Space Engineers

Space Engineers

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Highfleet weapons - Weaponcore
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Type: Mod
Mod category: Block, Modpack
File Size
Posted
Updated
202.821 MB
Mar 6, 2024 @ 8:33am
Apr 4 @ 6:55am
19 Change Notes ( view )

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Highfleet weapons - Weaponcore

Description
Mod requires weaponcore to work

This mod adds a set of weapons from the game “Highfleet” to Space engineers
The smaller guns come in both 2x2 and 3x3 variants because most of SE players design the ships around odd symmetry of blocks, but Highfleet game has 2x2 turrets. This does not apply to Squall cannon and it's only available as 4x4 block

Each gun except 2a37 and vympel has alternative ammo types that can be cycled

WARNING! Every gun can target projectiles and will try its best to shoot them down. Please ensure that this and “supportive PD” option are disabled for larger calibre cannons (mk2 sarmat, mk6 squall) before fight unless you are using proximity fuze ammo.

Ammo types

HE - default, deals splash damage
AP - deals bonus damage to armor and has penetrarion, but no splash damage and is slightly faster than other ammo types
PROXIMITY FUZE - explodes in a cone of shrapnel when close to target. Larger guns have bigger cone and more shrapnel. This ammo type is good against projectiles, light armored grids, exposed components (engines, antennas, etc) and SG ships, but is weak against heavy armor.
GUIDED - these shells are expensive, but have guidance. Great at hitting mobile grids with heavy weapons.

Full list of new blocks

2A37 PDC cannon - small rapid fire gatling gun that is somewhat good at intercepting incoming projectiles
AK725 VYMPEL - all-purpose cheap gun that can sometimes hit things, but is rather weak against large ships
AK-100 cannon - rapid-fire 100mm gun with 3 ammo types - HE, AP and PROXIMITY FUZE. The gun is rather inaccurate
D-80 MOLOT - medium calibre cannon that fires 130mm shells. It's the smallest gun capable of using GUIDED ammo
MK-1-180 - Large calibre cannon that has slow ROF, but high accuracy, range and hits hard
MK-2-180 SARMAT - double-barrel 180mm cannon. Uses 180mm ammo
MK-6-180 SQUALL - giant 6-barrel beast of a gun. Has fancy reload animation and interior
A220 Missile Launcher - 3500m range unguided missile launcher. Uses both 200mm A220 Missiles and vanilla rockets as ammo

PALASH-1 APS - an active protection system that fires shrapnel at incoming projectiles. Extremely short range and cannot target grids

MR2-M Fire Control Radar - a radar that has 10km range and is required for various systems to function (currently only SPRINT missile requires it, but this might be changed in future)
MR-500 Radar - radar that can be used to detect objects at 5-15 km range. This radar ignores voxels.

R-5 ZENITH missile - an anti-ship heat-seeking missile that can only target thruster blocks. Has 5km range.
R-9 SPRINT missile - !REQUIRES FCR TO FUNCTION PROPERLY! anti-air missile that targets large smart projectiles. This missile can also be used against other modded weaponcore guided missiles (such as R-5 ZENITH). Has 5km range

FAB-1000 bomb - an unguided bomb that has great range. good against stationary targets.

S-13 Aircraft rocket - unguided small grid rocket pod for fighters
SG Bomb bay - bomb bay for small grid bombers. Can hold 1x FAB-250 or 4x FAB-100 bombs per reload
37mm Autocannon - fixed 37mm rotary autocannon for small grids

Tactical missile silo - a big missile silo that can launch different types of tactical missiles. These missiles can be used against grids and projectiles at ranges above 2km and below 10km. KH15 and R3 can be used to strike targets which are not in direct line of sight on planets (below horizon, behind mountain, etc), but only when you have them locked with weaponcore. These missiles are best if combined with MR-500 radar which lets you lock the objects behind voxels.

A100 - anti-air missile, is best against projectiles and its also the fastest one, but it's kinda weak against grids.
KH15 - anti-ship cruise missile
R3 - ballistic missile. Flies higher than KH-15 and strikes from above. Is a bit slower, but deals more damage
R3N - R3 with nuclear warhead. It's currently uncraftable which should make it impossible to obtain in survival for balance reasons.

