Space Engineers

Space Engineers

Assault Weapons Pack (October 16 Update)
 This topic has been pinned, so it's probably important
Harbinger Ace  [developer] 25 Jun, 2020 @ 3:49am
- BUG REPORTS -
Please report any bugs within Assault Weapons Pack here. For crash bugs or mod incompatibilities, you must provide a log file.

If you're not sure if a given issue is a bug or not, go ahead and post it anyway.

- KNOWN ISSUES -

Block names reset to subtype IDs after world load.
This bug was introduced by the Warfare 2 update (SE version 1.200).
Stop-gap solution: Manually-renaming blocks, then saving the world will prevent this issue. It can be as simple as adding, then removing a space in the block menu (default key: K).

400mm Dual Casemate has mirroring issues.
This is an issue when placing any even-width block via mirroring. It's not really a game bug, and is not possible to solve mod-side.
For the 400mm Dual Casemate Turret, placing it via one of its side conveyor ports will work correctly.

Missile- and shell-firing turrets are mute when using realistic sound.
This is a long-standing bug with Space Engineers. It cannot be fixed mod-side.
Arcade sound works with zero issues.

Turrets stop tracking beyond ~300 meters.
OKI Grand Weapons Bundle adds scripts which affect turret targeting and behavior. One or more of these scripts causes all AWP turrets to track at reduced ranges regardless of their settings.

Turret ranges cannot be set further than 4 meters.
This issue is caused by WeaponCore, and cannot be fixed on Assault Weapons Pack's end.
If WeaponCore is present in your world, you need to use Assault Weapons Pack's official WeaponCore branch.

Common reports that are already covered, answered, etc:

Turret tracking ranges max out at 800 meters.
This is not a bug. The maximum tracking range of all vanilla turrets is either 600 or 800 meters, depending on the turret; 800 meters is used as a guide for both design and balance purposes. As of 10th Anniversary Update (SE version 1.250), if vanilla turrets have tracking ranges exceeding 800 meters, you have a mod installed which is increasing them.

DISCLAIMER: The maximum tracking range of any turret can be overridden by locking onto an enemy, then clicking the button Focus Locked Target found in the turret's K-menu. This can be set up on the hotbar using weapon groups. Timer blocks can also be used.

Ammo will not fit through small conveyors.
The largest ammo type which can fit through small conveyors is the Breakshot Shell. All calibers larger than 200mm can only fit through large and large-grid conveyors.

If an ammo should fit, but isn't traveling through, ensure all conveyors are properly connected. As of Assault Weapons Pack v1.62, all weapons and their ammos conveyor correctly. Later updates should not break anything, but both game updates and other mods could potentially cause conflicts.
Last edited by Harbinger Ace; 3 May, 2024 @ 8:18am
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Showing 1-15 of 114 comments
Kittamaru 11 Jul, 2020 @ 5:15pm 
I've noticed two oddities in my SP game:

the 20mm autocannon continues to fire even after its target is destroyed (just stream of death going into space, yay!)

the 43mm autocannon doesn't seem to engage targets until around 300 meters, regardless of the range settings in the UI.

I'm also running the OKI Weapons Pack, but... they shouldn't interfere, should they?
Harbinger Ace  [developer] 11 Jul, 2020 @ 6:58pm 
Originally posted by Kittamaru:
I've noticed two oddities in my SP game:

the 20mm autocannon continues to fire even after its target is destroyed (just stream of death going into space, yay!)

the 43mm autocannon doesn't seem to engage targets until around 300 meters, regardless of the range settings in the UI.

I'm also running the OKI Weapons Pack, but... they shouldn't interfere, should they?

If you set any turret to target missiles, they will continue firing at a missile's last known location. This is a Keen bug and cannot be fixed on my end. If it's at a character, that's also Keen's fault. However, if it's a grid, I actually don't know. I haven't seen this for myself, so I'll run a few tests soon.

I haven't seen that issue with the 43mm Autocannon, and I'm not familiar with Okim's weapons. The only thing I know for certain is that there are zero subtype ID conflicts. If the OKI pack includes weapon scripts, it's possible there could be an incompatibility. Is the version you're using the official one released by Okim?
Last edited by Harbinger Ace; 11 Jul, 2020 @ 6:58pm
KuroShiro 9 Aug, 2020 @ 6:00am 
I seem to have errors wherein the small grid fixed 43 auto cannons dont pull in ammo. If you place them manually they fire. Turrets tend to not shoot targets and if they do, they dont fire continuously. This happened after the recent update.

additional edit: Vanilla gatlings seem to be able to get ammo from the conveyors normally
Last edited by KuroShiro; 9 Aug, 2020 @ 6:16am
Harbinger Ace  [developer] 9 Aug, 2020 @ 7:31am 
Originally posted by KuriKaktus:
I seem to have errors wherein the small grid fixed 43 auto cannons dont pull in ammo. If you place them manually they fire. Turrets tend to not shoot targets and if they do, they dont fire continuously. This happened after the recent update.

additional edit: Vanilla gatlings seem to be able to get ammo from the conveyors normally

This appears to be caused by the fact that weapons like to pull only half their volume in. Both the 20mm and 43mm fixed guns can only fit one magazine of their respective ammo types on x1 inventory, which I assume you're using. I'll include a fix for this issue in the next update.
Last edited by Harbinger Ace; 9 Aug, 2020 @ 7:32am
Destroyer_V0 10 Aug, 2020 @ 3:06am 
Question regarding the tracking capabilites of 400mm cannons... while moving my ship around a stationary target, they have a tendency of missing said target. Both the turret and casemate twin barrel guns do this, probably a keen bug since I have seen how missiles from the default rocket launchers curve after firing.
Harbinger Ace  [developer] 10 Aug, 2020 @ 11:11am 
Originally posted by Destroyer_V0:
Question regarding the tracking capabilites of 400mm cannons... while moving my ship around a stationary target, they have a tendency of missing said target. Both the turret and casemate twin barrel guns do this, probably a keen bug since I have seen how missiles from the default rocket launchers curve after firing.

