Space Engineers
OKI Grande Weapons Pack - Modernized
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Обновление: 1 авг. 2021 г. в 9:53

39. Missed one.

Обновление: 1 авг. 2021 г. в 9:43

38. Added float tag to several values that were missing it.

Обновление: 26 июл. 2021 г. в 1:45

35. Added shield damage modifier of 1.25 to 180mm railgun and 0.75 to 75mm railgun. I may do further tweaking of this and am interested in balance feedback, but the idea is to create a little rock-paper-scissors here. A lightly-armored and well-shielded ship will probably handle the penetrator rounds much better, but will be countered by the 180mm railgun. A heavily armored and unshielded/poorly shielded ship will shrug off more 180mm hits, but will get countered by the penetrator railgun. A ship which can afford to be both heavily armored and well shielded should have some level of defense against both types of railgun - but an opponent that mixes railguns will likewise have an answer for this ship.
36. Fixed typo in casemate gun names (was 'casimate,' now correctly spelled 'casemate.')
37. Rewrote block descriptions for all weapons to be fairly standardized and hopefully descriptive of the block's type, purpose, and ammo requirements.

Обновление: 16 июл. 2021 г. в 10:07

34. Updated models of 180mm and 75mm railgun to fix hitbox issue.

Обновление: 8 июл. 2021 г. в 7:03

33. Big thank you to Chipstix213 and Ash Like Snow for this one. They got together and updated/retextured Okim's models for their WeaponCore version of the OKI pack, and were gracious enough to share them with me and make the tweaks necessary for them to be compatible with vanilla weapons functions/Whiplash's Railgun Framework. They also created a large grid 3x3 rocket turret (with 6 barrels, essentially a vanilla replacement), which I have the files for but have not implemented in this patch. I have some ideas for what to do with the OKI rocket turrets, but I'm waiting for an update to Whip's Railgun Framework for some features he's been playing with before I dig into that. Everything else should now be updated with shiny new materials, compatibility with skins, and match your paint a little bit better.

If you prefer WeaponCore (or just want to go and tell them thank you), please check out Chipstix213 and Ash Like Snow's version of the OKI Grande pack.

https://steamproxy.net/sharedfiles/filedetails/?id=2481720426

Обновление: 7 июл. 2021 г. в 10:21

30. Updated Weapon Framework to latest version, including official support for config versioning. Added versioning numbers for this to all weapons, removed previous versioning kludge.
31. Updated BlueprintClasses for OKI ammo. OKI ammo should now be found in the consumables tab of the assembler, alongside other ammo. To match vanilla behavior, ammo cannot be produced at the survival kit, only basic ammo (designator and 14.5mm) can be produced in a basic assembler, and all ammo can be produced in an advanced assembler.
32. First pass at ammo cost rebalance. I have largely used the amount of damage that you can get from a box of gatling ammo (number of rounds in a box, times damage per round, divide the resource cost by the amount of damage to find out how much 1 damage 'costs' to produce). I've then added additional costs from there, to reflect the advantages that the OKI guns have over vanilla gatling ammo (range, explosive damage, etc) and where appropriate, mixed component costs into the ammo costs to represent functionality of the ammo (warheads, fuses, etc). New numbers and notes follow:

14.5mm Ammo
20 iron
2.5 nickel
1.5 magnesium
Notes: Cost halved vs old, build cost identical to gatling damage-for-damage.

50mm Ammo:
5 iron
0.6 nickel
0.4 magnesium
Notes: This is a massive cost decrease. Compared to gatling and 14.5mm ammo, 50mm is slightly more expensive. However, the previous ammo cost was on the order of 4x or 5x the cost of gatling ammo per damage, while this is closer to a 5-10% increase.

122mm Ammo:
12 iron
1.2 nickel
3 magnesium
0.6 silicon
Notes: Again, a large cost decrease. The new cost is based on the resources per gatling damage plus the cost of a computer component and the cost of an explosives component, plus/minus some rounding.

230mm Ammo:
32 iron
8 nickel
3.6 magnesium
0.6 silicon
3 cobalt
Notes: Another large decrease (roughly 1/3 the price) in ammo cost, but the first change where there is a substitition of materials. To make 230mm a bit more accessible, the uranium cost was removed from the recipe. The new recipe is based on the resources per gatling damage plus the cost of a computer component, explosives component, and metal grid, plus/minus some rounding.

75mm Ammo:
100 iron
15 nickel
6 uranium
3 cobalt
2 gold
Notes: The first cost increase. Though nickel cost was cut by 1/3, iron cost more than tripled, and uranium cost went up by 20%. Same formula was used, gatling equivalent damage cost, plus the cost of a metal grid and superconductor. However, as no explosives are used to propel or detonate this type of ammo, the magnesium cost was subbed out for uranium to represent this round's armor penetration capabilities.

180mm Ammo
70 iron
7.5 nickel
8 magnesium
1.2 silicon
2 gold
Notes: General cost reductions. Higher iron cost - and we all know how cheap iron is - lower costs on the other components, and the uranium subbed out for gold. Gatling equivalent costs + 1 superconductor + 1 computer + 2 explosives components + tweaks.

Observer Ammo
5 iron
0.5 silicon
1 nickel
Notes: A little more iron, a little less silicon. Why, when observer ammo does no damage? I wanted this to represent something rather than just being a kind of a generic token cost. The cost is now half of a power cell component. It's still a negligible price, but now there's a little bit of meaning to it.


