Space Engineers

Space Engineers

Kratos Program (Vanilla+ Warfare Weapon Pack)
149 条留言
Helsing 20 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.
Alfred-B228 9 月 21 日 上午 6:18 
I started with the smaller weapons and worked up. 5in for example will not braked heavy armor, but will take out conveyors and other lower hp items behind it. This happened pretty much all they way up till I got to the biggest guns, and AP was just pointless.
TheRebornAce  [作者] 9 月 16 日 下午 6:30 
as for the APHE issue, did a test run in a clean world. i set up a 1-layer wall of heavy armor with small reactors mounted directly behind it. manually aimed and fired the 460 turret where the reactors would be located behind the wall. the heavy armor was immediately destroyed with the reactor sitting directly behind was not instantly destroyed but took some blast damage.

not sure how your test stand was set up but it seems to be working on my end.
TheRebornAce  [作者] 9 月 16 日 下午 6:25 
@Alfred thanks for the input. i do agree that the BB-series (and other weapons for that matter) requires a bit of an "oomf" to make them more valuable and worth the extra space. was primarily focused on the amount and type of damage each weapons does, it slipped my mind about the volume requirements. no hard values yet but so far i do plan to adjust the CX-series turrets where the assault turret lies in between the CL- and CA-series. i plan a similar thing for the BX-series where the artillery will sit between the BC- and BB-series with the 460mm tremendously the most hard-hitting weapon out of all the artillery-based turrets. fun fact though, these damage values were copy and paste directly from their respective counterparts in World of Warships. Guess they need a bit of an upgrade haha.
Alfred-B228 9 月 16 日 上午 9:50 
Your mod looks really nice and I love your models. However, given that you are working on the damage balance I would like to make a suggestion. I get that you do not want to render the vanilla weapons useless, but if the Vanilla artillery is as good as the 460mm it is going to make using the 460mm rather disappointing. If a weapon takes up more space then a vanilla weapon it should probably be more powerful. Right now there seems to be a problem with your AP ammo doing no damage and your HE killing things on the other side of the armor before the armor is destroyed.
TheRebornAce  [作者] 9 月 12 日 下午 6:47 
@All Patch 2.1.0 is out. See Change Notes for details.
TheRebornAce  [作者] 9 月 12 日 上午 8:48 
I am working through the damage value balances at the moment. So what you see now may change in the future.
TheRebornAce  [作者] 9 月 12 日 上午 8:43 
@Panthaquest thanks glad you like it. As for the 460mm, yes and no. Yes because I was trying to keep the vanilla weapons relevant in some way. This is especially important when it comes to PvE where a majority of encounters (both vanilla and MES-based) uses vanilla weapons. So mainly balance purposes for vanilla PvE combat.

And no because the 460mm shell is APHE, not a standard AP shell. So if you add together both the AP and HE damage values, the total potential damage is (or should be) greater than the vanilla artillery damage potential altogether
Panthaquest 9 月 12 日 上午 4:30 
@TheRebornAce Cheers mate, awesome work. BTW, I was getting curious about your damage values during testing- is it supposed to be that the vanilla artillery turret does more damage than even the 460mm AP?
TheRebornAce  [作者] 9 月 11 日 下午 11:03 
Gave it a test on a fresh world with just this mod installed. Set up a quick base on the Alien Planet armed with 6 CIWS. 2 spiders spawned and were killed. no audio loop. not saying i dont believe you as i have ran across the bug myself at other times but i dont think it's consistent as expected...

i do think i know which portion of the audio sbc i need to modify. cant confirm it will fix it but we can give it a try in the next patch i plan to bring out...
Rumi 9 月 11 日 下午 8:27 
Nah seems to happen when the burst is very short eg. shooting at a spider and instantly killing it. Pretty much repeatable constantly.
TheRebornAce  [作者] 9 月 11 日 下午 7:33 
@Rumi yes, known bug. very random from what i heard from other players. have encountered it myself once or twice. seems to be related if you have too many of them firing at once. also, it seems when it comes to turret blocks only, SE does not like the use of a loopable audio when used for firing. unfortunately not much i can do there since it's coming from the game itself. one remedy is by replacing the audio with a single shot SFX but this would result the CIWS not sounding properly or pathetically. so i dont plan on making that kind of change as it still seems to be very random at times.
TheRebornAce  [作者] 9 月 11 日 下午 7:27 
@Panthaquest yes, can confirm that armor skins are not being applied properly for a number of the weapons. they did work before as i had them applied on my own builds. i guess the Apex update broke the linkage...somehow. will need to re-export the affected models which will take some time. expect this fix in the next upcoming patch.
Rumi 9 月 11 日 上午 9:49 
CIWS Turret doesn't stop playing the shooting sound after it's done engaging.
Panthaquest 9 月 11 日 上午 5:22 
The armour textures don't apply on the turrets or barrels of the guns except the 5in single :steamsad:
Other than that, banger mod
TheRebornAce  [作者] 9 月 7 日 下午 3:47 
at the moment i have no plans of opening any sort of commissions, or in the foreseeable future for that matter. pretty busy with IRL work so dont know if i can take on more committed work lol. but thanks for the asking
Barbatos 9 月 7 日 上午 8:36 
I know you're probably busy enough already, but would you consider doing weapon mod commissions?
TheRebornAce  [作者] 8 月 31 日 下午 9:56 
any radar mod that uses the Nebulous Radar Framework. two that comes in mind are: Nebulous Radar by Nerd or Gruben's Naval Radar Systems by Scheissdampf13
Perrito Gordito 8 月 31 日 下午 9:12 
Dont worry, was my mistake ;) Hey! How do you recomend to lock on a targer far away to use de long range torpedoes?? As i know, lock on range is about 2.5km (?) Is there a mod that u recommend to lock targets grater distances?
TheRebornAce  [作者] 8 月 31 日 下午 9:05 
oh thats what you mean. that might be my bad a bit as i made the two look almost identical. whoops lol
Perrito Gordito 8 月 31 日 下午 8:09 
Sorry, i was mistaking the infrared missiles with the radar missiles, thats why it didint worked. I fill so dumb xD
TheRebornAce  [作者] 8 月 30 日 下午 10:28 
@Perrito Gordito the radar/infrared guided launchers must be hand loaded. they do not have conveyor ports to be automatically reloaded
Perrito Gordito 8 月 30 日 下午 9:32 
Hi! Awesome mod. I found a issue: In survival, i cannot load the radar guided missile samll grid launcher. This is made to load it that way, if am assuming correctly ?
TheRebornAce  [作者] 8 月 30 日 下午 2:49 
@All

