Space Engineers

Space Engineers

NiteOwl Star Wars Small Grid Weapons Pack WC
122 Comments
Ivan of Spades 28 Sep @ 8:48pm 
On the point of Left-Right differences with weapon IDs, you actually *have* a solution within Weaponcore itself, which allows weapons with different IDs to fire simultaneously or sequentially when in a block group with various settings within. This isn't a relatively new concept, but a lot of creators using WC weapons forget this fun usage.
While within vanilla, agreed, this is impossible, Weaponcore is more flexible on this issue.

Alternatively, (from what I see, and while vastly more work), having a Gimbal and Fixed version of (author's choice) appropriate weapons would allow both solutions to be resolved, and would keep the originals functioning as-is without changes while separately allowing the ability of fixed weapons that can be used freely for AI turrets at the users discretion.

I don't know if these solutions have crossed your table already or if this is a possible resolution, but I hope my 2 cents helps.
Thanks for the explanation of the issue regardless.
MTGraves  [author] 27 Sep @ 10:11pm 
@Ivan of Spades - The original reason for rigging all the weapons like turrets, was due to the larger options for particle effects with the missile turret rig.

There was no intent for AI control setups, but since the release of the mod, a lot of unforeseen issues has come up.

I was in the middle of changing the static weapons over to actual fixed weapons so the trigger/ mouse can be used to fire them. But I've ran into an issue with having a Left & Right version of a weapon. The game doesn't allow multiple weapons with different IDs to be fired at the same time, so you can't fire left and right variants together, which most of the weapons are mirrored pairs.

I've been looking into work around and have come up short, which is why the change has not been published to either of these mods versions.

At this point, I was just choosing to not break the mod until I could confirm there was a way to change it without causing yet another broken function for players to deal with.
Ivan of Spades 26 Sep @ 9:41am 
I really *really* just wish many (if not all) of the fixed weapons were really *fixed* weapons.

The fact there's the tiny gimbal in all the "fixed" guns makes it just impossible to make functional AI turrets out of.

The decision or weird porting of the turrets from the vanilla version just seems so goofy when a fixed gun could have been easier for everyone to use.

Apologies, its just really frustrating since this is pretty much the *only* comprehensive small grid SW weapons mod with weaponcore.
Cliffood 20 Sep @ 2:54am 
I have an idea for a solution, but I'm no modder, so I figured I'd offer it as a suggestion for you, if you are interested in making it. From what I've seen (correct me if I'm wrong) all of your weapons, or at least all the ones I've looked at so far, their projectiles all travel at the same velocity.

If so, my idea would be to add a target designator block, a fixed "weapon" that fires invisible projectiles at the same speed as your weapons, but that do no damage. Drones would be able to see the designator, and line up shots for it, and doing so would also line up shots for your "turrets" to fire.
Cliffood 20 Sep @ 2:54am 
I've done a lot more testing, and it's less that the drone is struggling to line up shots, and more that it isn't actually trying to, it just occasionally manages it regardless. The AI recognises fixed weapons and adjusts its approach angle to line up the shot, but because the AI block doesn't see the "turret" weapons, it just flies straight towards where the target is, instead of lining up to where it needs to aim to actually land a hit.
MTGraves  [author] 17 Sep @ 1:18pm 
@Cliffood - The weapons in these pack are rigged as turrets without movement.
They were setup like this due to the game limitations when changing fixed weapons to laser weapons with laser particle effects.

That might be why it takes longer to like up shots and doesn't show in the fixed list.
Cliffood 17 Sep @ 12:33pm 
I've been trying to build a combat drone using some of your weapons (a Vulture Droid), it works, but it seems to really struggle to line up shots using your weapons, which I've noted don't show up under the list of weapons the drone recognises as fixed weapons. I've tested with other weapons which are fixed and show up in the drones AI list, and the drone is much more aggressive when using those, so for some reason they don't want to attack when using your weapons and I can't see any obvious reason why. I would have thought the gimbal mount yours seem to work on would make them better at lining up shots, but it seems to have had the opposite effect.
KarlThorsten89 2 Aug @ 2:57pm 
You may not have large grid laser weapons yet, but what exists here can be used to build large turrets and then placed on large grids, so very nice!
We still need a new Star Wars Weapons mod like the one from Harbinger Ace. He sadly won't make a WC version, but that mod has the best-looking Star Wars weapon turrets so far.
MTGraves  [author] 1 May @ 4:57pm 
@tdrave - -IMDC Encounters - MES issues are likely due to the Dev update that overhauled the random encounter system that the mod relies on.