I have Chipstix/Ash's updated OKI models ready to go for another update, but there are a couple bugs with conveyor ports that I'd like to see fixed before I push them, but that'll be something that's coming in the future.

Обновление: 12 фев. 2021 г. в 0:14

29. An attempt at forcing cached value updates of railgun framework values that should work.

Обновление: 11 фев. 2021 г. в 23:51

27. Some more tweaks at cubeblocks settings, trying to fix "sleepy turrets" issue.
28. An attempt at forcing cached value updates for railgun framework weapons that didn't work.

Обновление: 10 фев. 2021 г. в 9:03

25. Reduced 230mm velocity from 1200 to 800. 1200 ended up being a bit too fast, crowding the railguns and maybe making 230 a little too effective against smaller large grids.
26. Forgot to increase turret AI ranges to max new shell ranges. Increased turret AI ranges.

Обновление: 9 фев. 2021 г. в 10:36

21. Increased size and visibility of 14.5mm and 50mm tracers.
22. Reduced audio volume of 50mm.
23. Removed speed variance from 50mm.
24. Removed randomized range from 23mm (the 50mm is now the only shell with randomized range)

25. Massive balance changes. I had been holding back on some of these weapons, with an eye towards keeping vanilla gatlings relevant, but with mods such as Modular Encounter Spawner and its weapon replacer (and weapon blacklist, which could be used to blacklist vanilla weapons on encounter/cargo ship spawns so only modded weapons are spawned) I don't think this is no longer necessary or good, and that combat will be a little more lively if it's not limited to knife-fight ranges and glacially slow shells. In general, ranges and shell velocities have gone up, accuracy has increased. Rates of fire, burst length, reload length, have been fiddled with. Damage on 180mm, 230mm, and 122mm have gone up. I'll talk briefly about each caliber, what I think it's purpose is, and what I've tried to do with it.

14.5mm - The gatlings are supposed to function as CIWS, something with the weight of fire to really rip up incoming fighters, rockets, meteors, PMWs. They pay for their high rate of fire and high raw DPS with a some lengthy reloads and having the shortest range. The fixed gun and small turret should make dogfighting a bit more interesting, where it's a little easier to lead and hit your target, but hits are less fatal - each shot only does 75 damage, a small grid light armor block has 100 HP, so it takes 2 shots to break one armor block and 33% of the damage done is wasted as overkill (compared to vanilla gatlings, which waste a similar amount of damage but only need to hit a small grid light armor block once to break it).

50mm and 122mm - These need to be talked about together, I think, because for a long time they have really competed for the same design space. Opening the range up has given me more opportunity to differentiate these two, and you'll probably still be picking and choosing between these two when it comes to arming your ships - but now they're a little more distinct from each other. The small grid 50mm weapons should perform well as dogfighting guns, giving you something you can reasonable hit with that really has some power behind it. The 122mm fixed gun should give fighters a strike weapon that can be aimed at larger ships, and give them an option for attacking from outside the range of 14.5mm/50mm defensive fire.

Moving into the larger turrets, the 50mm is more geared towards anti-fighter and anti-corvette. The higher velocity and accuracy will help apply damage to more agile targets, and the torrent of fire will help with trying to get some/any hits vs the all-or-nothing nature of the 122mm. The 122mm has a longer range and higher damage ceiling, but it's going to have difficulty applying these because of poorer accuracy and poorer shell velocity. It really shines when you can close the range into knife-fighting distance.

A final note on the 50mm and 122 - as regular bullets, the 50mm will have its damaged halved against large grid heavy armor full cubes and turrets. The 122 has a mix of explosive and penetrator damage. The penetrator damage will always deal its full damage regardless, but the explosive damage is highly variable - vs a large grid heavy armor full cube it will be reduced to 10%, dealing almost nothing, against some other types of heavy armor it can also be reduced signficantly, but against light armor it will deal its full damage. This means when it's time to take on something truly heavy, both of them will struggle, but the 50mm will struggle more.

230mm - I thought these had largely been outshone by the railguns, so they've received very significant range and velocity buffs. Their damage was also slightly anemic in recent testing, so I've buffed their penetrator damage by a fair amount and added a small post-pen explosion in case they do manage to punch into a ship's internals. As mentioned above, the penetrator damage is not halved by turrets/large grid heavy armor full cubes, and so this weapon should be first on your mind when you have to do some heavy combat with heavily armed and armored ships. I'm hoping that these do not function effectively as anti-fighter. With their slower rates of fire and the explosion being post-penetration, a fighter should be able to dodge most rounds, and if it does get hit hopefully only gain a 230mm hole and not explode.

Railguns - Testing showed that the range difference between the types of railguns was not healthy - if you were going to engage in railgun dueling, if you brought the wrong railgun you would just lose because you'd never get in range of an intelligent enemy. They now have equal range but unequal velocities. The Explosive 180mm's ideal target is lightly or moderately armored large grids, corvettes, frigates, etc. Being able to put a 180mm round into the center of it and just core the target out is the ideal outcome. To give these other grids a fighting chance, its shell velocity is lower than the (aptly named) High Velocity 75mm. The accuracy of both has been increased so they can more capably use their full ranges. The 180mm felt a little overnerfed and so it has had some damage buffs.

I've uploaded an image with all the relevant stats. Special thanks to ToedPeregrine for helping with the spreadsheet.