Space Engineers

Space Engineers

244 ratings
BROKEN = DO NOT USE Large Ship ChemRail Weapon Pack
   
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Type: Mod
Mod category: Block, Modpack
File Size
Posted
Updated
6.471 MB
25 Nov, 2015 @ 8:25am
26 Mar, 2017 @ 3:11pm
3 Change Notes ( view )

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BROKEN = DO NOT USE Large Ship ChemRail Weapon Pack

Description
Fixed the sound compression for the fire effects. Now you can all stop PM'ing me daily.

Updated with 50km range for the Chemrail!

These Railgun based weapons are designed for long range, high precision engagements. With 10km range of the chemrail and 2km range of the coilgun you can expect to use these as defense against invading fleets, captial ships and planetary assaults. The chemrail can open up massive holes in heavy armor and the coilgun can easily pierce precision holes through any armor block.

The KE depeted uranium projectiles travel at near relativistic speed and inflict huge impulse and damage onto whatever they impact. These weapons are designed for large multiship battles. They have low rate of fire and high damage to keep sim speeds and pings reasonable.

They have animated Compensated Pulse Alternators that spin up when the guns fire. (thanks reddit user skov!)
https://en.wikipedia.org/wiki/Compensated_pulsed_alternator

The Chemrail is the hard hitting cannon replacement that uses a small amount of propellant and two long superconductor rails to push a steel cased depleted uranium projectile at very high velocity. The projectile eventually breaks apart from stress after 10 000 meters.

The Coilgun and AutoTurret are coilguns that have a short superconductor rail to help give the projectile an extra boost. The Coilgun's projectiles self destruct beyond 2500 meters as a safety measure to prevent collateral damage.
https://en.wikipedia.org/wiki/Coilgun



***Weaknesses***

The weapons have a relatively low rate of fire and a high post per round. The way projectiles in space engineers works is they can only damage the block they impact, A sheet of glass or a block of light armor will have the same penetration. The super conducting rails of the weapons glow brightly making them easy to spot visually and take out at range. The auto turret has a very slow transverse and high speed small craft can easily out maneuver them.

In a perfect world you'd have to spin up the magnets to charge the gun before firing but the spinning magnets are just animated gatling barrels. The glowing parts are suppose to be the superconductor being white hot from firing but there is no way to control that in SE.

The range is limited to 10km for balance reasons, as being able to bombard a planet from outside the gravity well is very unfair for players still stuck on the planet. Also I found in testing that ranges beyond 10km get into weird desync territory.


----

I made these weapons as I feel the trend of "battlecannon" weapons on the workshop is too sci-fi fantasy for my tastes. Railguns are much more fun! I also enjoy doing battle at range where it's less about having more gyros in your metal brick and more about cat and mouse behind asteroids and managing your damage control.

I had the idea of using the rotating barrel animation for something other than a gatling run and came up with the spinning magnets idea, which led to this.

--- Future plans ---

I am considering an alternate ammo type that is uranium free but at a reduced damage output. I am also playing on making a small ship coil gun variant that shoots the same round but at a lower ROF.

142 Comments
NexusLeader 22 Oct, 2021 @ 6:06pm 
[BR] SharkStrike NOT EAA!!!! THEY WOULD STOP UPDATES WITH EA
[BR]SharkStrike 11 May, 2020 @ 10:33pm 
Some company needs to take SE out of Keen's hands
!Master_Conquest! 15 Jan, 2020 @ 9:48pm 
.KEEEEEEEEEEEEEEEEEEEEEN. WTF.
S.S.Mogeko 31 May, 2019 @ 6:34pm 
Keen!!!!!!
SOME FNAF D00D 18 Apr, 2019 @ 7:54pm 
is it gonna be fixed?
SamTheGreyWind 27 Mar, 2019 @ 7:46pm 
@Jump'n Shootman In order to take over this mod the source code must be uploaded somewhere.
superv6 27 Jan, 2019 @ 7:41am 
i put 3 of the long fixed railguns on my ship and they blew a massive hole around where the attachment point was. im talking multiple layers of heavy armour for 3 or 4 blocks around them. any idea on the reason as i really like the look. dont think they actually fired a projectile either
ProbablyAEuropean 19 Jan, 2019 @ 12:58pm 
Rip cool mod i used to orbit snipe
Jump'n Shootman  [author] 8 Aug, 2018 @ 9:48am 
I ain't got time to fix this. If someone wants to take over this mod it's fine by me