MAKE SURE TO DISABLE PROJECTILE TARGETING IF YOU ARE USING MISSILE SILOS FOR ANYTHING EXCEPT A100 (it will simply waste a missile which wouldn’t even intercept the incoming threat)

Known issues:
- all guns of same size have similar build states (this will be fixed eventually)
- some turrets have no LODs and might impact performance if placed in large amounts (eg. "battle brick made of guns")
- broken mirroring of 2x2 and 4x4 blocks

If you feel like something is overpowered, underpowered, straight up broken or bugged, please let me know via comments or DMs. Any feedback is greatly appreciated

If you want to reupload this thing, please let me know and list me as one of the authors or make it unlisted.

Mods used for screenshots:
- Mexpex's thrust FX mod and hydrogen thruster visuals mod https://steamcommunity.com/sharedfiles/filedetails/?id=2215904786
- My rocket propulsion systems mod https://steamcommunity.com/sharedfiles/filedetails/?id=3026070388

Rotating thrusters in videos are made using Vector Thrust OS script https://steamcommunity.com/sharedfiles/filedetails/?id=2831096030

Also try this decorative highfleet hull blocks mod. It was supposed to be released as part of this one, but I decided to separate it from main pack as it’s not using weaponcore stuff https://steamcommunity.com/sharedfiles/filedetails/?id=3188533850

Weaponcore-less vanilla+ version made by LCV https://steamcommunity.com/sharedfiles/filedetails/?id=3321793071&searchtext=highfleet+

Big thanks to Aryx, Enenra, Killerbee, Pilfit, Ash, BDCarrillo, LCV and other members of SE modding community for helping making this thing real.
Popular Discussions View All (3)
17
Nov 25, 2024 @ 11:08am
Suggestions
humanoid.mp4
7
Mar 1 @ 1:12pm
Bug reports
humanoid.mp4
1
Jul 7, 2024 @ 12:49am
Port to Vanilla+ Framework Mod
Spuds
72 Comments
humanoid.mp4  [author] May 21 @ 5:30am 
I’m not planning to add new stuff to this mod in near future unfortunately, sorry ):
Barbatos May 20 @ 10:56am 
I'm really enjoying this mod so far. The AP ammo works fantastic against Factorum ships in survival. The only thing that kind of bothers me is that the turrets are rather fragile, especially since they take up the space of 4/9 armor blocks. Btw, would you consider making a 5x5 version of the Squall?
humanoid.mp4  [author] Mar 7 @ 11:22am 
they are too powerful for survival (i made them for just goofing around and they dont have a blueprint)
Captain ZK Mar 7 @ 10:46am 
So another question from me here.
What about the Tactical Missile Silo?
It says it can fire some missiles AND their nuclear versions? Where do you build the nuclear versions cause i couldnt find them in the assembler
Captain ZK Mar 3 @ 7:32am 
Later the Turrets fired when i locked in the target, but shoudlnt they do that automatically?
humanoid.mp4  [author] Mar 3 @ 3:22am 
All turrets and PDC are functionally identical, not sure what happened there. Probably messed up some settings or weaponcore being weaponcore
Captain ZK Mar 1 @ 12:53pm 
Ok so now i got a different Problem. I installed a bunch of weapons on a ship of mine and they worked like a charm.
But one day, they stopped. But not entirely. They worked in a weird way. I approached a trader and my turrets started blasting. I had Target Neutrals turned on so thats my bad. However i later encountered a HOSTILE Pirate raider and now my turrets wouldnt shoot except for the PDC.
Whats worng with them? I checked the settings but couldnt find a problem
humanoid.mp4  [author] Feb 28 @ 5:39am 
no, you slap them and fire control radar on a grid and they auto-fire at incoming missiles (I hope nothing broke)
Captain ZK Feb 28 @ 5:12am 
Soo how do the Sprint Missiles work now? Do i need to make specific settings?
Dark_Sabre247 Feb 8 @ 7:39am 
mk cool