Space Engineers

Space Engineers

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[RETIRED] Vanilla + Compact Turrets Rebalance
   
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Type: Mod
Mod category: Block, Modpack
File Size
Posted
Updated
730.502 KB
14 Jun, 2018 @ 12:16am
29 Oct, 2022 @ 9:16am
23 Change Notes ( view )

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[RETIRED] Vanilla + Compact Turrets Rebalance

Description
mod is now RETIRED
the mod below, is a replacement for this mod, the addition of the new turrets from warfare2 has made the small gatling turret on large grid that comes in this mod, obsolete.
new mod, Niko's Vanilla Ship Weapon Rebalance
https://steamproxy.net/sharedfiles/filedetails/?id=2912535778

NPC Weapon Upgrades mod is no longer required, but is recommended, without it, NPCs will not have the smaller gatling and missile turrets that are buildable on large grid.
https://steamproxy.net/workshop/filedetails/?id=1555044803

DLC weapon blocks have not been touched, as i dont want this mod to have to be marked with 'Requires DLC'. I make a separate mod that use this as a 'required item' soon.

This mod adds the small grid turrets buildable on the large grid, as 'Small' Turrets, and now have 'Small' in their names so they both match, and the original large grid bulky turrets are now 'Large' with slower tracking speed, longer range, higher power consumption, and cost more to build, they are still just large grid only. Ranges for some of the new Warfare 2 turrets have been increased.

Firing rates and damage dealt for per bullet/missile have been reduced from vanilla, due to low bullet/impact/armor deformation performance and general poor light armor (paper) strength. approx 20% reduction for firing rates, approx 10% reduction for damage.with the large gatling turrets fire rate being reduced further than the smaller gatling turrets.

Info about the new PCU values, i knew the area for AI turrets to scan would be drastically increased, but i was unaware of how drastic, ive done some math and used a radius/volume calculator, and then multiplied the PCU accordingly, with the exception that the PCU values ive used are about 33% less than what they should be, just because all turrets on a server/MP game wont be scanning/firing at the same time

Wall Of Text and Stats for Nerds
Projectile speed rebalance, after looking into the uselessness of missiles (or rockets, they are unguided), and fixing it a little, i decided to check up on some real life approximate counterparts to SE weapons, the large grid rail gun is about 20% slower in SE to some real ones, but the other gun types are much slower, so i have brought all projectile/missile speeds up to the same scale, this has resulted in increase for all ammunition types in game except for the railguns, the game should handle projectile speeds up to 1000m/s, but the fastest i have set here is 500m/s (gatling gun). The railgun, artillery, and assault cannons are actually in game as rockets/missiles, how fast the game can handle those is unknown, but the railgun speed is 2000m/s so increasing artillery and assault cannon shell velocity a bit isnt a problem.

Weapon Stats:

Missile stats, mod current [mod old] (vanilla)
initial speed, 100m/s [75m/s] (100m/s) + all directional speeds of launching ship
acceleration, 75m/s [45m/s] (600m/s)
max speed, 600m/s [200m/s] (200m/s)

(no that is not a typo, vanilla missiles are 600m/s acceleration with max speed of 200m/s, you can check for yourself in the Ammos.sbc file now lol)

Large Gatling/Missile Turret:
Power usage increased from 2kW to 20 KW on both Large Turrets, thanx to Digi for the script to do that :)
Range is 1100m 1200m for the large grid Large Gatling and Missile Turret.
Tracking Speeds are divided by 3 (approx) for both Turrets
Build Components cost has also been increased for both the Large Turrets.
PCU is 350 450 for the Large Gatling Turret, 350 450 for the Large Missile Turret
Muzzle Velocity: this mod, 500m/s, vanilla (400)

Small Gatling/Missile Turrets for both grid sizes:
range 800m
faster tracking speeds than the larger turrets. (same as the vanilla large grid turrets)
PCU is the same for the Small Gatling Turret at 225, the Small Missile Turret, I've reduced its PCU, 245

Interior Turret buildable on small grid, same stats as large grid version, range is 600m
PCU is unchanged at 125
Muzzle Velocity: 400m/s (300)

The new 1.200 weapons, the Turret AI range for 2 of the 3 new turrets has been increased, but their tracking speeds have been left alone.
BlockNames... in the definition files (in the game)

Large Calibre Turret (Artillery Turret) is now the longest range AI turret, at 1500m 2000m
PCU is 1000 3000
Muzzle Velocity: 750m/s (500) this is the largest increase over vanilla.

Medium Calibre Turret (Assault Cannon Turret) for both grid sizes is 1400m 1500m
PCU is 500 1000
Muzzle Velocity: 600m/s (500)

Auto Cannon Turret has been left at its original range of 800m
PCU is left alone at 275
Muzzle Velocity: 500m/s (400)

Custom Turret Controller block has not been touched.
Large Grid, Max AI targeting range is 2000 (800 in vanilla), PCU is 3000 (100 in vanilla)
Small Grid, Max AI targeting range is 1500 (800 in vanilla), PCU is 1100 (100 in vanilla)

varying increased power requirements will be added to the other longer range turrets soon.

