Space Engineers

Space Engineers

Realistic Vanilla Weapons (RVW) [Experimental]
57 条留言
Vore EnÞusiast (she/her) 10 月 14 日 上午 12:22 
i always saw the autocannons as 20mm. 40mm guns are more around the assault cannons size
Soumagnei  [作者] 10 月 9 日 下午 12:42 
COHawkDriver we are testing and polishing out the last things. The new version will be uploaded as a separate mod and the link will be posted here
COHawkDriver 10 月 4 日 上午 11:31 
@Soumagnei When do you think the full released version is coming out? For that, the hand held weapons bug is sort of a small problem in the beginning of the game. At least for the basic weapons. All rifles require the 50 round mag and will not except any other mag.
Soumagnei  [作者] 9 月 2 日 下午 2:16 
@Razz We are at the final stage of creating RVW 2.0 and we will upload the mod this month probably (this version of the mod will be experimental). The handheld weapons are fixed as of now. Thank you for using RVW mod!
♿Razz 8 月 30 日 下午 6:41 
is there a way to fix the handheld weapons not being reloadable? seems a little game breaking and like you should atleast mention it in the mod description.
Soumagnei  [作者] 8 月 21 日 上午 5:34 
Hi everyone!
Just a quick update- the problem with handheld weapon mags originates from me making mistakes in code to make mags interchangeble between weapon types (all pistol mags fit all pistols, all rifle mags ffit all rifles)
Currntly this idea is scrapped and we are workking with @Krat3n on new version of the mod!
Alpha_Stalker9 8 月 11 日 上午 6:02 
@Sahja Dhaumi I tested both rifle and pistol, but I believe the problem extends to any handgun. I can manufacture the weapons and ammunition, but I can't load the weapon.
ghost27m 8 月 5 日 下午 10:30 
None of my weapons changed tried to re order mod to top but still nothing. I use vanilla+ is that an issue?
Abisius Xarvenius Carbensius 8 月 2 日 下午 8:03 
@HS_DRAGON ✞
dont know which language you used to i put it into a translator with autolanguage detection, hope it got the correct one with portugese.
i would recommend keeping with the in the comments mainly used language and the language used inside a mods moddescription.


outgoing from the translation you combined it with weaponcore.
combining this mod with weaponcore wont work at all as they are both touching the same stuff and thus it will break things.
you will need to choose: either use weaponcore and weaponcore based weaponmods or dont use weaponcore and use non weaponcore weapon mods.
HS_DRAGON ✞ 8 月 2 日 下午 7:15 
EU FUI USAR ESTE MOD COM O ''WEAPON CORE'' E QUEBROU O SISTEMA DE ARMAS. ALGUMAS BUGARAM... :sefacepalm:
Zhunter247 7 月 19 日 上午 12:26 
@Sahja Dhaumi
Reload period is removed for belt-fed systems, such as gatling guns and autocannons.
Sahja Dhaumi 7 月 18 日 上午 9:50 
what weapons specifically? Description mentions belt fed systems dont require reload period. unless you mean actually loading them in the first place?
Alpha_Stalker9 7 月 7 日 下午 10:10 
I'm sorry but it's not clear to me if this is a bug or intentional, but I can't reload my weapons
Krat3n 7 月 6 日 下午 1:11 
I love this mod! now is a must have for me, thanks!

I was thinking about making some modifications to the damage related settings, and I wanted to know if I had your permission to modify it a bit and upload it?

Obviously, I'll give you all the credits for the mod, and I'll also include the link to your mod in the description.
Daleks2377 6 月 26 日 上午 10:03 
They don't, but tbh I think the turret range should be made larger but not as large as the ballistic distance; I think firing at extreme ranges should be on us with some sort of script or even some sort of range finder / extreme sensor block allowing us to detect / lock onto targets from far away for "BVR" combat

If you really want you can slightly increase turret detection and engagement range by using the combat AI block type which boosts it from 800m to about 2.5km

It'd also be cool if tracers matched round's actual position since I ran into an issue with autocannon tracers not lining up with what I'm hitting at extreme range

Also are seeking / guided missiles planned? That's the only thing I'm really missing from other combat mods in this one since this one is really awesome! Thanks for making and continuing to develop this mod!
Kitsu Shadow 6 月 26 日 上午 8:12 
should the targeting range of turrets match the descriptions above?
Siiampi Siika 6 月 20 日 上午 4:58 
I would love to help! :sehello: I do only have basic SE modding knowledge, but i have written some scripts and generally have some c# experience. So i am not quite sure if i can be of use
Daleks2377 6 月 16 日 下午 1:09 
You could take a look around some SE modding discord servers, I've heard of a couple being mentioned before for developers like you who maintain loads of other mods; Definitely the right people in them and the official keen software house discord has a channel for modders / developers
Soumagnei  [作者] 6 月 16 日 上午 3:17 
Hey guys, little update on WIP

