Space Engineers

Space Engineers

Vanilla Range Extended
23 Comments
Rabid Puma  [author] 24 Apr @ 7:22am 
Fixed to add in the reskinned turrets. More importantly, NPC ships should now use the full range of turrets. Not sure about fixed weapons, though.
UCH HOBO GRRRRR 4 Mar @ 8:06pm 
update it please im begging
Alpha 6 Jan @ 3:32pm 
love this please update it you are the best!
killer_klown94 28 Nov, 2024 @ 12:09pm 
this mod seems broke
Sunari 24 Oct, 2024 @ 4:14am 
the gatling gun mk2 does not get this buff sadly
Beragon 28 Sep, 2022 @ 6:44am 
Hello Thanks for this fun mods.
couple of questions relative to it: Can some distances be rebalanced or is it fix range ?
Will the part for the NPC be implemented ?

We are playing with MSE and having the artillery firing at 5 km will give us some issues with the random NPC flying over the base and just giving artillery barrage to new players.

If the NPC grid blueprint are saved with setting modified max out, will it be sufficient to adapt their firing range ?
Star_Kindler 24 Jul, 2022 @ 11:31am 
@Rabid Puma alright, thanks for trying! Btw I really appreciate this mod, it makes combat SOOO much more fun in Space Engineers! If you're able to get targeting to work at that range too, this mod'll become even more amazing.
Rabid Puma  [author] 24 Jul, 2022 @ 10:25am 
@Star_Kindler I'm not sure. I'll look through the files and see what there is

@Lordspaceship I'm glad you enjoy it!
Star_Kindler 23 Jul, 2022 @ 5:47pm 
Is there any way to be able to lock onto targets from longer than 2km? It's frustrating not being able to focus on one target unless you're within vanilla range.
Lordspaceship 19 Jul, 2022 @ 11:17pm 
Whatever you did to the vanilla NPC lock-on ranges I really appreciate, ever since I downloaded this mod I have been able to spawn NPCs much farther away and more reliably allowing me to fight much much larger fleets than before.
IstoD 18 May, 2022 @ 10:20am 
Thanks for explain
Rabid Puma  [author] 18 May, 2022 @ 9:48am 
It changes both turret range and ammo range. "Small Grid Range" & "Large Grid Range" are the respective AI turret ranges, and "Ammo Range" is the distance before the ammo will despawn when fired manually
IstoD 17 May, 2022 @ 7:52am 
Hello, is it mode change the range of turret auto aim? Or change only ammo range?
If not, help plese if you know a mod that increase turrets aim range, to use it for guidance misslles, thx
Rabid Puma  [author] 1 May, 2022 @ 3:47pm 
Can't do anything about it until Keen fixes the bug. Draygo has already talked to Keen about it
Rabid Puma  [author] 1 May, 2022 @ 8:36am 
I'll talk with Draygo and find out what's happening under the hood
FOXALIVE 30 Apr, 2022 @ 11:55pm 
Oh it does work! My bad. It seems "Aerodynamic Physics" mod breaks it. I'll let that author know!
Rabid Puma  [author] 30 Apr, 2022 @ 5:03pm 
I did some testing and with this mod and no other weapons, the ranges are fine. Perhaps you have something else that is changing the values? What mods are you using?
Rabid Puma  [author] 30 Apr, 2022 @ 4:38pm 
Probably did. I'll Have to go through and see what's going on. Most likely something to do with the 'fixed' AI
FOXALIVE 30 Apr, 2022 @ 3:53am 
Did the latest update break the mod? Not seeing the range increase on railgun for example. The shot explodes at 1400m like before.
Rabid Puma  [author] 22 Apr, 2022 @ 6:54am 
@SharkOmaniac I'll look at it, but that could be related to the broken turret AI that's getting fixed in the next major update
SharkOmaniac 22 Apr, 2022 @ 3:46am 
Cool mod! I did noticed that with planet gravity, the ai turrets doent reach the target. The round fall down due to planet garvity and the turrets dont compensate for that. Can you adjust the ammo so that they reach the target?
Rabid Puma  [author] 14 Apr, 2022 @ 4:50pm 
Yes, so you're only at an advantage if you're using fixed weapons against enemy turrets
CLTST 14 Apr, 2022 @ 7:30am 
Do these changes also apply to the NPC Ships, bases, etc.?