Space Engineers

Space Engineers

Jump Drive Disruptor Turret
64 Comments
[BR]SharkStrike 30 Nov, 2022 @ 7:39am 
It shouldn't work because the FSD relies directly on the ship's power. And not from the jump drive.
AutoMcDonough  [author] 3 Nov, 2022 @ 3:54pm 
I've not tested it.
rkirk395 3 Nov, 2022 @ 1:02pm 
Does this mod work with the Elite Dangerous FSD Supercruise mod?
AutoMcDonough  [author] 2 Apr, 2022 @ 8:38am 
this mod pre-dates weaponcore. it only drains jump drive.
NotTildaSwinton 2 Apr, 2022 @ 8:00am 
Since this doesn't list weaponcore as a requirement, it isn't a conflict, but I'm guessing it wasn't made to complement weaponcore weapons?
AutoMcDonough  [author] 10 May, 2021 @ 4:22pm 
I'm not aware of any mod conflict
Prometheus 9 May, 2021 @ 10:37am 
is this compatible with weapon core?
人族狙击手 25 Apr, 2021 @ 6:28pm 
HI.Meridius_IX / Lucas
AutoMcDonough  [author] 21 Apr, 2021 @ 1:53pm 
I'd prefer you didn't.
人族狙击手 21 Apr, 2021 @ 1:12pm 
https://www.bilibili.com/video/BV1464y1m7z8/

HI.I modified the turret. It's a very good laser interceptor now.
I want to release it. Automcdonough is on my friends list.
TwistedGrim 2 Dec, 2020 @ 9:52am 
Is there any way to get a weaponcore version of this?
Meridius_IX / Lucas  [author] 11 Nov, 2020 @ 7:33am 
Pushed a patch to get this up and running again.
lizelive 13 Aug, 2020 @ 12:07am 
Cam I reuse your mod republishing rules?
Anony_mouse 4 May, 2020 @ 4:07pm 
any possibility of a small block version i love this mod and would make it so much cooler
Dorimanx 25 Mar, 2020 @ 5:37pm 
Thank you, you are the best!
Meridius_IX / Lucas  [author] 25 Mar, 2020 @ 3:45pm 
Fixed the compile errors. Particle visuals might be weird and require a bigger fix for a later date, but for now the mod should be functional.
人族狙击手 7 Mar, 2020 @ 11:41am 
你好。我已经修改了这个版本。
HI. I have modified this MOD for release.
我设置这个MOD为正面主要的AAturret。
I set this mod as the main aaturret on the front.
如果你同意我发布修改过的MOD。
If you agree with me to release the modified MOD.
我会在新的MOD中添加这个MOD的链接。
I will add this mod link to the new mod.
Dorimanx 15 Feb, 2020 @ 2:02pm 
Hi, We are really like this mod, but i want to change settings,
and i cant find any setting file in usual places.
is there some command i need to run to create initial setting?

Thank you.
Zerenta 12 Aug, 2019 @ 5:37am 
and wouldnt an energy weapon take energy from the ship to fire?
Zerenta 12 Aug, 2019 @ 5:37am 
EnErGy beam? then wouldnt it need regen ammo bc its an energy weapon?
Cosmonaut 9 Jun, 2019 @ 10:15am 
Dang, I was kinda hoping the effect would propagate through shields. I'm trying to find a solution for jump interdiction on a server i'm gonna put up.
Meridius_IX / Lucas  [author] 9 Jun, 2019 @ 10:12am 
Bubble shield (Defense Shield) should, energy shields likely will not
Cosmonaut 9 Jun, 2019 @ 10:00am 
any idea if shields will block the beam/effects?
AutoMcDonough  [author] 2 Jun, 2019 @ 4:39pm 
I prefer discord for chats
χђєภ ಳ್oђรđαoภ 2 Jun, 2019 @ 3:03pm 
Same for MA Mcdonough
χђєภ ಳ್oђรđαoภ 2 Jun, 2019 @ 3:03pm 
Hi Meridius, just sent you a request of friend on steam to propose you a project
Wygos 18 Mar, 2019 @ 8:42am 
TheFerrariMan
Seems like theres just 1 with players and that one is Russian.
Wygos 18 Mar, 2019 @ 8:39am 
Th3oriesMan
That sounds just great. Hope he does.
Leo_Draconus 17 Mar, 2019 @ 6:52pm 
This weapon would really annoy people. As a target, your power usage would shoot up causing your time left drop like an anvil, plus you can't jump to run away.
LordBrocktree4 17 Mar, 2019 @ 3:17pm 
Some turrets using the explosive/normal damage functions on this script would be awesome.
Kahrstrom 17 Mar, 2019 @ 1:27pm 
@Wygos Multiplayer is very much working, especially with Torch, which saves a ton of performance. On Upside Down we run with 1.0 simspeed with over 20 players easily. We also have an active PvP community. Go to www.space-engineers.com to find a server that fits you.
Th3oriesMan 17 Mar, 2019 @ 10:47am 
Also Wygos; I suspect that Lucas would add these to some of his ships in the modular encounters collection as to provide more of a threat to the player(s) ala' zap your drive to stop you from jumping away paired with shield-busting cannons to pop your shields. A painful double whammy to put the over ambitious engineer in their place ;)
AutoMcDonough  [author] 17 Mar, 2019 @ 10:23am 
what do you mean? MP works.
Wygos 17 Mar, 2019 @ 10:00am 
Who exactly is the target?
Since multiplayer dont work and bots dont use Jump.
AutoMcDonough  [author] 17 Mar, 2019 @ 8:46am 
And that is what this is intended to help with. If you guys get some actual combat experience, would love to hear if it fills this role as expected.
overwerk 17 Mar, 2019 @ 6:42am 
i always noticed when i was wrecking my way across servers is that in actuality, true fights happened extremely rarely (and especialy from the "big PVPers" on said servers) essentialy as soon as you made your presence known they would hit the jump and peace out, no matter if they had the upper hand or not (i got people that had full sized battle ships jump away as soon as they took some damage). it makes any brawler fonctionaly useless as they cannot apply the sort of sutained damage that can make them shine

