Space Engineers

Space Engineers

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Guided Missiles & Rocket Pods - WeaponCore
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Type: Mod
Mod category: Block, Modpack
File Size
Posted
Updated
187.779 MB
Sep 21, 2022 @ 7:12pm
Jan 11, 2024 @ 6:08pm
48 Change Notes ( view )

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Guided Missiles & Rocket Pods - WeaponCore

In 1 collection by Rabid Puma
Friday Night Shenanigans Server
54 items
Description


This is the WeaponCore conversion of the mod by of Serža:
https://steamcommunity.com/sharedfiles/filedetails/?id=2841320639

Guided missiles + rocket pods for helicopters and planes!
Ammo animations! Insert ammo for visual effect first. No ammo = empty pods / racks

How to: Just lock onto target via WeaponCore while you are sitting in cockpit, put "Toggle Mouse Shoot" on your toolbar and shoot em up.

Currently Contains:
- Pylon (Merge Block) - Optional, 2 sizes. Add to helicopter or plane wing for nice looking attachment points.

- Drop tank (Warhead) - Small explosion radius. Can be detached via Pylon like a bomb.

- Hellfire AT Racks (Guided) - 4 sizes. Slow missiles against armored ground targets within 4,3km. Penetrates armor and then unleashes havoc on the insides. Great against small grid heavy armor
- AA Missile Racks (Guided) - 4 sizes. Fast missiles against evasive air targets within 7km. Will detonate within 10m of the target and fire shrapnel up to 50m towards the target in a 30 degree cone. Great against fast moving, lightly armored targets
- AIM-120D AMRAAM launcher - 1 size. Fast missiles against evasive air targets within 8.4km. The missile will climb to 2km (simulates it finding thinner air) and now has 'fuel.' When it runs out of fuel, it will continue to glide towards its target. It will detonate within 10m of the target and fire shrapnel up to 50m towards the target in a 30 degree cone. Great against fast moving, lightly armored targets. More sizes coming soon

(1x AA, 1x AT, and 1x AIM-120D have offset versions for wing-end installation!)

- Firestorm Rocket Pods (Dumbfire) - 3 sizes. Fast HE rockets with small blast radius. Shoots some shrapnel in a hemisphere up to 10 meters in front of the rocket after exploding. These rockets are affected by gravity. Range: 8km
- Guided Rockets Guided rockets for the Firestorm Rocket Pods. Good for light to medium armored enemys. Range: 4.2km

- Trinity Missile Pods (Guided) - 3 sizes. HE missiles with medium blast radius. Great against large, lightly armored enemies. Less effective against Heavy Armor. Range: 4,8km
- EMP Missiles - Attempts to disable all enemy blocks that produce power (Batteries, Reactors, etc.). Still needs balancing. Will shutdown most small grids in one shot, but takes a few shots to take down large grids. To counteract the power vs small grids, I've added a fair bit of inaccuracy and missile movement, so actually hitting the target will take a lot of luck. Large grids are large enough that the inaccuracy won't be very noticable. Feedback welcome.

- Cyclops Torpedo Pods (Guided) - 3 sizes. Slow MIRV torpedos. 500m from target will split into 7 HE missiles with devastating power. Costly to build, easy to shoot down. Range: 5,7km

AGM-65 Maverick - 2 sizes: 1x & 3x. Slow missiles against heavily armored targets within 4,3km. Penetrates armor and then unleashes havoc on the insides. Great against large grid heavy armor. Not great against things that can move fast

Internal Weapons Bay - Holds 5 AIM-120D missiles. Dimenstions are 8x3x2* (LxWxH). The bay is 2 blocks thick to prevent any blocks from being placed in the way of the doors I recommend using KeyFire with this block instead of mouse shoot, as it has a prefire animation. If you don't hold the mouse button long enough, you won't fire a missile, so that's why KeyFire is optimal here. More weapons will come in the future as well as other size variants


