Space Engineers

Space Engineers

Defunct/Unsupported: Combined Cannons and Turrets
107 Comments
The_rebored_octo 13 Oct, 2021 @ 4:20am 
Dude the biggest battle Cannon is a bit funny is size is bigger then a ship and is damage only can puncture 4 to 8 blocks I wonder if u could buff the damage a little
Moss 1 May, 2021 @ 4:36am 
Soo... nato 5.56x45mm doesn't exist anymore... is it going to be replaced?
Sirshartsalot 11 Apr, 2021 @ 11:46am 
Hi players on my servers are recieving a error message saying that the mod is not loaded correctly any change this will be fixed all weapons seem to be working but getting that error.
Garrett 9 Jan, 2021 @ 11:06pm 
To add to my previous comment, some of the weapons are showing at the bottom of the progression tree instead of with the like weapon classes above them
Garrett 9 Jan, 2021 @ 10:39pm 
Trying to build a OKI Fixed 50MM Stormgun for progression purposes and i am unable to get the status bar to move, and Build and repairs won't touch it, have the same issue with the 230 as well
The Entity 9 Jan, 2021 @ 9:10am 
Potentially. Only other weappn mod i had is the personal weapons one woth like 300 guns etc.

Apart from that its the the modular encpunters stuuf and its brethren.

Ill delete the guns one to see if i can get this one working (y)
reload  [author] 9 Jan, 2021 @ 7:47am 
It was running on our main cluster of servers until the 30th of December, so should still be viable. Maybe a conflicting mod?
The Entity 9 Jan, 2021 @ 1:30am 
*latest update
The Entity 9 Jan, 2021 @ 1:29am 
This mod crashed my low.ms dedi server and had to be removed. According to them its not been updated since the laatcse update. (Though it works fine on my sp game)

Do you know why that is at all?
jokerace45 12 Jul, 2020 @ 5:31pm 
All most all these turrets are fireing missiles as the ammo. Or at least this is what the mod build info is showing. Is this correct ?
reload  [author] 21 Jun, 2020 @ 5:47pm 
@Elgerino - Typically, I couldn't sleep without taking a look at it and I'm actually quite pleased with the way it's turned out:

https://steamproxy.net/sharedfiles/filedetails/?id=2137875033 is the revision of this version.

As the notes and spreadsheet show, all ranges are now based on the bullet calibre, with a sliding scale starting at 500m and ending at 3000m. This leaves the 122 at 800m. Damage remains the same per PCU as before.

I've added in an extra block's worth of border around the 300mm and 900mm large grid side turrets to help mitigate 'gunwalling' - we've had the same problem on our servers over at Sigma Draconis.

I hope you like it!
Elgerino 21 Jun, 2020 @ 2:23pm 
Thank you reload that would be very helpful.
reload  [author] 21 Jun, 2020 @ 2:18pm 
I'll see if I can do a quick pass tomorrow to rebalance the ranges and make them follow a linear curve smallest to largest calibre, it'll put the 122 somewhere at the lower end, 400-ish mm in the middle with Bertha at the longest. I'll post it up as a seperate mod and link it back here for you :)
Elgerino 21 Jun, 2020 @ 2:00pm 
Nice to hear there's a rework on the way, using a regularly update weapons mod is a luxury these days.

Given the 122mm turret/casimate are a stand out in the mod, we were either going to remove it, cut it's damage by three quarters, reduce it's range to 500-700m or increase it's block size, or some combination.

I personally think reducing it's range is enough, it's okay that it's the best gun as long as you have to stay inside a very restricted range to utilise it. Adds a tactical dimension to it, risk/reward etc.
reload  [author] 21 Jun, 2020 @ 1:50pm 
I've covered that in the comments below yours - we're actually working on a revised version of this pack taking multiple things in to account alongside the 122 issue.

I'm of a mind to just adjust the range curve of the weapons from smallest to largest calibre and fork this pack to v1.1. What were you planning on doing to resolve it? If you have balanced figures in mind I'm happy to work with you on doing so!

Personally I wouldn't have a problem with you reuploading with your own adjustments - however the models are not mine, at the very least you'll need to attribute the former mod owners, although it's always better to seek direct permission as you've done here of course! Okim has effectively abandonded his, Rider hasn't been seen in some time and Mexpex never responds to me - so I guess as long as you attribute and set as 'unlisted' you'll be ok.
Elgerino 21 Jun, 2020 @ 1:37pm 
Hi reload, thanks for the response. The problem we've got is that the 122mm turret and casimate are unreasonably powerful. They shoot out to 2.2km and the sustained DPS per block of space used is far, far greater than any other weapon against shields. It results in a situation where the best ship is the one that can face the most 122mm guns in one direction.

