Space Engineers

Space Engineers

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Directed Energy Weapons Continued
   
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Type: Mod
Mod category: Block
文件大小
发表于
35.451 MB
2023 年 3 月 21 日 上午 1:15
1 项改动说明 ( 查看 )

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Directed Energy Weapons Continued

描述
This mod is a continuation of the original Directed Energy Weapons mod by Clockwork. For now just a bugfix, but I am actively working to add new blocks and functionality to the mod.

Introducing the Directed Energy Weapons collection, the latest in destructive technologies!

Adds 13 new true laser weapons for several roles. All weapons require no ammo, and are instead powered directly by grid energy.

Anti-fighter and point-defense turrets, for frying missiles and shooting down those pesky drones before they get too close. Available for both large and small grid.

Light pulse-laser turrets, in 1, 2, and 3-barrel configurations. More barrels means more boom!

Heavy pulse-laser turrets, like the light versions, but better, because they make explosions happen.

Fixed-mount, constant-fire versions of both light and heavy lasers, for when you want that personal touch. Available for both grid sizes.

An ultra-heavy fixed-mount laser of doom, for when you want that ship/station/asteroid/whatever to just stop being there.

Stats:
Weapon
Range
Damage Per Second
Power Draw
Refire Time
Anti-Fighter Turret (Large and Small)
1000m
1800
20 MW
Constant
Point-Defense Turret (Large and Small)
500m
60 - Improved missile interception ability
5 MW
Constant
Heavy Fixed Laser (Large)
5000m
6000 Explosive, 5m radius
300 MW
Constant
Heavy Fixed Laser (Small)
2500m
3000 Explosive, 5m radius
60 MW
Constant
Light Fixed Laser (Large)
3000m
10800
75 MW
Constant
Light Fixed Laser (Small)
1500m
4800
20 MW
Constant
Ultra-Heavy Fixed Laser
10000m
25000 Explosive, 40m radius, 15-second pulse, 375000 total
2 GW
200 Seconds
Heavy Gimbal Turret
3000m
2400 Explosive, 1m radius - 1-second Pulse
50 MW
2 Seconds
Heavy Turret
3000m
2400 Explosive, 1m radius - 1-second Pulse
50 MW
2 Seconds
Dual Heavy Turret
3000m
4800 Explosive, 1m radius - 1-second Pulse
90 MW
2 Seconds
Triple Heavy Turret
3000m
7200 Explosive, 1m radius - 1-second Pulse
130 MW
2 Seconds
Light Gimbal Turret
2000m
6000 - 1-second Pulse
25 MW
2 Seconds
Light Turret
2000m
6000 - 1-second Pulse
25 MW
2 Seconds
Dual Light Turret
2000m
12000 - 1-second Pulse
45 MW
2 Seconds
Triple Light Turret
2000m
18000 - 1-second Pulse
65 MW
2 Seconds

Turret types have certain specializations and weaknesses: anti-fighter and point-defense turrets excel at shooting down missiles, players, and small fighters, but lack the damage output to be effective against large ships. Vice versa, the light and heavy pulse turrets are devastating to large, slow ships and stations, but traverse slowly and can be evaded by fighters. Choosing the correct turret for the role is important for an effective loadout.
22 条留言
Monke 9 月 21 日 上午 5:27 
@PallyDanaRama

any chance you could post that fix?
Dark_Sabre247 9 月 12 日 上午 11:12 
is there a way to change the color of the laser fired?
Typo 6 月 12 日 下午 7:21 
when using ai targeting mode the laser disapears when firing
for some reason
PallyDanaRama 2 月 27 日 下午 11:48 
And just like that, I fixed it. It was a simple fix, really. I had a hunch that the reason the containers weren't obeying the laws of physics was because they had none. The ammo literally had no mass or volume. So I gave them a volume of 1, and now they don't cause issues when you delete them. I could probably make the number even smaller, like 0.1 or something, but it doesn't really affect anything to have an extra 20kg per turret.
PallyDanaRama 2 月 27 日 下午 11:21 
Holy Hell, just encountered what TheRebornAce was talking about. Tested some turrets out on my ship and deleted them when I was done, not even thinking of the HORRIBLE consequences. Every piston, rotor, and hinge on the ship just started twirling and expanding in violent, ship-destroying ways. I immediately logged out without saving and was able to try again, but if you run into them while trying to catch them, the same thing happens as if you let them phase through the ship. What's worse, they're unaffected by gravity, so you can't use a sperical to push/pull them away. To even further complicate things, they don't offer conveyor access, so I can't just turn them off and remove the inventory before deleting them.... I've tried a half dozen times and can't manage to catch all of them before they phase through me or the ship and destroy everything.
A Fat, Angry Serval 1 月 19 日 下午 7:46 
@Typhis19
You can make custom turrets in weaponcore if you use one of the weaponcore vanilla weapon replacer mods, though it changes the turret controller's functionality a bit.
Typhis19 2024 年 11 月 11 日 下午 12:29 
Thank you for keeping this one going! I personally don't use weaponscore because I like making custom turrets too.
Liliathe 2024 年 6 月 16 日 上午 9:25 
I discovered that turrets on small grids can't be welded from blueprints (so far tested in creative )
TheRebornAce 2024 年 6 月 15 日 上午 2:04 
Another issue I found is when I put the Control option of the turret on the toolbar, it doesn't give me control. If I go through the control panel, then I can control it no problem.

Finally, for some reason the Point Defense turret is not targeting missiles/rockets. It targets everything else but no rockets.
TheRebornAce 2024 年 6 月 15 日 上午 2:04 
Did some testing and want to put out a warning...DO NOT put any of these weapons on a subgrid platform. It will break things and possibly crash your game. Let me explain:

The Signals update introduced the temporary crate feature. So when it comes to this mod, when removing any of the weapons, the temp crate drops and falls in slow motion. When interacting with any grids and voxels, it will phase right through. Not sure if this can be fix. On a subgrid, not only will it phase through but will also push the subgrid in an awkward direction, causing the rotor head to pop out and float for a while before causing major klang issues. And depending how complex the subgrid is, this will crash the game.

Would it be possible to address this issue in regards to the temp crate system for this mod? Not completely game breaking but others will need to be VERY careful when removing the weapon.