Space Engineers

Space Engineers

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Kratos Program (Vanilla+ Warfare Weapon Pack)
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Type: Mod
Mod category: Block, Modpack
文件大小
发表于
更新日期
147.062 MB
7 月 4 日 下午 2:25
9 月 27 日 上午 3:10
14 项改动说明 ( 查看 )

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Kratos Program (Vanilla+ Warfare Weapon Pack)

在 TheRebornAce 的 1 个合集中
Vanilla Weapon Mod Collection (Updated: Aug 29 2025)
53 件物品
描述
WARNING: NOT compatible with WeaponCore. See below for additional details.

My largest weapon mod pack! Arm your ships with a variety of naval weaponry with multiple ammo type options for selected weapons. Full build stages included and survival ready. Efforts made to be balanced with the AWP modpack when played in parallel. Hope you all enjoy!

Need assistance in countering some of the weapons in this mod? See my countermeasures mod pack the Soteria Effort; designed to go hand-in-hand with this mod.

Want the full experience of the Kratos Program? Check out the True-Form Edition - a version with increased ammo range, AI-targeting distance, and higher muzzle velocities. Will have delayed updates but always the same available weapons to the original.


War has broken out across the galaxy and even those in far-reaching sectors like the Draxon-Sector cannot stay neutral in this cause. To maintain their independency and not be under another governing body, Titan-Armament Industries has decided to move a majority of their efforts and investments into war production. It is time for T-A Industries to make a mark of their own in this everchanging conflict. Having advance tech is not enough to stand on one’s own but surround oneself with loyal and dependable allies as well. Therefore, T-A Industries has decided in their best interest to share their innovation and power with others they choose and you are the lucky few. T-A Industries welcomes you to...the Kratos Program.


TX-PD series:
An optional pair of point-defense turrets perfect for intercepting incoming projectiles and personnel.

TX-AA series:
A set of anti-aircraft weaponry suited for anti-air defense. Provides a wide range of defense capabilities. All from rapid-firing suppression to an explosive solution.

TX-DD series:
The first series of naval-calibre guns. Compact design to be use as primary batteries for Destroyer-type ships or close-quarter secondaries for much larger ships. Has the highest rate of fire for naval guns but low damage output.

TX-CX series:
Medium size naval batteries ideal for Cruiser-type ships. Each turret is designed with unique features compared to one another, giving ship-designers a variety of options to fit their specific needs.

TX-BC series:
Large firepower in a small package. These Battlecruiser-type turrets give smaller ships similar firepower of battleships while maintaining a lower profile. Only this series of turrets has access to high-velocity shells.

TX-BB series:
The largest available calibres in the naval gunnery series. Powerful and hard-hitting turrets perfect for large, armored Battleship-types. Their handling maybe cumbersome but no way to be underestimated when you see the barrels pointed at you.

TX-FX series:
There are a variety of fixed weapons in this program to choose from. Ranging from a rapid homing-rocket launcher to a heavy coil cannon. For smaller vehicles, options include a variety of fixed autocannons, heavy cannons, and rocket/missile munitions. Just mind the cost that comes with them.


At the time of this mod’s initial upload, a majority of weapon balancing were heavily inspired by World of Warships gameplay; a game I played since CBT and the next 8+ years later. I have fully retired from the game but had times miss playing with my ships. Thus, became one of the main reasons this mod was created and why most of the naval turrets look or feel familiar.

FAQs
Is this WeaponCore compatible?
No; nor are there any plans to make it so. If you have WC on your server/save, this may be your primary issue causing the Kratos Program to not work properly. Remove WC before reporting any bugs. Also, modding is just a hobby of mine and maintaining one version is more than enough. HOWEVER, I am open to discussions with whoever is willing to make and maintain a WC port on my behalf.

Mod.io available?
No as I personally do not use that platform and thus will not create and maintain a mod for a platform I do not plan to use. Also, this mod requires scripts to work, which are not allowed.

Reuploads?
No reuploads allowed. Any full or partial reuploads found will be reported to Steam and Keen. A ModAdjuster supplementary mod (for balance changes only) is ok and does not require permission; just credit and a link back to the original is good enough.