This normally wouldn't matter, it's going to come down to who can put the greatest number of the best weapons towards the enemy anyway, the issue is that whilst logistically a ship which can do that with X-3's and have decent shields at the same time is a challenge, merely covering your ship with 1x1 122mm is not. It also encourages players on the server to overuse conveyor junctions to create huge arrays of 122mm spam, so we're looking at solutions to the problem. What do you think?
reload  [author] 21 Jun, 2020 @ 1:21pm 
Hey Elgerino - would you mind detailing what you want to change? I may well be able to roll it in to this pack.
Elgerino 21 Jun, 2020 @ 12:44pm 
Are we free to edit this and re-upload it for use on a server? We've noticed some balance issues we'd like to fix in relation to shields.
reload  [author] 20 Jun, 2020 @ 2:13pm 
As Darth says though, in conjunction with various other mods (Defense shields and tiered tech, particularly), and as much as I hate to say it - not a great pack for PvP. Perhaps viable if you're not using shield mods.
reload  [author] 20 Jun, 2020 @ 2:13pm 
I'm not gonna lie, I do agree with you Darth Mord, and we are returning to more traditional ways of balancing weapons with the next pack. However, I feel that changing the core design of this existing pack at this point would upset more people than it would please, as a lot of people are subscribed to this now.

We are working on a completely new revision of this pack with a few other weapons added in (with permission of course). Balancing will largely be based around block size and calibre, with the smaller guns having a shorter range and lower damage on the whole - and minimum block dimensions will be changing too. The new pack will be ready for the next iteration of Sigma Draconis and will have multiple highly PvP-experienced players balancing it (rather than just myself).

Darth Mord 20 Jun, 2020 @ 9:01am 
PVE balance isn't really a concern in Draconis as the only PVE elements are in Omicron and even then, not very common.

PVP-wise, Floggy isn't wrong. The balancing metric basically normalizes the guns based on PCU. So the only significant differentiating attribute is range and accuracy.

The balancing efforts to this point have caused the 122 gun wall/brick meta. If you want a variety of weapons, balancing needs to be done properly. There is simply no substantive reason to choose anything even remotely short range. The next competitor for the 122 is the 50 cal (1900 range, better accuracy).

In fairness, there are other mods in play that directly impact balancing efforts (Defense Shields) but basic, proper weapons balancing is lacking IMO. Balancing everything vs PCU is the wrong way to go as it ignores all the other weapon attributes.
DrKartoffelsalat 17 Jun, 2020 @ 3:24am 
@Floggy thats just not true. Especially in PVE most of these guns are great. If you want totally overpowered guns, sure, this pack is not for you. This pack was balanced against Vanilla and works great in PVE environment and in PVP environments too if the server has not been completely unbalanced by some other OP weapon packs.

Also, where is the fun in sitting kilometers away to kill an enemy?
Floggy 16 Jun, 2020 @ 1:57pm 
There is no actual use of any of these guns except oki's 122 assault cannon since it outranges everything by 1 km. I appreciate the work on this mod, but I just want to clear this out to those who had not played this in PvP yet.

Since SE is filled with bullshit, some designs spin some long wings and nullify 90% of your turrets placed, so, your ONLY choice is fast battleships with fixed 122s. Don't you ever try to waste your time on any of other weapons, it's just a huge waste of time and effort. Build a kite machine or die. That's all.
reload  [author] 14 Jun, 2020 @ 6:44am 
Hey DrKart, thanks for the positive comments.

This pack is actually now being completely reworked/refactored from the ground up for the Draconis cluster. We're going to be incorporating Whip's Weapon Framework and rebalancing the pack entirely, with bounding box changes on the guns too for better PVP balance and to mitigate the "Gun-wall-of-death" metagame which seems to be presiding at the moment.

I'll be adding it as a new pack but won't be updating this pack further, I don't think - unless there's lots of demand for it.

Watch this space :)
DrKartoffelsalat 13 Jun, 2020 @ 11:56pm 
Hi, great Pack, if you're still updating it (no real reason, since nothing seems broken) - i would like to ask you to adjust the description of the 50mm Shell Stack (it states 6x but per Spreadsheet it's actually 48). Also some of the ingame descriptions of various weapons i guess are still carried over from the base mods and they don't quite line up with the actual weapon anymore (the 122mms spring to mind, they seem significantly better then what the description makes them out to be).

Also i noticed some wierdness with some of the fixed OKI weapons placement (wierd placement on a few, again, nothing really problematic, i can work around it, just may be an issue when using projector and printing it in survival).

In general, this seems to be a great rebalance and i appreciate all the info provided by you in the spreadsheet!
CL54 20 May, 2020 @ 2:30pm 
Progresion to 50mm stormgun turret its broken https://prnt.sc/sixzqx
Mr.S 6 May, 2020 @ 6:33am 
Is the big bertha supposed to be shooting spaceballs?
Red Leicester Cheese 5 May, 2020 @ 5:33am 
this mod is very good i like it and it will save my computer some frames i have full support on the mod and i would like an overhaul with the progression system in mind but some of the creators of the mods that you merged together in one mod have updated their mods so that they combine with the progression system so i do advise overhualing this mod with the progression system but good mod and keep on doing a good
clonefiter_ 7 Apr, 2020 @ 1:59pm 
@Bern its meant to have 500m range to act like a real flak turret as in real life they have a timed fuse to go off so they dont keep going into the sky
Bern 5 Apr, 2020 @ 12:17pm 
The Telion Flak claims in your spreadsheey it has 1km range, in game it has 500m range
loneida23 4 Apr, 2020 @ 1:04am 
Mag Cannon Shooting Own Defense Shields. Please Fix
reload  [author] 29 Mar, 2020 @ 10:57am 
That looks like it's the progression tab - and yeah, I'm afraid the whole pack has never been designed with progression in mind, and doing so would require overhauling it.
TrojanHunter 29 Mar, 2020 @ 10:34am 
Hi @reload