More of Keen's incompetent turret targeting and missile trajectory code, but yes. I can't fix that without heavy scripting Turns out the issue was on my end, but in a weird spot. This has been fixed as of v1.582.

Funny enough, this issue can be half-fixed by changing a single "0" in one hardcoded file to a "1". I forget which file, but Whiplash141 demonstrated how doing this would make missiles retain the velocity of their launching platform, versus undoing it like the current system does. Keen intentionally broke missiles for some reason.
Last edited by Harbinger Ace; 20 Dec, 2021 @ 6:56am
Untainted 16 Aug, 2020 @ 5:21pm 
Originally posted by Kittamaru:
I've noticed two oddities in my SP game:

the 20mm autocannon continues to fire even after its target is destroyed (just stream of death going into space, yay!)

the 43mm autocannon doesn't seem to engage targets until around 300 meters, regardless of the range settings in the UI.

I'm also running the OKI Weapons Pack, but... they shouldn't interfere, should they?


I am also having trouble with the 43mm autocannons not engaging targets until they are extremely close, around 200m even if they are set to engage at 800m. They were working for a few weeks until this happened, I changed no mods or settings during the time.

I am also running the OKI Weapons Pack, they didn't interfere for a time, I'm not sure if they are interfering now though.
Harbinger Ace  [developer] 16 Aug, 2020 @ 9:22pm 
Originally posted by Untainted:
Originally posted by Kittamaru:
I've noticed two oddities in my SP game:

the 20mm autocannon continues to fire even after its target is destroyed (just stream of death going into space, yay!)

the 43mm autocannon doesn't seem to engage targets until around 300 meters, regardless of the range settings in the UI.

I'm also running the OKI Weapons Pack, but... they shouldn't interfere, should they?


I am also having trouble with the 43mm autocannons not engaging targets until they are extremely close, around 200m even if they are set to engage at 800m. They were working for a few weeks until this happened, I changed no mods or settings during the time.

I am also running the OKI Weapons Pack, they didn't interfere for a time, I'm not sure if they are interfering now though.

Create a duplicate of your world (Save As button) and remove OKI in the duplicate. Then, test if the autocannons have issues. I cannot replicate this issue on my end with AWP by itself.
Untainted 20 Aug, 2020 @ 5:31am 
Originally posted by Harbinger Ace:

Create a duplicate of your world (Save As button) and remove OKI in the duplicate. Then, test if the autocannons have issues. I cannot replicate this issue on my end with AWP by itself.

I made a duplicate world with OKI removed, the turrets still engage targets around 100m when set to 800m.

I then replaced the 43mm autocannons with the vanilla turrets and they have the same problem, they engage targets around 100m when set to 800m. The turret problems seem unrelated to your mod I think?
Last edited by Untainted; 20 Aug, 2020 @ 5:32am
Harbinger Ace  [developer] 20 Aug, 2020 @ 11:07am 
Originally posted by Untainted:
Originally posted by Harbinger Ace:

Create a duplicate of your world (Save As button) and remove OKI in the duplicate. Then, test if the autocannons have issues. I cannot replicate this issue on my end with AWP by itself.

I made a duplicate world with OKI removed, the turrets still engage targets around 100m when set to 800m.

I then replaced the 43mm autocannons with the vanilla turrets and they have the same problem, they engage targets around 100m when set to 800m. The turret problems seem unrelated to your mod I think?

Yeah, that sounds unrelated. Are there any other mods with scripts in the world, excluding NPC mods? Certain mod scripts may interfere with how weapons operate.
[Spitfyre] kjs 27 Aug, 2020 @ 5:22pm 
I have tested on a unmodded world and modded no sound comes from the lower caliber auto turrets besides the small grid 1x1x1 chaingun turret. The only sound I get is a low pitched hum suitable to a laser gun. I'd love to help in looking into this bug as I want to use this Mod for a server I'm hosting ^_^
Harbinger Ace  [developer] 27 Aug, 2020 @ 8:16pm 
Originally posted by SPITFYRE kjs:
I have tested on a unmodded world and modded no sound comes from the lower caliber auto turrets besides the small grid 1x1x1 chaingun turret. The only sound I get is a low pitched hum suitable to a laser gun. I'd love to help in looking into this bug as I want to use this Mod for a server I'm hosting ^_^

The rotary autocannons only use a loop sound, not a sound per projectile fired. The sound was taken from an A-10 in flight while firing its GAU-8. A GAU-8 produces a rough humming when at a distance.

This sound was originally louder, but was turned down in the mod files due to being too loud compared to vanilla weapons.
[Spitfyre] kjs 28 Aug, 2020 @ 4:00pm 
The cannon was being fired right up close to me. There was no firing sound I assure you.
Harbinger Ace  [developer] 28 Aug, 2020 @ 5:57pm 
Originally posted by SPITFYRE kjs:
The cannon was being fired right up close to me. There was no firing sound I assure you.

Are you using realistic sound? Assault Weapons Pack seems to have issues with that setting. I've been looking into it, but it's quite a perplexing issue.
DrKartoffelsalat 31 Aug, 2020 @ 11:31am 
Small Grid Rotary Cannons have their descriptions mixed up. 20mm shows 30mm description, 30mm shows only placeholder variable.
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