Complementary Mods
See below for suggested mods to expand your combat experience, and balance existing vanilla weapons to be more in line with this mod pack:
For more vanilla weapon mods, see my compiled list of available working vanilla-based weapon mods I personally found on the workshop. I try to keep it updated on a semi-regular basis: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3235735206

Future Plans
  • Further balancing and fine-tuning
  • More unique weapons for diverse gameplay

Credits
Majority of firing audio is from War Thunder by Gaijin Entertainment. Asset use per the following contribution agreement: https://live.warthunder.com/contribution_agreement/?lang=en
War Thunder GitHub audio asset repository: https://github.com/GaijinEntertainment/fmod_studio_warthunder_for_modders
Other sounds are random sound effects I found through Google.

Thanks
Huge thanks to Digi, enenra, gruzzob, Kreeg, Space Ace, stonelords, and many others on the official Keen discord server in helping me create this ever-growing mod. Best spell-checkers SE modders got.

Another huge thanks to Nerd e1 for creating the Vanilla+ Framework; expanding the possibilities of vanilla combat.

Finally, a special thanks and shoutout to Harbinger Ace and jperk354. Both were a huge inspiration during the creation of the Kratos Program. Thus, this mod was heavily scrutinized to ensure balance when using AWP and AWP Expanded Ammos in parallel.
热门讨论 查看全部(2)
3
9 月 27 日 上午 1:21
Unsorted bug reports
andersenman
0
8 月 16 日 下午 1:11
置顶: (Known) Bugs/Issues [Last Updated: Sept 27, 2025]
TheRebornAce
149 条留言
Helsing 12 小时以前 
Awesome!!
TheRebornAce  [作者] 10 月 7 日 下午 5:44 
@RED Industries Plasma Cans can't be crafted. They regenerate within the weapon as per the weapon's description.
RED Industries 10 月 6 日 下午 6:50 
Where Do I craft Plasma Cans? They are not in my Assembler's List!!
TheRebornAce  [作者] 9 月 26 日 下午 3:16 
well handweapons does require knowledge in a different form of weapon setup compared to block weapons. so understandable why it is.

i have thought about creating hand weapons but definitely not an anytime-soon kind of project. i'll keep it mind.
GigaCars 9 月 26 日 下午 12:56 
just had somewhat good idea that you can do if you wanted to
Kratos program styled handarms, can just be base game or run off of Vanilla+

would allow you to expand that lore you have
plus, on foot combat is severely overlooked in my opinion
andersenman 9 月 26 日 上午 9:48 
Thank you. I have created a discussion thread with the images requested.
TheRebornAce  [作者] 9 月 26 日 上午 2:05 
fixed; meant to say "Imperial to metric."

also, i may need a screenshot of some sort but i do not see what you are describing. i know for the fixed launchers (LG and SG) have been formatted to show up as two lines in the right-hand preview screen and same goes for when you hover over them in the G-menu. all turrets' naming format were untouched for this update.
andersenman 9 月 26 日 上午 1:54 
I don't have previous mod versions for comparison anymore but your block names are now WAY TOO LONG. There are ugly line breaks, overlaps, and cut-offs everywhere. They need some serious trimming. For usability, fancy catalog names should go into fluff text while block names should stay short and descriptive while still being unique and memorizable.
Also: "changed units from SI to metric" - wat
TheRebornAce  [作者] 9 月 25 日 下午 7:09 
@All Patch 2.2.0 released bringing an overhaul to the naval weapon damage balance.
TheRebornAce  [作者] 9 月 21 日 下午 2:44 
Sorry but i am still unable to reproduce what you are inquiring. on my end, all blocks sitting directly behind the heavy armor block does not take any damage from AP or HE until the armor in front of it gets destroyed. this seems to be consistent until you begin using BB-series turrets and the Coilgun as they have higher piercing values. if things are being damaged before the heavy armor is destroyed, then that is either a game-related bug (verify game files) or a mod conflict.

low caliber AP will still do damage to LG heavy armor but shatter on impact as the shell has a lower "health pool" than the single heavy armor block. same with HE. blocks behind armor should not be affected by the blast until the armor block is destroyed first or there was some sort of line of sight created between the explosion impact and exposed block.