Space Engineers

Space Engineers

Skallabjorns Revamped Energy Weapons - Range and Damage Boost
55 条留言
Skallabjorn  [作者] 2023 年 2 月 1 日 上午 7:46 
not supposed to work with weapons core, this mod was released way before that existed. Not broken, not going to update unless it does break.
=Longhooter= 2023 年 2 月 1 日 上午 6:50 
dose not work with weapon core please fix and update
MovNik 2019 年 11 月 14 日 上午 12:03 
Perhaps this is my conflict of mods (many mods), I tried in the creative.
Skallabjorn  [作者] 2019 年 11 月 13 日 下午 12:40 
ummmmmm thats weird.... is this on a server..... unalbe to reproduce your issue on local or my DS
MovNik 2019 年 11 月 13 日 上午 3:52 
Laser Turret at any range settings produces damage at a distance of 800 meters. When setting a distance of less than 800 meters, objects are still damaged at a distance of 800 meters, while the Laser Turret beam does not change its length (800 meters).
Skallabjorn  [作者] 2019 年 4 月 14 日 上午 6:05 
Thats very strange... never in te 2 years its been up has that happened and these have been on many DS in the past... will investigate....
MrFox 2019 年 4 月 13 日 上午 11:22 
Sadly there not buildable for us on DS possable fix?
Skallabjorn  [作者] 2019 年 2 月 12 日 上午 10:54 
Thank you for asking. Yes you may do so with this mod. Thanks
SpacedNConfuzed 2019 年 2 月 12 日 上午 3:39 
Hi, is it possible for having a tweak to this mod to incorporate some components that are specific to a server ? It is to make sure they are only made at a certain tier of progression in line with all the other mods ... would give you full credit , link etc and a place in the modders hall of fame in the starter station on the server ...
Gerda 2018 年 9 月 6 日 上午 3:52 
Targeting range results real 800 m, Laser does damage, but >800 the damage is 0!
Starry 2018 年 2 月 5 日 下午 4:41 
YAY, god you are so awsome for actually keeping your mods working :) best wishes
Skallabjorn  [作者] 2018 年 2 月 5 日 上午 7:44 
Ok thats avfire rate issue and plasma speed. Will have a look adap
Starry 2018 年 2 月 4 日 下午 3:03 
the plasma turrets, when they fire, seems to explode near enough to the ship to not hit the enemy, but not near enough to damage your own ship, it also does not appear that they are hitting lasers
Skallabjorn  [作者] 2018 年 2 月 4 日 下午 2:44 
yes please
Starry 2018 年 2 月 4 日 上午 11:46 
that would make sense, also my previous explanation was a bit thin, do you want me to explain what happend more in detail?
Skallabjorn  [作者] 2018 年 2 月 4 日 上午 9:36 
Will have a look asap but yeah it seems this allways happens when keen breaks their own missle turret as it uses alot of the same mechanics direct from the game itself
Starry 2018 年 2 月 3 日 下午 7:05 
ok, it also breaks every missile in the game
Starry 2018 年 2 月 3 日 下午 7:01 
the plasma turrets have the exploding near the ship issue again :(
Starry 2018 年 2 月 3 日 下午 6:41 
Let the YAY continue
Skallabjorn  [作者] 2018 年 2 月 3 日 下午 6:34 
As far as I know yes, no one has said they are not.
Starry 2018 年 2 月 3 日 下午 6:13 
Does this still work as of the new ♥♥♥♥♥♥♥♥?
MrFox 2018 年 1 月 31 日 下午 12:12 
=D
Starry 2018 年 1 月 21 日 上午 10:38 
:)
Skallabjorn  [作者] 2018 年 1 月 21 日 上午 9:55 
I may not be doing new mods lately but I am making sure the ones I did keep working :) Your Welcome
Starry 2018 年 1 月 20 日 下午 10:50 
god im happy this works :)
Ulfsark 2018 年 1 月 13 日 下午 1:57 
interesting. Danke!
Skallabjorn  [作者] 2018 年 1 月 13 日 下午 1:54 
Effeciency has no effect, speed will assist in the turret scanning speed, but not by much
Ulfsark 2018 年 1 月 13 日 下午 1:49 
i had NO damn idea. I can understand what hte power one would do, but what do the efficiency and speed mods do?
Skallabjorn  [作者] 2018 年 1 月 13 日 上午 10:59 
Upgrade slots are the sides of the turrets, power modules
Ulfsark 2018 年 1 月 12 日 下午 7:54 
ugrade slots? What upgrades go with this mod??
Spock The Builder 2017 年 10 月 17 日 下午 11:26 
@Skallabjorn Maybe the Pulse Cannon mod. Same idea but with more options and both grid sizes. The damage is just waaaaaaaaay too OP on those.
Skallabjorn  [作者] 2017 年 9 月 7 日 下午 8:12 
@Dark. the original of this mod has no small ship version. which "other" mod do you mean ?
Skallabjorn  [作者] 2017 年 9 月 4 日 下午 5:15 
I am working on a separate small ship laser on my return from travel. I use these on my own base builds and we're human controllable on Friday unless something has changed since. they were also slaveable to a designator using Whips mods. I will check on my return
Dark_453 2017 年 9 月 4 日 下午 3:19 
@Skallabjorn any chance you would be able to add in the small ship of these,
The Other mod has them but they seem to not shoot on there own. much like the large blocks. -
[question] did you fix the shooting automation (will they shoot within Human control).
*atm im forced to use the star ship weapons to get energy weapons for small ships. but honesly really only need these two.. (If it helps dont alter the model. just make it for small ships directly) .. always good to have "Large" weapons on small block (large ship) builds.

