Space Engineers

Space Engineers

Air Sea Land - Modern weapons systems (Weapon core olny)「Infantry Assault version is being updated」
234 Comments
[GFA] xLuZziffer 17 Oct @ 7:30am 
i added you on steam tho
乂Oo忘★了愛oO乂  [author] 17 Oct @ 6:51am 
It might help me find the problem. If you don't mind, you can upload it to Google Drive.
[GFA] xLuZziffer 17 Oct @ 1:26am 
aighty thx for the quick works tho...i still have the crash log from my save could you read something out of it if it may help fixing the problem? its just to long to send it in the comment section here so
乂Oo忘★了愛oO乂  [author] 16 Oct @ 5:29pm 
The aluminum alloy plate light is a known error and will be fixed when the new version of ASL MM is uploaded. As for the multiplayer game issue, I will find time to fix it.
[GFA] xLuZziffer 16 Oct @ 10:59am 
small update: the mounted weapons apparently crash in multiplayer exclusivly just tried it out with a friend
[GFA] xLuZziffer 16 Oct @ 10:01am 
ah well its from your decorations mod that includes those plates but it still stands but its called the "Aluminum Alloy Light Plate" that gets converted into a normal aluminum plate
[GFA] xLuZziffer 16 Oct @ 9:53am 
oh also on another note i completly forgott about that APOLOGIES....there is a component called "aluminum alloy plate light" i believe its what its called ....if you want to craft it via an assembler it transforms into a normal "aluminum alloy plate" i have to recheck if its fixed in this update aswell or not but i will let you know
[GFA] xLuZziffer 16 Oct @ 9:45am 
so ive tested those weapons again pretty much all the autocannons and mounted lmgs, mgs, with weaponcore, this mod, and it seems to be working just fine now....i just dont know if those mounted weapons can be used with walking up to them and interact but with the weaponcore controll feature it worked......as for all off the other mountain amount of weapons i do not know if they would create issues there are far to many to test (wich i like having a lot to choose from haha) but yeah looks like its fixed wich im pretty happy about
乂Oo忘★了愛oO乂  [author] 16 Oct @ 7:39am 
Please try to see if the issue persists after the update. If it still crashes, please tell me which M-2 you are using and I will try to find the issue and fix it.
[GFA] xLuZziffer 16 Oct @ 6:33am 
yes weapon core is..well was on that save installed and all its requirements aswell
乂Oo忘★了愛oO乂  [author] 16 Oct @ 4:48am 
Although there are no problems with the current test, a new version will be uploaded later. Has WeaponCore been installed?
[GFA] xLuZziffer 16 Oct @ 12:30am 
also now my save file is corrupted beyond repair thanks for that
[GFA] xLuZziffer 15 Oct @ 12:11pm 
game crashed upon using the Controll feature on a Browning Machine Gun Small grid
乂Oo忘★了愛oO乂  [author] 11 Aug @ 7:04pm 
In fact, the only thing missing is a GMLS model. The MK-41 VLS and American torpedo tubes can already launch BGM/UGM-109
TexasWolf2552 11 Aug @ 10:38am 
Have you thought about adding the tomahawk missiles like the ones mounted on the Iowa class? Both nuclear and conventional?
乂Oo忘★了愛oO乂  [author] 27 Jul @ 10:40pm 
The theoretical range of Javelin is about 3KM, so I believe it will be no problem to attack from a long distance.
ŁongDog 27 Jul @ 8:06am 
So would shooting the javelin from a further distance work cause I've been shooting them at 500m DA dose work tho and thanks for the help hopefully this is frustrating 😅
乂Oo忘★了愛oO乂  [author] 27 Jul @ 7:17am 
Javelin's default ammunition is in top attack mode, which means it will climb first and then attack the target, but this mode is difficult to hit targets within 400M.