Coming Soon:
Pylon variations
AIM-9X Sidewinder
CBU-97 Cluster Bomb
Flares/Countermeasures
Tomahawk cruise missile
M41 Vertical Launch System
ESSM Block 2
GBU-12 Paveway II
GBU-16 Paveway
AGM-84D Harpoon


---------------------------

Check out the economy mod patch that limits the ammos to only be found in a bespoke vending machine:
https://steamcommunity.com/sharedfiles/filedetails/?id=2888327596

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Known Bugs
Missiles will stick in place when loaded into a newly built rack or pod in survival mode. Building the rack with creative turned on does not create this issue. Reloading the world solves this issue

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Development Version
https://steamcommunity.com/sharedfiles/filedetails/?id=2880759097

If you would like to test and preview upcoming balance changes and new missiles/blocks, use this version. I appreciate any and all feedback. The best way to get in touch is on my discord, linked below

---------------------------

Acknowledgements
Big shoutout to Serža for giving open permission to modify their original mod, and providing blender assets as well. Check out Serža's workshop: https://steamcommunity.com/profiles/76561198193219253/myworkshopfiles/?appid=244850
Also big shoutout to Archan79 for his tutelage on WeaponCore and Blender. Check out his mods: https://steamcommunity.com/profiles/76561198143476458/myworkshopfiles/?appid=244850
Great big shoutout to BDCarrillo for all the code reviews and teaching me the ins and outs of WeaponCore
---------------------------

Twitch
https://twitch.tv/rabid_puma
Discord
https://discord.gg/REKpH3h76n

License:
https://creativecommons.org/licenses/by-sa/4.0/
Popular Discussions View All (3)
15
Oct 20, 2023 @ 6:48pm
PINNED: Bug Reports & Feedback
Rabid Puma
2
Oct 24, 2022 @ 1:21pm
Critical Error after Update 10/24/2022
Rostkönig
0
Jul 9, 2023 @ 7:17pm
Error after update
Bandet
146 Comments
Rabid Puma  [author] Apr 24 @ 7:36am 
The first ammo being "eaten" is normal WeaponCore behavior as far as I know. Once you load it into inventory, the weapon loads the ammo, which makes it disappear from the inventory. The weapon should be able to fire
Sage of Souls Mar 11 @ 3:51am 
Racks seem to eat ammo when they're first loaded. The first ammo you load into them changes the visual and makes them seem like they have ammo by appearance, but there is no actual ammo in the rack. I do not know if this is because the "visual effect" is the ammo "loaded" and then it has an inventory for one reload (per rack) or if the racks are simply eating the first ammo you put into them.
Ace Dec 2, 2024 @ 5:02am 
This is a pretty sweet mod just because it lets me staple on missiles to any wing space I feel like.

I hope more will be added soon.
Rabid Puma  [author] Sep 7, 2024 @ 10:27am 
Not with WeaponCore, no
LiKCa Sep 6, 2024 @ 11:59am 
Is it possible to have a missile controlled by GPS?
Nice mod
Rabid Puma  [author] Feb 18, 2024 @ 9:39am 
If you hop in my discord and can provide the crash logs I can take a look at what happened

I most likely won't add conveyor support to the regular missiles. I may add conveyors to the weapons bay, but it may not be any time soon.
Ruby Feb 17, 2024 @ 9:02am 
The cyclops missile crashed me after i shot 4 at a ship xD
Poseidon Feb 11, 2024 @ 2:22pm 
Any possibility to reload them automaticly?Not by hand?
Diamond44 Feb 10, 2024 @ 10:51am 
Guided missiles and rockets - WeaponCore began to appear as a sorter
Triggerd Jan 30, 2024 @ 9:21am 
Does the Trinity Missile share some sort of same ID or whatever with the Motor? When using Isy's autocrafting script it wants to craft Trinity Missiles instead of Motors.