Ammos have been adjusted to make sure they can reach those distances, and the small grid railgun slug range has been increased from 1400 to 1500 to match the medium calibre AI turret range and the small grid CTC block range

Some targeting options have been added/changed, Friends targeting option is default disabled for all but the Searchlight in vanilla, and so is disabled here too.

the Large and Medium Calibre Turrets can not target "Players Asteroids Missiles"
the Auto Cannon Turret can target everything.
the Interior Turret can not target "Stations LargeShips"
the Large Gatling and Missile Turrets can not shoot "Asteroids Missiles"

The big change to the mod:
The Small Grid gatling gun and turret, and the Small Gatling Turret on the large grid now use 20x110mm gatling ammunition
i have made the decision to revert this back to vanilla gatling ammo, as there are now far too many ammo items in the game for my liking, the ammo is still there, and will continue to work in the turrets that still have them until they are all used up, they now have a default icon and the will show up as 'Obsolete Ammo' you can not build more, and can not disassemble them.

I have changed the BlockPairNames (BPNs) for adding block limits for servers...
The vanilla BPNs of GatlingTurret and MissileTurret no longer exist
It is now SmallGatlingTurret and SmallMissileTurret for the small gatling/missile turrets that are buildable on both grid sizes, and LargeGatlingTurret and LargeMissileTurret for the large grid only large gatling/missile turrets, this allows separate quantities of the Large longer range and the Smaller normal range Turrets if desired.
Interior turret and gatling gun BPNs have not been changed.

BPNs for the new 1.200 weapons have not been changed.

models and textures are KSH assets, extra icons were done by me in MS paint and GIMP :)

feel free to use this mod however you want, rip apart etc, just add a thanx and link to here :)
18 Comments
HalberdGuard 21 Nov, 2021 @ 12:59pm 
I appreciate you taking the time and effort to look into it! You rock!
Hopefully this will get resolved! Because we ALL love being... shot... at? X D
Nikolas March  [author] 20 Nov, 2021 @ 11:33pm 
i did some testing, i found it a bit inconsistent, one 'assailant' had both its interior turrets filled with the old ammo type that int turrets used, but int turrets on a 'business shipment' had no ammo, 2 other large grid spawns had the modded turrets as the 'NPC weapon upgrades' is supposed to do, one Long Range Turret, and one small turret (small grid model), but they were both empty. 2 small grid drones had the correct modified ammo in their fixed gatling guns, so assuming the only affected weapons are turrets. Ive mentioned this on the 'NPC weapon upgrades' mod page.
HalberdGuard 20 Nov, 2021 @ 11:13pm 
Thank you! I actually later found a ship with both small gatling and rocket turrets, and they seemed to be empty, as well as an encounter station with multiple empty interior turrets outside... I don't think *all* such turrets are empty though, so that's weird. Would it matter that I was in creative to test all this?
Nikolas March  [author] 20 Nov, 2021 @ 1:05pm 
the NPC weapon upgrades mod gets added with this mod, that controls what weapons get on the NPC ship, though i thought that was supposed to leave interior turrets alone, maybe i need to add a config file for that mod, i will check it all over and update this mod for any missing ammo entries.
HalberdGuard 19 Nov, 2021 @ 1:44pm 
Actually, I was testing in a world with only this mod (of course), and I just found a R.U.S.T. freighter with an interior turret inside, with no ammo - suggesting to me, with my limited knowledge of such things, that maybe it could not spawn with the ammo it wanted to? Might be relevant.
HalberdGuard 19 Nov, 2021 @ 1:33pm 
I am trying to discern why I cannot put any ammo into interior turrets, and this mod seems to be the culprit... I'm guessing this mod makes the interior turret require the old ammo, which is no longer craftable in the vanilla assembler?
Nikolas March  [author] 24 Jun, 2020 @ 12:40pm 
yes thats not in the group, i havent touched the groups yet since they changed the system, its on my to-do list
meingott 24 Jun, 2020 @ 11:50am 
possible bug: when I wheel-scroll through turrets group in hand there is no "normal missile turret", although it shows up in the G screen
Nikolas March  [author] 22 Jun, 2020 @ 5:02am 
if you remove the mod, the 20mm ammo will turn back into the vanilla 25mm ammo, and the other 'new' 25mm ammo will just disappear.
meingott 22 Jun, 2020 @ 1:39am 
Hello,
when i turned the mod on, it changed all 25mm ammo to 20mm. What will happen to my save when i turn it off? when some guns have 20mm, and some 25mm ammo in their inventory?
thanks