Space Engineers

Space Engineers

Revived Large Ship Railguns (With penetration and shield damage!)
Visualizzazione di 1-10 elementi su 36
< 1  2  3  4 >
Aggiornamento: 12 feb 2021, 15:33

Added config version key

Aggiornamento: 1 lug 2020, 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.

Aggiornamento: 26 mar 2020, 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

Aggiornamento: 18 mar 2020, 21:09

Reverted conversion to weapon framework since config reading is broken.

Aggiornamento: 18 mar 2020, 21:06

Conversion to weapon framework model

Aggiornamento: 7 set 2019, 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.

Aggiornamento: 28 ago 2019, 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

Aggiornamento: 24 ago 2019, 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

Aggiornamento: 23 ago 2019, 20:35

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

Aggiornamento: 23 ago 2019, 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