Space Engineers

Space Engineers

Q-Tech Weapons 1.4
79 Comments
Qarannia  [author] 29 Jun @ 2:54am 
@GalliaRaxus Hmmm, they should rotate on their own to track the target. They do rotate quite slowly though and will definitely not keep up with small, fast moving targets.
GalliaRaxus 28 Jun @ 5:36pm 
How do you get the heavy pulse turrets to rotate?
平凡REN 10 Jun @ 8:31am 
Your weapon is excellent, and I don't want it to be lost in history
Qarannia  [author] 10 Jun @ 2:30am 
@平凡REN I've found the issue; I set the weapons to require a focus target. This means that they will only fire if a target is selected using the mouse scroll wheel. Of course, an NPC can't do that so NPCs using these weapons won't fire at players. When I get the chance I will make a change that should hopefully fix that issue so weapons will auto-fire on enemies.

As an aside, I have no idea why removing the drone would have any effect. It's config isn't even linked to any of the other weapons. But I gave up trying to understand this game years ago.
平凡REN 9 Jun @ 9:03am 
https://www.youtube.com/watch?v=fz8s8Rs87RQ
You can discover the problem through this video
When the player sits in the cockpit and enters the enemy's automatic weapon attack range, the enemy's automatic weapon will not launch an attack, and the player will become normal after leaving the cockpit
This issue may even affect other weapon mod
Through testing, if I remove the drone from your mod, this phenomenon will not occur
Qarannia  [author] 9 Jun @ 3:09am 
@平凡REN I'm not sure what you mean by this. The drone is not meant to launch automatically, whether on a friendly or enemy grid. If you mean something other than this then my apologies, but I don't quite get your meaning.
平凡REN 8 Jun @ 4:21pm 
I helped you test it. The issue caused by the drone was resolved after I tried removing it
平凡REN 8 Jun @ 4:17pm 
Your drone is damaged
Install this mod, and enemy weapons will not launch automatic attacks when players are seated in the cockpit
RuralTowner 1 May @ 7:35pm 
I see Whitestar I Sub...
SILVER 1 May @ 5:30pm 
@Qarannia Thank you for letting me know.. Much respect. Love your mods.
Qarannia  [author] 1 May @ 8:53am 
@SILVER Yep, it's on the to-do list. All my mods are broken so I have hundreds of blocks to fix. The fix itself is easy; repeating it hundred's of times, not so much.