You can try to long press R to switch to DA mode
ŁongDog 26 Jul @ 12:51pm 
Update So hitting mmb dose switch it from auto to painter works but the missile still flies up 😅
ŁongDog 26 Jul @ 8:19am 
THANK YOU SOO MUCH that's what I was trying to figure I thought the blue circle meant it was locked
乂Oo忘★了愛oO乂  [author] 26 Jul @ 4:41am 
Have you locked onto the target?
HandWeapon you must press MMB to lock onto the enemy in order to guide.
ŁongDog 25 Jul @ 8:39pm 
the javelin doesn't seem to work it just flys up and keeps going
semaJ 19 Jul @ 10:08pm 
These weapons are really nice but the smoke visuals on the guided missiles feels a biiit too much
乂Oo忘★了愛oO乂  [author] 11 Jul @ 5:34pm 
Stuff means tools or other equipment? Sorry, my English is not very good.
Captain Winters 11 Jul @ 12:10pm 
Hey brov I very much enjoy the mod. I've got a light tank in front of me that I'm very proud of that uses your stuff. The only thing is that it kinda just shoots through my stuff and damages it. Am I doing things wrong, is it a bug?
乂Oo忘★了愛oO乂  [author] 19 Jun @ 4:20am 
The attenuation is not as good as I expected. I will adjust the distance at which the gunfire can be heard, but this will not be a quick update. At least I will wait until there are new weapons or serious bugs are fixed.
Диплом защищён 18 Jun @ 9:35am 
Are there plans to refine the sound of tank cannons firing from afar in the next updates? When fired three kilometers away from the cannon, the sound is like the cannon is nearby, it sounds a little weird.
乂Oo忘★了愛oO乂  [author] 18 Jun @ 6:06am 
When I added 2X, I didn't check it carefully and made a low-level mistake. It can be used normally after the update.
R3DR3AP3R9 17 Jun @ 6:03pm 
The Ataka 2x seems to be crashing my game. Tried it with the other variants and they all work fine, just the 2x version for some reason. Any thoughts?
乂Oo忘★了愛oO乂  [author] 29 May @ 4:25am 
We are studying the feasibility. If successful, we will add this function to various machine gun turrets in the next update.
Rizzo 28 May @ 5:18pm 
None of the turret looking hand operated weapons (M2-HB, MG3, Dshk, etc) are giving control options when trying to control them from control seats. Is it possible to 1) add the manual control option to these turrets and 2) add control locations at the handles of all the guns such that we can operate them manually. We are planning to use these in an upcoming PVP even but can't seem to get these themed turrets to work in manual mode.
乂Oo忘★了愛oO乂  [author] 18 May @ 7:24pm 
Just like any other weapon, lock and fire

If you want to know why you can't lock the range indicated by the description, please refer to Q&A Q1
invisibleplayer 18 May @ 7:00pm 
Is there a tutorial on how to fire the AAMs and such?
[82DK] wyomingwolf 16 May @ 5:27pm 
Also enjoying each little update that adds something new
[82DK] wyomingwolf 16 May @ 5:27pm 
Can be tedious, but that is the life of a Pin Puller and Load Toad :D
Blitzkrieg762 30 Apr @ 4:17pm 
I see. :/ Manual loading has been working for me, but it tends to get annoying. Thanks for the info!
乂Oo忘★了愛oO乂  [author] 30 Apr @ 8:12am 
This is an old problem in WC, and it seems that there is no solution. You can consider manual loading.
Blitzkrieg762 29 Apr @ 6:46pm 
Is there a reason why I can't get ammo to move through the conveyors? The 20mm on the F-15EX for example will not pull ammo from storage to the gun when empty.
Lit Fuse 168 18 Apr @ 8:41pm 
thank you for adding the new panels. now we can really make some angle decks
乂Oo忘★了愛oO乂  [author] 17 Apr @ 4:10am 
This is a problem with WC itself. Pure CTC AI seems to be reluctant to use weapons that need to be locked (all guided weapons). A year or two ago, if you locked manually, CTC might use guided weapons. Now, from my experience, it seems to be used randomly. I can't figure out when CTC will work.
Smugspite 16 Apr @ 9:04pm 
so question is it possible to let AI custom turrets use any of the missiles? I cant seem to figure out how to let the AI use them, was going to use the long range SAMs for base defence but the AI cant seem to be able to fire them. (Cannons work perfectly fine)
Lit Fuse 168 14 Apr @ 9:01am 
well, dont worry, take your time,

you make good stuff for the community so, keep at it
乂Oo忘★了愛oO乂  [author] 14 Apr @ 8:53am 
Sorry for my poor English, I misunderstood your meaning, now I think I understand

I have always had this idea, but I have not realized it due to workload. Let's see if I can realize it during Easter.
Lit Fuse 168 14 Apr @ 5:45am 
is there a way i can add images here?
Lit Fuse 168 14 Apr @ 5:45am 
ummmm how should I explain this....

light and heavy panels........ you added those up to 1x6 and centered versions of those

however because you have 1-6 and 7-12 blockis but no 1-6 and 7-12 panels...we cant cover the blocks with those panels
乂Oo忘★了愛oO乂  [author] 14 Apr @ 3:55am 
Increasing the length will increase the workload exponentially. I don't think I will add more than 6 variants.

And I think there are already a lot of armors that can do 6+6=12, or can be combined into any shape of 7~12 grids.
Lit Fuse 168 14 Apr @ 3:10am 
so in ASL armor, there are armor panels? however the current ones are only up to 1x6 armor panels. however with the new 1x12 armor blocks, we will need 1x12 armor panels to cover them.

so please, do make 1x12 armor panels,it makes making designs easier
乂Oo忘★了愛oO乂  [author] 13 Apr @ 11:53am 
wyomingwolf <
Download it and replace your world's <CrewEnabledConfig> to use the existing handheld weapons in this mod

https://drive.google.com/file/d/1lwP1pEUUh18VjyNU8p4BjHw548JmvSLw/view?usp=drive_link

Lit Fuse 168<
Don't understand what 1x12 panels, armor blocks?
[82DK] wyomingwolf 13 Apr @ 9:50am 
Loving every update, course bugs are to be expected. Still having issues getting NPC bots from Crew Enabled or Populated world mods to spawn with these weapons
Lit Fuse 168 13 Apr @ 8:24am 
please do make some 1x12 panels. thx