I've been working on projectile mass lately and reworked projectile speed
But I am struggling with magazines and turett AI ranges
If someone would want to help me- that would be awesome
Please comment, if you're up
Any help would be greatly appreciated
Also it goes without saying that I will add anyone who is helpeng in the authors list
acoirac7 6 月 9 日 上午 1:24 
Ohhh that sucks, I'm looking for mods that do that
[N.O.W.] Aristarkus 6 月 7 日 上午 11:21 
acoirac from my understanding, the mod for the moment has updated the max travel distance for the bullets, but not necessarily updated the AI tracking range, however I could be wrong.
acoirac7 6 月 4 日 下午 9:26 
I don't know if my game is broken but the vanilla ranges look like they're still 800
NicolaeHC 5 月 28 日 上午 11:23 
Not a bad idea @Daleks2377, but it should do double duty as both active and passive detection.
Daleks2377 5 月 25 日 下午 2:21 
overall, this mod is really awesome though, happy you're gonna be developing it further!
Daleks2377 5 月 25 日 下午 2:21 
it'd be nice if the laser sight went out to the maximum distance the gun could hit, would make hitting targets easier

Might also kind of help if we maybe got some sort of long range camera and if turrets had a larger ai aiming radius, including the custom turret controller

also maybe some sort of long range "radar" block that lets lock onto targets far away to provide a lead indicator for extreme long range engagements?
NicolaeHC 5 月 24 日 下午 1:10 
well it was on the "Community Spotlight 🧐 April 2025"
Soumagnei  [作者] 5 月 24 日 上午 12:54 
Wow, lots of feedback and seems like a lot of work (fixing) for me now. Took a brake from SE and didn't expect such popularity of my small mod. I will get to it soon. For those wondering- yes, the new ranges are the MAXIMUM POSSIBLE ballistic ranges. Nevertheles, thank you all for suggestions and criticism and I will put my elbow grease into update now.
CheapFrag 5 月 22 日 上午 11:06 
@Ponch
not sure where you get your info from but the M4A1 has a maximum range listed as 3.6km
https://www.globalsecurity.org/military/systems/ground/m4-specs.htm

the game numbers are for simulation purposes and got nought to do with "effective range" and suchlike
Ponchovie 5 月 19 日 下午 4:04 
in what world is a handgun reaching out 200m further than the real life M4A1 carbine lmao
Rightraoedhelontidae 5 月 16 日 下午 11:15 
How the hell do you use rifles past 800m? Even aiming that far is almost impossible
alan8325 5 月 12 日 下午 6:06 
Looks like handheld weapons do work, but the ammo is bugged. All rifles use the MR-50A (rapid fire) rifle ammo.
M*C Deimos 5 月 12 日 上午 11:54 
Can confirm, hand weapons not reloading in Survival. Seems like the magazines are not recognized any more.
Hoe-seph 5 月 12 日 上午 11:02 
Starry 5 月 12 日 上午 10:30 
seems like it doesn't actually increase the aiming radius of turrets, very sad
Ryunoske 5 月 11 日 下午 12:52 
Lead indicator here is broken - for static structure it goes high up
☣ΣCLIƤЅΣ☣ 5 月 6 日 下午 12:16 
Handheld guns are unable to reload tried only this mod and my guns refuse to reload after mag is empty and do not want to reload
Minecrafter 5 月 5 日 上午 11:43 
does this work with weapon core?
Kototop_CMB 5 月 5 日 上午 9:30 
make gatling traccers less bright and some smaller pls
onetoxiczombie 5 月 3 日 上午 4:16 
Mod doesn't work with anything but handheld guns?
su bub 👿 5 月 1 日 上午 8:29 
Not importan, but rotary autocannon now does not rotate barrels :steamsad:
kikree 5 月 1 日 上午 7:48 
idk why but mod doesnt work
NicolaeHC 5 月 1 日 上午 5:50 
so... missiles implies controlled/guided flight... sounds like the are now only rockets.
Thermonuclear Dildo 5 月 1 日 上午 4:53 
That's great, I've always been thinking that SE combat lacked lethality
anzellott 4 月 13 日 上午 10:28 
Thank you for scratching that realism itch!
Soumagnei  [作者] 4 月 12 日 上午 2:12 
@samthefearful Awesome! Hope you will enjoy it now!
Samthefearful 4 月 11 日 上午 7:03 
I fixed it. I hadn't realized I did indeed have a second mod loaded with a similar name.
Samthefearful 4 月 10 日 上午 9:10 
No I don't. Just tried the artillery and its still stuck at 2k. However the gatlings work flawlessly
Soumagnei  [作者] 4 月 4 日 下午 6:04 
@samthefearful Thats weird, in my world the assault cannon works as intended. Do you have other weapon mods installed in your world?
Samthefearful 4 月 4 日 上午 6:10 
Assault cannons exploding at regular ranges. Gatling is perfect, yet to try the rest of weapons in my world.
tacticinmatery 4 月 3 日 上午 7:29 
&siumagnei no that nice too was hoping it was vanilla