Space Engineers

Space Engineers

Defunct/Unsupported: Combined Cannons and Turrets v1.1
61 Comments
Anubis Corporation 6 Jun, 2022 @ 1:54am 
The animations of the floors are very bad
TuZaidu 27 Feb, 2022 @ 3:06am 
i was having the same issue where the projectiles where traveling slow so i uninstall this mod and its fixed the mod pack needs to be updated to the latest version of the game if possible
OnePunchMan 20 Feb, 2022 @ 11:18am 
Hey, first would like to thank you for this mod, used on our server for a long time, noticed an issue with a few blocks specially the mexpex blocks, the model seems to be backwards, when welded up it ends up being in the opposite direction :D
BadwNames 19 Feb, 2022 @ 3:36pm 
I'm getting a bug with this mod where missiles and cannon rounds travel very slowly (like 1 m/s). I tested it in a new world with no mods other than this one so I don't think conflicting mods are the issue. Anybody else experience this problem/know of a fix?
Donk 22 Oct, 2021 @ 4:51am 
Hey reload, did you ever get to fixing the progression of the mod? I got the tier X mod so disabling progression is sorta out of the window atm.
davidanttila1980 31 Jul, 2021 @ 9:33am 
Where is the giant Cannon at in the build menu?
Chaos 13 Feb, 2021 @ 8:47pm 
Broke 2 mods and made 791 errors in 1 and the rest had from 80 to 10 errors I had total 7 mods break on me by this one alone not poggers ;^
reload  [author] 23 Jan, 2021 @ 1:01pm 
Disabling progression I'm afraid, Eagle - I've never touched the original pack's progression trees so some of them don't have progression configured. I will try and find time this week to update it.
Eagle01 23 Jan, 2021 @ 9:30am 
Quick question.. some of the weapons are showing at the bottom of the progression tree without any pre-requisite for them. How do I unlock/research these in survival?
Planewalker 23 Jan, 2021 @ 9:06am 
This is the only shipweapon pack worhtwhile imo; simple, not needing things like wcore etc.

Nice mod, thank you!
darinreynolds90 18 Jan, 2021 @ 11:59am 
yes im in that process now
reload  [author] 13 Jan, 2021 @ 3:32am 
Hey guys - could be worth clearing your cached mod version. I've just uninstalled and reinstalled the mod, and it seems to be working ok. Could potentially be a mod conflict with another weapons pack you have installed as well.

Best thing to test - spool up a single player survival world and add this mod only. Hit F11, are there any critical errors?
darinreynolds90 12 Jan, 2021 @ 6:30pm 
having same problem critical errors this mod is awsome but please fix i have this in almost every game i got
Annastasya 28 Oct, 2020 @ 3:56pm 
Additionally there are errors stating: "CPU Particles are not supported anymore" for the following:

In "Muzzle_Flash_Plasma":

Vertical_Sprite
45_Degree_Sprite
Front_Facing_Sprite
-45_Degree_Sprite

In "Muzzle_Flash_Plasma_SmallLight:

Vertical_Sprite
45_Degree_Sprite
Front_Facing_Sprite
-45_Degree_Sprite

In "Fire_Jet_Narrow_Small"

Flame_Jet_Horizontal

In "Muzzle_Flash_Turrets"

Vertical_Sprite
45_Degree_Sprite
Front_Facing_Sprite
-45_Degree_Sprite

In "Muzzle_Flash_Large":

Vertical_Sprite
45_Degree_Sprite
Front_Facing_Sprite
-45_Degree_Sprite

In "Muzzle_Flash_Medium":
Vertical_Sprite
45_Degree_Sprite
Front_Facing_Sprite
-45_Degree_Sprite

In "Muzzle_Flash_Plasma_Loop":
Vertical_Sprite
45_Degree_Sprite
Front_Facing_Sprite
-45_Degree_Sprite
Annastasya 28 Oct, 2020 @ 3:56pm 
@Reload: Just added the mod and getting MOD_CRITICAL_ERROR for the following weapons, all are stating "No weapon ammo data specified for projectile ammo (<ProjectileAmmoData> tag is missing in weapon definition)":

Weapons_Aden.sbc (2 errors)
Weapons_Big_Bertha.sbc (2 errors)
Weapons_Mini_Vulcan.sbc
Weapons_Vulcan.sbc (2 errors)
Weapons_VulcanGun.sbc
bj1981 24 Oct, 2020 @ 4:00am 
i got an issue with the 14.5mm oki weapon the stormcannon i think?,, just falls off my ship slightest knock and it falls off, is there anyway to look into that cos id love to keep using these awesome weapons but if they fall off my ship, then im better off using a vanilla build
SeeJayEmm 14 Oct, 2020 @ 7:36am 
I have a ship with 2 50mm OKI Stormcannons on it that now refuse to fire on left-click. I've verified it's the selected weapon and other weapons work. I've ground down and rebuilt them. I've go through the *enormous* hassle re-downloading all my mods.