In the meantime, the blocks should show up if you do a search in the G-Menu.
SILVER 1 May @ 7:57am 
Q-Tech Weapons Pack 1.3. These are not showing up in game on server at this time since Keens game breaking update yet once again. Would you be able to fix this please?
Qarannia  [author] 1 Jan @ 1:14am 
@DarkWolfe2093 They worked last I checked. If your base has power and the Starfury Launcher is switched on you should see the fighter appear after about 5 seconds of reloading. If not, then something may be wrong somewhere.
DarkWolfe2093 31 Dec, 2024 @ 4:29pm 
Do the starfuries actually work cause i put on on my base and don't see it?
Qarannia  [author] 28 Oct, 2024 @ 3:33am 
@Brokenbonesbg Ok, well that's good to hear.
Brokenbonesbg 28 Oct, 2024 @ 2:25am 
not sure what the issue was but it fixed when i reset the game
Qarannia  [author] 28 Oct, 2024 @ 1:26am 
@Brokenbonesbg I've just tested heavy beams and pulses and they're both working for me. Make sure the target is in range and that it's a valid target; if it doesn't have weapons then WC will often ignore it.
Brokenbonesbg 28 Oct, 2024 @ 1:19am 
So i have the required mods but non of the heavy turrets are responding to enemy targets
Qarannia  [author] 21 Oct, 2024 @ 1:09pm 
@Masterbuilder2.0 The closest you're going to get to that is the Elite Dangerous FSD mod. That's the one I use.
The Doctor 21 Oct, 2024 @ 12:23pm 
nice job i would like a proper warp drive for your star trek mods
Qarannia  [author] 3 Jul, 2024 @ 3:40am 
@Q Why thank you very much. :steamhappy:
Q 2 Jul, 2024 @ 3:23pm 
i dig your style dude
Qarannia  [author] 18 Jun, 2024 @ 11:06am 
@High Lord Baron I've just checked and the cannons seem to be working so it may be an issue somewhere else in your game.
High Lord Baron 18 Jun, 2024 @ 9:30am 
Thing is, other weapon mods work fine, so maybe it's some conflict or something. Need to look into it
Qarannia  [author] 18 Jun, 2024 @ 12:24am 
@High Lord Baron If it's seeing them as sorters then I would guess that either this mod or WeaponCore has somehow gotten corrupted. Cleaning out the SE storage and un-subbing, then re-subbing might fix it. Or it could be a corrupted world save. It's hard to say.
High Lord Baron 17 Jun, 2024 @ 8:32am 
For some reason the game doesn't recognize the cannons as weapons. But if it works, it must be some issue on my end......
Qarannia  [author] 16 Jun, 2024 @ 12:46pm 
@High Lord Baron Why wouldn't it be?
High Lord Baron 16 Jun, 2024 @ 10:00am 
Is this mod still working?
Qarannia  [author] 1 May, 2024 @ 1:32pm 
@arreclain Have fun. :steamhappy:
arreclain 1 May, 2024 @ 8:52am 
The Babylon 5 fan within me is the happiest person alive right now. Thank you, I can't wait to try this out.
Qarannia  [author] 30 Apr, 2024 @ 3:52am 
@eight Thank you. It's not my model but it does look good. :selike:
eight 30 Apr, 2024 @ 12:05am 
Stopped by to say: :steamthumbsup::steamthumbsup: for the Whitestar in your screenshots.
Qarannia  [author] 1 Apr, 2024 @ 1:40am 
@VS-lockon Yes, exactly like that. There is a hit box; it's just very thin and one block wide. If you look at the actual block where you place the drone down you'll see the outline, so it is possible to delete the block. This was done so that people could have drones in their hangars but also park actual grid ships in the same place without bumping in to large collision boxes. If you switch off the drone the model disappears and the collision box is a bit easier to spot then.
VS-lockon 31 Mar, 2024 @ 1:25pm 
oh so it like a gun that fly out my hanger ang attack the targeted how ever there no actual hit box so once you place it you can't delete it un less you delete the whole ship
Qarannia  [author] 31 Mar, 2024 @ 12:22pm 
@VS-lockon Ok, I think I see where you're coming from. I reckoned you were familiar with my Star Trek and BSG drones. The Starfury, like all my drones, is actually a "gun" that fires a ship shaped projectile. Thanks to the magic of WeaponCore, that "ship" (which is actually a bullet) will fly to the ship you have targeted and will then orbit and attack it. After a while it will disengage and fly home.

You set it up like any WC weapon, with a fire button on your toolbar. Set the weapon in the Terminal to Keypress and shoot it like a normal missile launcher.
VS-lockon 31 Mar, 2024 @ 9:54am 
Qarannia cool however I still don't see a point to it i place it down in the world it doesn't have a hitbox it I can't even get into it to fly around and trust me i try 1000 times to do so the Weapons are nice tho so good job on these
Qarannia  [author] 31 Mar, 2024 @ 5:20am 
@VS-lockon It's just a fighter drone. I made it because I like it.
VS-lockon 30 Mar, 2024 @ 3:13pm 
mmm nice mod how ever i dont see point of the fighter
SixOne 24 Mar, 2024 @ 9:02am 
@Qarannia Thanks.
Qarannia  [author] 24 Mar, 2024 @ 5:09am 
@SixOne All the weapons are large grid; I do have plans (when I find the time and energy) to make some small grid weapons as well.

There are six different color ammos for the energy weapons. You need to set Cycle Consumable and Force Reload on your toolbar for each weapon or weapon group and then use those to change the color.
SixOne 23 Mar, 2024 @ 9:55pm 
Hi i love this mods you have create, i have just a question did you going make a small version ship for the static weapon ?

and it is possible to change le the colors of the projectils ? Because a try to made another choice but theu still in default (Red).
Qarannia  [author] 14 Mar, 2024 @ 2:51am 
@wingmaster I'll leave a more lore accurate B5 weapons mod to someone else I think. This was only meant to be a simple "generic" weapon set that could be used in a variety of situations, including my B5 builds. The Starfury only made it in because I love the design.

