 @ 4:55pm 
I'd appreciate it if there was a Turret for this weapon
B1487E Sep 3, 2017 @ 3:41pm 
(sorry if already asked) is there a way to change how long it lasts and its fire rate? [im doing a star destroyer and i want it to have working ion cannons to disable enemy ships)
Enderoth Sep 3, 2017 @ 2:22pm 
Hi there!

Is there a pre-existing verion with longer duration effect and longer refire rate?
Quantum23 Sep 3, 2017 @ 8:54am 
Just wondering is there a turreted version of this gun.Would be great to give my ISDs a load of ion cannon turrets!
Lex174 Aug 24, 2017 @ 2:08am 
@Lowstringer:

Not likely, as the shield mods all use different methods of achieving a proper shield effect, and that would mean the author would have to add thousands of lines of code for compatibility with all of the mods.

You're probably thinking: "But shields just nullify the damage incoming, right?" The answer is simple: this is just about the third proper mod with an EMP weapon, that means most shield mods are NOT compatible with this kind of warfare.

If you're thinking about those old shields that just make a small field around the ship, those count as armor blocks unless they can be turned On / Off, and in that case, they will be disabled like other blocks.
tecknolord13 Aug 15, 2017 @ 8:07am 
thanks for making this guys. ive been asking around for years for a relistic emp mod. .great job
flhype Aug 7, 2017 @ 7:41am 
yeah?
Lowstringer Aug 6, 2017 @ 2:15pm 
will it disable a ship with the shield mod installed?
Anubis Jul 20, 2017 @ 5:39pm 
I think the the problem I've been having might be related to broadcasting items as all the crashing i've been having always complains about the antenna and beacons and only after or as they crash into the ground
ZeroAlpha-2487 Jul 20, 2017 @ 12:52am 
Im sorry to say but this keeps disappearing whenever I save, exit, and return to the world I had it in, is this a problem that alway's happens or is it just me?
Bender Jul 2, 2017 @ 11:46am 
sound is only appearing on the left side for this. kinda odd
Based_Stickman Jun 29, 2017 @ 4:52pm 
Can We have a Wahead version if possible so we can make diruptor torpedoes?
Xecutor Jun 22, 2017 @ 6:02pm 
@McClarran odd story for me it works fine and sounds like a proton torp launcher, only problem is im not sure if it works either way
jonn19  [author] Jun 22, 2017 @ 3:27am 
Lol McClarran, I did make it pretty loud but didn't expect lawsuits to recover perforated eardrum repair surgery. I always play with realistic sound enabled, so being a few blocks away it's not noticably deafening - when I get a free day I'll pull the level down a bit, eh?
McClarran Jun 22, 2017 @ 3:20am 
Is the sound supposed to be stupendously, ear-rapingly loud, or is it just me? Test fired it once, all other sounds in game were at a comfortable level, when suddenly my left ear just erupts with crackling, screeching violence.

I definitely want to play around with this, looks like it'd play great with EEM, but not at the cost of my hearing / all other sounds. If I'm just an idiot overlooking something, that'd be a relief.
miku567 Jun 15, 2017 @ 11:02am 
Is this mod still working after the latest update?
Xecutor Jun 13, 2017 @ 5:19am 
@ Greyson, good idea, and the thought of permantly disbling a ship in atmosphere for 30 second... once again great idea and this would be fun to use :)
Greyson XMG Jun 4, 2017 @ 6:08pm 
Imagine a mission launched by small block ships to take out the ion cannon, facilitating a large ship attack.
Greyson XMG Jun 4, 2017 @ 6:04pm 
http://steamcommunity.com/sharedfiles/filedetails/?id=442289959

The ultimate ION cannon mod.
1. Sektan's model.
2. This mods effect.
3. Large block only.
4. Heavy energy draw, requiring many reacotrs OR a capacitor mod.
5. Slow tracking speed.
6. Very fast projectile speed.
7. Slow reload.
8. Extreme range 50+ KM with no inaccuracy.

Cannot be used to permenently lockdown a ship. Effects lasting 30 seconds, with 1 minute reload. Be awesome planetary defence against large ships. Any large block ship getting nailed by this in a gravity field is gonna have a bad day.

Please somebody run with this!
Thieme May 20, 2017 @ 5:26am 
Haven't done extensive testing but I noticed that when I built a ship from a blueprint the ion cannons still have their charge in them as they where when the blueprint was made. This could be abused to make it so you won't have to make ammo at all. So just a heads up for the rest awesome mod it works well.
jonn19  [author] May 18, 2017 @ 5:05am 
Hi guys. Sorry about that bug Cali and SpaceWolf, should be resolved now.
elilorden it was actually my original plan to make an electrically-powered device. During testing I decided to keep the script simpler (and therefore a lighter burden on the engine) by using the inbuilt projectile rendering for the "beam" effect, rather than having the script do it.
Freznel May 17, 2017 @ 12:52pm 
Would you consider reworking this using Cython's Enerwy Weapons API? If you did, then the cannons could require large amounts of energy rather than ammunition.
QuintusJ May 10, 2017 @ 11:08pm 
I too get Cali's error.
Cali May 10, 2017 @ 3:33pm 
After placing these blocks on my large block ship, when I save the game and exit then restart the Ion Cannons I installed are missing from the ship. If I put them back on and save/close the game, the same thing happens when I load the instance again.

Also, the sound is considerably louder on the Ion Cannon than the rest of my sounds. Perhaps it's because I have my main sounds turned down and the cannon doesn't recognise that, or perhaps something else. Either way they are quite loud.

I have your tractor beam and cloaking device mods installed as well.