I am able to fire them but triggering a shot from the control panel but selecting as the primary weapon/tool and clicking does nothing
legionkiller_8705 13 Oct, 2020 @ 11:56am 
@reload found a minor thing with the mod I am not sure if it has a dependency but when airing the progressions it has a section missing and can’t get any of the Research for the battle cannons for long range but if we turn off the Progression we can access them
rottielover 7 Sep, 2020 @ 10:45am 
Thank you for doing this!! I added this to my server because everyone loves these weapons but everyone who plays on my server HATES weapon core.

Just wanted to let you know of two very minor issues that I have found so far. With the OKI weapons the CWIS turret the un-built states the mesh is off, looks like the block hovers about 1 block away from where it should be until the turret is fully built, then it's fine. The other minor issue is that the Ammo for this turret get's a label of 14.5mm drum to the GUI for the player, but if you run a Script like Isy's Inventory Manager ti will learn that ammo as "23mm" (OKI23mmAmmo)

It's not a big deal so long as players are aware.
Jack (Jackalan23) 20 Aug, 2020 @ 4:49pm 
@reload thanks it seems that a station grid target 3 blocks thick with 3 separate sections for light, heavy, and blast doors became invulnerable somehow. :steamfacepalm:
reload  [author] 20 Aug, 2020 @ 4:12pm 
Hey @TridentZ - no, I've not changed anything regardin the visual trace fire. That will have been a Keen update.

@Jack - yes, this is still working as intended - although I hear of some turret issues due to the most recent patch where turrets do not fire. Regarding damage though, please see earlier comments in the thread about shooting at same grid and so forth.
Jack (Jackalan23) 20 Aug, 2020 @ 3:33pm 
is this still working @reload because I am having issues where some turrets do NO damage?
TridentZ 12 Aug, 2020 @ 10:40am 
Have you changed the visual trace fire of all the guns and made shells only be visual for a short distance? Thanks :)
reload  [author] 26 Jul, 2020 @ 3:58pm 
Yeah - Onedrive can be a litlte flaky like that, sorry!
Payback 26 Jul, 2020 @ 3:45pm 
Good that it is as intended though!
Payback 26 Jul, 2020 @ 3:45pm 
I have a v1.2 of the spreadsheet downloaded locally which shows 6 seconds but the version here is v1.1 which shows the 18 seconds. Weird...
reload  [author] 26 Jul, 2020 @ 12:10pm 
@Payback - Sorry bud, you're reading that wrong - the 6 seconds is the OKI targetter. Little david is second from the bottom on that section, showing 18.

@eboregelna - You are correct, the default values on the Mac Cannon are incompatible with this internally-balanced pack. Also, the way damage versus Defense Shields works, the Mac Cannon is *extremely* unbalanced at default values for servers running that mod.
Payback 26 Jul, 2020 @ 11:12am 
The small grid Little David reload is currently 18 seconds not the 6 seconds shown in the spreadsheet.
eboregelna 25 Jul, 2020 @ 3:35pm 
In the original mexpex 1.17 mod, the coil cannon could take out an entire section of a ship, yet now its damage is on par with a mk.1 battleship cannon. Was this done due to the fact that is was too 'overpowered'?
reload  [author] 24 Jul, 2020 @ 1:48am 
@Cloudcry - I can assure you the mod is absolutely fine, we are using it live over on the Sigma Draconis servers with no issue. You may want to validate your game files and unsubscribe from the mod, wait 5 minutes and resubscribe, it sounds like you have a corrupted download.

@Phoenix - Thanks, I've taken a look at those guns and I'll consider adding them in!
Cloudcry 23 Jul, 2020 @ 7:52pm 
Some of the weapons seem to crash the game when used or placed. The 230mm Battlecanon siege turret crashes the game instantly on placement.
Phoenix 22 Jul, 2020 @ 5:47am 
@reload they are the 180MM hyper-x explosive cannon and 75MM hyper-p penetrator driver in the oki grand weapons bundle.
reload  [author] 22 Jul, 2020 @ 2:01am 
Hey @Phoenix, got a link to the gun you're referring to?
Phoenix 21 Jul, 2020 @ 2:14pm 
Is there a reason the hyper fixed cannons are not in the mod pack?
TheRealLazybum 5 Jul, 2020 @ 6:46pm 
@reload
yes sorry i will get that to you asap
reload  [author] 5 Jul, 2020 @ 5:12pm 
@TheRealLazybum

I don't get a critical error when loading the pack with the latest version of SE - I do get some notices of possible script collision logic which don't actually seem to affect anything (These were caused by Keen futzing with the particle effect generator, which is relevent to this pack as it makes use of a script to remove the missile trail from the turret based mod weapons).