At this point I'm considering some small grid weapons but I don't plan on making it much more extensive than that.
wingmaster 13 Mar, 2024 @ 9:44am 
weapon ideas that fit the b5 theme better, fusion beam cannon a mid range high damage energy weapon does more dps then regular beam cannon at the cost of it only comes in fixed mount and has long recharge time, retractable quad pulse turrets acts as heavy pd at short range fires constantly with high accuracy but has low damage output, neutron beam cannon a more show accurate white star beam cannon high output medium range cannon with very long recharge time and extreme energy drain, shadow cutting beam.
Qarannia  [author] 11 Mar, 2024 @ 5:09am 
@smaragdine The update increases the speed of movement for the Heavy Turrets. Regarding the weapons firing before they're pointing at the target, I did some more digging. Turns out that using Key Toggle or Key Press to fire turret weapons forces them to fire before they are properly aimed at the target. On AIShoot they will first rotate / elevate so they're pointing at the target and then start shooting. But on AIShoot they will attack your selected target as soon as you select it. The only way around this that I can find is to have a key on your toolbar for "Shoot Grids - On / Off". That way the turrets won't consider the selected target valid until you turn grid targeting on. Then, on AIShoot, they will move to point at the target and open fire.

It's the only way I can find to stop turrets behaving like this. It's not a config we can control; this is inherent to WC.
Qarannia  [author] 11 Mar, 2024 @ 3:34am 
@(e)GSV No Patience And No Time Thanks for the suggestions. Some of them are quite interesting and doable within the WC framework. Others are perhaps not quite possible or would require a lot of extra work to make them viable.

As and when I decide to add to this pack I can certainly consider these suggestions.
Qarannia  [author] 11 Mar, 2024 @ 3:29am 
@smaragdine Thanks for the feedback; I'll try to fix the pulses shooting like that and also not up the heavy turret's movement speed too much. It's not always easy to tune that sort of thing to everyone's liking.
Drach'nyen 10 Mar, 2024 @ 1:00pm 
forgot the Knife-Missiles.
Full Internal Report to follow immediately in High Embarrassment Factor code.

Knife-Missiles (large grid, compact launcher, deploys 10-20 (up to you) very little, long black "missiles" that speed towards the target, deploying "cutting-fields" as they get close, like the plasma blades mod, and essentially slicing the ship, idk how, but thats the idea, if possible great if not, ok);
Drach'nyen 10 Mar, 2024 @ 12:58pm 
AM-tipped nanomissiles(Antimatter tipped nanomissiles, fired in clusters of 10 from a large grid stationary, high range and high piercing damage, like a barrage of missile-railgun shots that'll pierce all the way. Also they should be smart, adds character;

Hypergrid-Intrusion "Gridfire" Impulsers(channelling of the Energy Grid into real space. It has a blindingly white appearance and, should be like the 2cm laser mod just tuned WAY up);

E-Dust(animated "smoke" that orbits and slowly eats grids for 10 seconds, fired from a missile);

Plasma-Chambers(Fancy way of saying "special plasma animation delivered by displacer", the idea is to pop a stream of plasma somewhere around the target, like if it came out a very small wormhole, also should have VERY long range);

H&H. BTB.

{trans. "H&H. BTB." = Hale & Hearty. Back To Business.}
Drach'nyen 10 Mar, 2024 @ 12:57pm 
[wide beam, Marain clear, tra. u/∞.10.03.20.24+]
x(E)GSV No Patience And No Time (cllsgn NPANT)
oQarannia (call-signed "A")

some weapon mod ideas:

Displacers (Teleports various types of ordnance close to the target from very far away, works best on stuff thats not moving and is very easy to dodge, like deploying a small sphere of missiles,);

Effectors(multi-purpose electro-magnetic manipulation device, fancy words for "hacks like the hacking block mod, from a VERY long distance);

CAM-Warheads(superheavy saturation warheads that nukes voxels with wierd explosion patterns/effects, 100 blocks radius or something, up to you);

Nanohole guns(fires a micro-black hole at very high speeds that remains stationary opon impact, lasts for an small ammount of time, and yes, sucks stuff in if possible and f*cks with gravity while active;
The Electric Eel 10 Mar, 2024 @ 10:09am 
I would up the rotation speed a LITTLE bit, not too much though
but yeah their "aim tolerance" has them shooting 180 degrees away from the target;if a target is locked, they just start shooting no matter where they're aiming