Space Engineers

Space Engineers

Revived Large Ship Railguns (With penetration and shield damage!)
Ergebnisse 1–10 von 36
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Update: 12. Feb. 2021 um 15:33

Added config version key

Update: 1. Jul. 2020 um 11:36

Implemented impact sprite
Since the explosion was purely for visuals, I've migrated to using the impact sprite recently added to the framework instead.

Update: 26. Mrz. 2020 um 13:00

Conversion to weapon framework model
Big update!

https://gitlab.com/whiplash141/Revived-Railgun-Mod/-/merge_requests/35

This is a massive rearch that converts all of the logic and inner workings of the railgun mod into a framework that other mods can subscribe to and use.

This means that any mod subscribed to the framework gets its functional updates without needing to do anything on their end.

The railgun mod itself will be maintained here and should not have any more major updates in the foreseeable future (that is the beauty of using a framework!): https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2013340341

Other fixes/changes:
  • Projectile trails inherit shooter velocity
  • Reload messages no longer show for users not controlling the railgun that is reloading
  • Fixed turret leading

Update: 18. Mrz. 2020 um 21:09

Reverted conversion to weapon framework since config reading is broken.

Update: 18. Mrz. 2020 um 21:06

Conversion to weapon framework model

Update: 7. Sep. 2019 um 13:28

Added hit impulse, removed player instakill in creative, power draw bug fixes
https://gitlab.com/whiplash141/Revived-Railgun-Mod/merge_requests/32

Bugfixes
  • Fixed power draw when weapon is damaged below functional.
  • Fixed high power draw when out of ammo in survival. When out of ammo, the gun will not attempt to recharge endlessly

Features
  • Added hit impulse
    • Impulse is applied to all penetrated objects

Changes
  • Removed player instakill on hit. This was funny, but ultimately not a good long term feature lol.

Update: 28. Aug. 2019 um 20:14

Implemented clientside projectile simulation, simplified voxel collision detection
https://gitlab.com/whiplash141/Revived-Railgun-Mod/merge_requests/29
  • Now projectiles are simulated on client side for visuals. This will reduce network traffic of syncing every projectile every tick
  • Simplified voxel collision detection to use a built in method. This improved performance by an order of magnitude

Update: 24. Aug. 2019 um 16:53

Refined Bullet Trail Draw
https://gitlab.com/whiplash141/Revived-Railgun-Mod/commit/1be42cc3ed5048077cd96d5c872e28c6a682939c
  • Minor update that makes the bullet trail look more contiguous when curving

Update: 23. Aug. 2019 um 20:35

(Minor) Removed a stupid extra $ sign from the reload message

Update: 23. Aug. 2019 um 20:21

Fixed Tracer Draw Method, Fixed Turret Leading, More Config Values, Generic Class Names
https://gitlab.com/whiplash141/Revived-Railgun-Mod/merge_requests/26
  • Fixed turret leading. This is a temporary bandaid, but it will work as a stop-gap
  • Fixed tracer drawing. This is to prevent the visual phasing of projectiles
  • More config values: Added more values to the config file