Can you expand on the error you're getting? I may be able to help. Also, always worth double checking that you don't have any other mods which may be conflicting - such as the original pack - still added to your world.
TheRealLazybum 5 Jul, 2020 @ 4:34pm 
@ reload
so is the progression the critical error that the mod has with the most recent version of SE? or do you have an ETA on version 2.0?
reload  [author] 5 Jul, 2020 @ 4:21pm 
Hey @duhadventure,
As mentioned this is a temporary stop-gap until we have finished combined turrets 2.0 which is coming along nicely. I may revisit this pack after that new one is complete (for people who want this pack to be maintained) but the next one should be far, far superior.
duhadventure 5 Jul, 2020 @ 3:39pm 
Can you increase the material cost for the turrets to be more balanced?
Drakray 30 Jun, 2020 @ 9:34pm 
@reload Ah ok, I'll just disable progression for now, I already unlock the rest anyway. XD
Cool, thanks for your work and your quick answer. :D
ФBOMBREDEEMERФ 30 Jun, 2020 @ 5:09pm 
What about deformation is tweaked? I didnt seem to notice much of a difference. Yes, I was shooting at a same grid item, I never thought to check if there was an option for "friendly fire", but, now I know. Thank you!
reload  [author] 30 Jun, 2020 @ 1:32pm 
@Drakray - Unfortunately progression wasn't set up on those original mods, and I've never got round to fixing it. It'll be working in the next full release (2.0) though.

@Bombredeemer - Please check you're not shooting at a grid which is part of the same grid/a subgrid of the one your gun is on. Depending on your world settings that can prevent damage. Also of note deformation is tweaked in this pack.
Drakray 30 Jun, 2020 @ 12:15pm 
Hi there, quick question: using Progression, is there a way to start "OKI 50mm Stormgun Turret" and "Casimate 230mm Battlecannon"? I can't seems to get them to be available, they show an empty dependency line
ФBOMBREDEEMERФ 30 Jun, 2020 @ 10:22am 
Just subscribed and tested, no large ship fixed weaponry seems to be doing any damage.
Squidtank 28 Jun, 2020 @ 5:57am 
Thank you so much for fixing that! Looks like the muzzle flash from the warfare mod cannons is broken as well, like the heavy defense turret, which I think I saw being modified in a script somewhere as well.
reload  [author] 28 Jun, 2020 @ 2:43am 
@steinmy.js - check your mods list, you may have the old pack still installed as well?
steinmy.js 27 Jun, 2020 @ 9:20pm 
getting a critical error on this mod when i try to load it in any help would be appreciated
reload  [author] 27 Jun, 2020 @ 6:13pm 
@Andre - Good eye, looks like I missed a '1' off the reload time on the small grid Little David (18 seconds not 8 seconds). This brings the DPS:PCU down, but as an eminently stackable, high damage weapon it is intended as an 'alpha strike' gun rather than a sustained damage weapon anyway.

@Squidtank - Yeah I did notice they'd made the MyParticleEffect.Loop read only - apparently in the last major release they marked it deprecated which means of course old scripts using it broke. The particular section in the MWI_Core using it is marked "#region Turret shooting" to "#endregion Turret shooting" - pull this section and the trail functionality is restored, although it leaves possible entity type script collisions I can't say I've seen any adverse effects. The same issue is present in Lucas' old Vengeance Drone (Corruption pack) script, had to fix that one yesterday.
Squidtank 27 Jun, 2020 @ 6:18am 
Missiles lost smoke trails with the patch. It broke MissileManager.cs from Mexpex Warfare re-adding smoke trails to missiles (it removes them so its cannons fire missiles without trails so they look like shells). If you can get that to work the MWI_Particles.sbc needs rocket_fume updated to use the new smoke_trail particles definition. It basically changes the smoke particle to nothing, makes a copy of it called rocket_fume and MissileManager readds it to missiles. Now the particle definition just removes smoke from all missiles including modded ones. It only ever re-added smoke trails to vanilla missiles, and always breaks modded ones, so i updated the script to add in modded ammo types. No idea how to fix the script. You could just remove those 2 files and all missiles will have their smoke back, but cannons won't look as good. Sorry if you knew all this already!
Andre 27 Jun, 2020 @ 5:47am 
LittleDavid on a small grid has more damage per shield than LittleDavid on a large grid. Is this a mistake or is it really true?