**Thank you very much for your time and effort**
**Peace**
Skallabjorn  [作者] 2017 年 8 月 29 日 上午 6:42 
Sounds have not been changed from the original, I will work on it
Starry 2017 年 8 月 23 日 下午 2:33 
iknowfren
Skallabjorn  [作者] 2017 年 8 月 23 日 上午 7:29 
plasma is abit trickier but will work on it. its treated as a missile by the game vs a bullet
Starry 2017 年 8 月 23 日 上午 2:59 
pls can we mak plasmu stronker
Church.exe 2017 年 8 月 22 日 下午 10:57 
cool i didnt even know you could program that in
Skallabjorn  [作者] 2017 年 8 月 22 日 下午 10:42 
Also edited the lasers degres of arc, it can now depress about 30 degrees below the horizontal, based on visual observation of the model. the barrel is mounded up on a pivot / gimbal. Thus it makes sense that it could aim lower vs flat level. The plasma however is unchanged. Based on its model, the barrels sit in a cradle and thus cant depress below 0 level.
Skallabjorn  [作者] 2017 年 8 月 22 日 下午 10:34 
Reballanced parts vs dammage today and fixed the overheat issue on the laser. Its now able to withstand more heat but heat per shot is up and parts cost went up to accomodate. Tweaked the plasmas today as well. Other than buliding a super laser, I think this is done being ballanced.

Feedback please :)
Church.exe 2017 年 8 月 19 日 下午 5:38 
cool :steamhappy:
Skallabjorn  [作者] 2017 年 8 月 19 日 下午 3:36 
Changing to small ship would require abit more than I know how to do at the moment.. but its something im up for trying to do.
Church.exe 2017 年 8 月 19 日 下午 2:53 
hey can you make a MUCH weaker version of this for small ships?
i know your just changing the damage and range but if you could then that would be great
oh ps THANK YOU FOR THIS MUCH EVEN IF YOU CANT
i mean i love they originals but they are really really really weak
Skallabjorn  [作者] 2017 年 8 月 19 日 上午 11:28 
yes that will happen as with any weapon the degree of arc to avoid at a range within 1-4 blocks gets dicey
Starry 2017 年 8 月 19 日 上午 11:26 
it might be because im placing them to close to each other (omfg im dumb)
Skallabjorn  [作者] 2017 年 8 月 19 日 上午 8:43 
Thats a new one... the AI in them will avoid the grid they are on... will take a look ( im new at this, the AI is stock from the vanilla missile launcher ( Cythons original mod unchanged, im only working on the power and fire rates etc )
Skallabjorn  [作者] 2017 年 8 月 18 日 下午 6:41 
THANKS... next after the tune on this, Im gonna tackle the construction wire frames, change it to the gat gun vs the missile launcher
Tangent 2017 年 8 月 18 日 下午 6:17 
Oh that's all fine and dandy, it's just I rather like weapon mods and a laserbeam that caps out at 800 isn't super great for anti-torpedo work. Or anything really, so thanks again :)
Skallabjorn  [作者] 2017 年 8 月 18 日 下午 6:13 
@Tangent, thanks, just building on anothers work ( Cython, thanks ) to suit my servers needs so thought I'd share. Still working on it to ballance range power and cost so the range might go up again but so will the parts needed and power used. NOT going to attempt changing the textures, thats beyond me at this point