the only way i saw to win that was to build the meanest weapons to ever grace this game, and teven them it was not exactly satisfying, since my torpedoes essentialy killed watever was in front of them in a single shot, which essentialy made the fight as interesting as some of the offline raiding fuckers i was fighting against ALL THE TIME.

SE vanilla desperatly need interdiction methods (both AOE and target based) otherwise combat is always going to be offline raiding
Vorpal Vulpes 16 Mar, 2019 @ 10:23pm 
@Cyber_Donkey i agree with this. i always prioritize jump drive targeting cause of it when im in a fighter
King Maelstrom the Esoteric 14 Mar, 2019 @ 12:29pm 
@D_valroth Another mod I suggest on top of this, is the jump drives explosion mod...makes jump drives a pretty big risk. Love that mod.This one looks awesome, too.
♠ Zahltag ♠ 13 Mar, 2019 @ 10:04am 
finally!!! i needed this
d_valroth 12 Mar, 2019 @ 7:12pm 
Also now you have a mission to try to find and destroy the disruptor so you can gain the tactical advantage of being able to jump whilst your opponent cannot.
d_valroth 12 Mar, 2019 @ 7:09pm 
This weapon came out of various PvP scenarios which were set up and quickly revealed that combat between massive multicrew battleships swiftly devolves into one ship trying to get the jump (literally) on another, and as soon as it seems that the target is not going to swiftly succumb, just jumping away again. It turns into an endless dance of jumps, and not the sort of broadside exchanges that look cool and determine a winner. Or at least a pair of losers. This mod allows both ships to force the engagement.
Anarch Cassius 12 Mar, 2019 @ 7:08pm 
@Morpheus I wouldn't be too scared. It doesn't do that much charge damage as gorgofdoom showed, it has slow rate of fire and the power cells use uranium and cobalt. It's a deterant but not a silver bullet.
DeAnti 12 Mar, 2019 @ 4:19pm 
nice both my fav modders
Mr. Thiccums 12 Mar, 2019 @ 3:48pm 
Sounds more like one of those weapons that pirates would use to garentee their victims can't escape
Jeffrey Sinclair 12 Mar, 2019 @ 3:42pm 
This thing would make for an interesting FTL counter. I think this mod would be a great addition to any dedicated server
Master Anon 12 Mar, 2019 @ 2:58pm 
its a tractor beam!
gorgofdoom 12 Mar, 2019 @ 2:02pm 
@CTH2004


0.190MwH / 3.00Mwh = .0633--- or 6.33% per shot
thif47 12 Mar, 2019 @ 1:55pm 
Is it really expensive?
Isaax 12 Mar, 2019 @ 1:23pm 
great stuff as usual guys.
Molten Carnage 12 Mar, 2019 @ 12:54pm 
Ooooo, this is going to get abused real fast. I foresee a lot of trolling in the near future. Some weapons should never be. I would put stricter jump conditions instead like a 10 minute charge time (additional drives should only add distance) Sorry AutoMcDonough, this weapon just scares me.