After much request, I have created a "True-Form" edition of my Kratos Program weapon modpack. Differences includes increased ammo ranges, increased AI targeting radius, and increase muzzle velocities. If you were using the original version, the two mods can be switched out seamlessly.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3558637588
RobertsFoxy3377 8 月 27 日 下午 9:40 
oh i see thank you so much keep the amazing work up!
TheRebornAce  [作者] 8 月 27 日 下午 9:32 
To use the ammo's true max range is to either target lock when in a control seat or use an AI block to lock on for you. The turrets will then use true range when aiming. This is for balancing purposes.
RobertsFoxy3377 8 月 27 日 下午 9:26 
its a cool mod but there is one ship connon that goes 3000m but max range set is only 1000m and same things with the other cannons i like the 45mm autoconnon but max set range is 800m but the gun saying that saying 1200m did i do something wrong or its kinda meant to be used manually?
TheRebornAce  [作者] 8 月 26 日 下午 2:23 
...maybe 😏
Barbatos 8 月 26 日 下午 2:04 
Do you by any chance have plans for a larger torpedo launcher and fixed cruiser or battleship caliber cannons?
TheRebornAce  [作者] 8 月 16 日 上午 5:23 
there is an ammo selector menu in the turret or an action to add to the control seat. however, in survival mode, both shells must be loaded in the turret for the selector to work properly.
Sniper 8 月 16 日 上午 5:13 
Ah yeah that makes sense, was struggling for a while to change the ammo since i had to manually remove the flak shells and add the barrage shells
TheRebornAce  [作者] 8 月 15 日 下午 11:33 
@Sniper there are two shells types. the sounds like you're using the FlaK shell and it only fires up to 1700m. Tested in my own world and it fires at the appropriate ranges. It also has proximity detonation so make sure no enemy grids are closer to the turret than the actual target you are aiming at.
TheRebornAce  [作者] 8 月 15 日 下午 11:25 
@Crandolf The Fabulous crash fix. thanks for the notice
Crandolf The Fabulous 8 月 15 日 下午 10:16 
Im getting crashes when attempting to fire the 30mm rotary turret. nothing but the required mods running.
Sniper 8 月 15 日 下午 6:31 
Hi, I have a question regarding the max ranges of the turrets, the flak/barrage turret states it has a max range of 1700 to 5000 but when using it it goes no more then 800 if used by AI or by me
TheRebornAce  [作者] 8 月 15 日 下午 2:32 
Everyone. Patch 2.0.0 has finally dropped: brings the addition of small grid static weapons and a small grid variant of the APS turret. Rework of the APS turret is also included. Hopefully it makes this PDC a bit more reliable. See Change Notes for details.
Spocku 8 月 11 日 下午 5:00 
actually dont fix it lol now i have a cool lil custom turret that looks like a robot
Spocku 8 月 11 日 下午 4:40 
30mm rotary canon will not aim high enough
Barbatos 8 月 9 日 下午 2:29 
Thanks for the quick reply. I'll try that script.
TheRebornAce  [作者] 8 月 8 日 下午 4:22 
@Barbatos That is not accessible from the game's API and requires a script which I am not knowledgeable in. There are a few scripts on the workshop that does this already for both vanilla and modded weapons. but they are a bit wonky as they may break the AI targetting. you can check this script as it's the newest but no guarantees on its compatability.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3455650518&searchtext=turret+reset
Barbatos 8 月 8 日 上午 6:41 
Sorry if you already answered this, but would it be possible for the turrets to reset their rotation and angle after a while?