I think he was leading this Link
reload  [author] 27 Mar, 2020 @ 11:06am 
Hi @Legatus

Try and unsubscribe, delete your local cached copy, and redownload the mod. Mexpex are working fine as far as I can tell?
Legatus 23 Mar, 2020 @ 1:07am 
frostbite update? Mexpex is broken.
CJay 5 Mar, 2020 @ 12:05pm 
@reload - All fixed!

Found there was this particular mod 'MWI - Weapon Collection 2 (8)' in my mod list within SE, wasn't subscribed to it on steam as I've unsubbed so I could get this particular mod as it covers the same essentially, completely forgot that SE doesn't actually remove it from your list until you take it out and refresh... doh!

Thank's for the insight however, completely oblivious over here clearly!

Loving the mod and keep up the fantasitc work! :D
CJay 5 Mar, 2020 @ 11:50am 
@reload - I will have a look for you now :)

I've got a fair few mods so wouldn't surprise me if I've accidentally got one of the older versions installed :3

Thankfully as mentioned, doesn't appear to cause any problemos
reload  [author] 5 Mar, 2020 @ 3:28am 
Hey @CJay - I'm unable to replicate this. Can you double check you don't have any other copies of any of these weapon packs installed, that may be causing the conflict?
reload  [author] 4 Mar, 2020 @ 4:09pm 
Thanks for reporting @CJay, I'll look in to it!
CJay 4 Mar, 2020 @ 11:15am 
Is anyone getting a critical error when you load into a world using this mod?

Doesn't seem to cause any problems as far as I'm aware,

From the log it states MOD_CRITICAL_ERROR: Combined Cannons and Turrets in file **My Steam Folder location** - No weapon ammo data specified for projectile ammo (<ProjectileAmmoData> tag is missing in weapon definition)

Couldn't see anything in the comments so thought I'd report it :)
Brian 27 Feb, 2020 @ 4:13pm 
@reload I have rebuilt the target from the ground up so it is a completely separate grid and the results are the same. I flew a small jet in front of it and it tore the jet apart and interestingly enough damaged the light armor blocks behind it on the target a little bit, but did not cause any further damage to the wall despite repeated shots.

While testing, I noticed that if I set the gun to continuously fire and then spawn blocks on the wall, it will destroy them. Then the wall itself will start taking what I assume to be the normal damage it is supposed to be taking. You can see that here: https://www.youtube.com/watch?v=731xZSDbHMc
reload  [author] 27 Feb, 2020 @ 12:20am 
@Brian Thanks for that - I'm not too sure what's going on there, as they all use the same code and existing damage model and so on.

I will say that people have seen mixed results in test worlds with static grids shooting themselves/their own subgrids, there also seems to be some issue with the update before simulation rate - try building it on to a moving grid, shuffle around and shoot at the target, see what happens?
Brian 26 Feb, 2020 @ 6:22pm 
@reload Thank you for making this awesome combination! The Okim 230mm battlecannons seem to be broken for me. They don't do any damage.

Here I am shooting a wall of light armor blocks and nothing is happening. Everything else in the pack causes damage. https://www.youtube.com/watch?v=cXSQeU0Nv0o
reload  [author] 23 Feb, 2020 @ 3:59am 
@auzekklark and @Slimez - spreadsheet link added to the description.

@Sud0 - yes I'm afraid these aren't set up for progression. That's something I will look at adding when I have some spare time.
Sud0 22 Feb, 2020 @ 9:49pm 
Is the tech tree broken for some of these? Or did I miss something maybe?
Slimez 22 Feb, 2020 @ 3:37pm 
@reload I was just wondering if you could make a chart for the new stats, or atleast which one has the longest ai aiming range.
Auzekklark 22 Feb, 2020 @ 8:41am 
can be have many guns raise range of?
reload  [author] 19 Feb, 2020 @ 11:29am 
@Nekro No worries, it's a valid question. I've been down that road, and am in touch with the modding community via Discord. Earlier comments here also relate - there was some confusion over one of the mods I initially integrated, which has now been removed - and Skallabjorn and I have since discussed collaboration on other things.
Swordman 19 Feb, 2020 @ 9:04am 
Forgive me for asking but did you ask permission from the original mod authors before uploading these?
reload  [author] 19 Feb, 2020 @ 1:34am 
Ok, good to know thanks FireWars.