I'm glad you found the issue cause I was scratching my head on the issue being my mod since I nor none of the players I spoke to were having issues.
tdrave 1 May @ 12:52am 
The crashs come from MES that i am sure here the list of the mods i used on a new world :
-Weapon core 2.5
-Niteowl Star wars small grid weapon pack WC
-Star wars TIE-fighter Modpack reforged (WC)
-MODULAR ENCOUTER SYSTEMS
-IMDC Encounters - MES
Like i said when i remove MES+ Encoutner no crash when i shoot the blue ship from the world
MTGraves  [author] 30 Apr @ 6:18pm 
@tdrave - So did the update with the new encounters break the mod? Or is the crash coming from the encounters all by it self?
tdrave 30 Apr @ 8:36am 
Blitzkrieg762 try removing MES + the encounter mods for me its stopped the crash entirely.
Blitzkrieg762 30 Apr @ 8:02am 
@MTGraves I'm running Aryx Vol 1&2 and Aryx Expanse weapons + MES and some encounters.
tdrave 30 Apr @ 1:00am 
The Crash happen when Modular encouter system is loaded with some MES mods exemple IMDC or other parallax without it no crash but nothing to shoot either.
MTGraves  [author] 29 Apr @ 8:09pm 
@Blitzkrieg762 - Are you running any other mods beside this weapon pack and WeaponCore 2.5?
Blitzkrieg762 29 Apr @ 5:24pm 
I haven't tested the other weapons but I'm getting consistent crashes when using the Sienar L-s7.2
tdrave 28 Apr @ 7:52am 
When you click on the link steam add some Shenanigan must be a conspiracy so i cannot make more TIE fighter for the empire ;D
tdrave 28 Apr @ 7:49am 
You have to copy the link directly in your browser i dont fathom why steam do that.
MTGraves  [author] 28 Apr @ 6:35am 
@tdrave - that link doesn't work for me. Gives me a 400 error.
MTGraves  [author] 27 Apr @ 8:32am 
@tdrave - If you can find me the Keen Discord. send me the crash log.

Also I checked around and the error that you provided was happening with the Modern Star Wars Weapon pack from what I'm hearing. Still waiting to hear back on which version had the error.
tdrave 26 Apr @ 10:27am 
Its to bad because your weapon look gorgeous and i need some extra star wars weapon for my secret TIE : https://imgur.com/6DUbUNm
tdrave 26 Apr @ 8:43am 
I have just used weapon core and your mod in a new game to avoid corrupting my main save its ok i have tried everything even Chat/pgt had no clue with the debug log. I found a thread on Keen site here : https://support.keenswh.com/spaceengineers/pc/topic/43473-sharpdx-sound-error-exceptions-from-vanilla-sounds but i doesnt understand how it can help me
So i just give up its Unfixable.
MTGraves  [author] 25 Apr @ 8:36am 
@tdrave - Sorry that you ran into an issue. I'm not sure what caused it, but my mod does not use 25mm NATO, nor any 25mm NATO code or audio. Not sure what would cause those errors to trigger be that my mod has no connection to that vanilla code.

Are you running other mods at the same time? If so, please tell me which ones and I can try to recreate the issue to find a solution.
MTGraves  [author] 25 Apr @ 8:35am 
@NeticCyber - Are you on discord? If so you can find me in the Keen discord and we can troubleshoot your issue there.
tdrave 25 Apr @ 1:36am 
I have used your mod and it make my game crash sadly ;D its like that : at SharpDX.Result.CheckError()

2025-04-25 09:17:59.399 - Thread: 1 -> Last null written by: OnSoundVoiceStopped
2025-04-25 09:17:59.400 - Thread: 1 -> Error: Sound error with ammo: 25mm NATO from Gatling Turret 3 soundID ArcWepShipGatlingShot cuename WepShipGatlingShot
NeticCyber 6 Apr @ 9:16am 
It's still happening, not sure what could be causing it, could it be a possible mod conflict with another mod? such as another weaponcore mod?
MTGraves  [author] 31 Mar @ 8:49am 
@Kethor - I believe you're think of a different weapon mod. This one desont have a bomb bay block.

@NeticCyber - Try completely deleting the mod file and reinstalling them fresh, then let me know if it's still happening, cause I haven't been able to recreate your issue.
NeticCyber 24 Mar @ 4:32pm 
nope still nothing, i can rotate the ship, and use my mouse to look around while in it, its just the moment i press wasd is when the weapons stop firing
MTGraves  [author] 23 Mar @ 1:44pm 
@NeticCyber - Try setting the Shoot mode to "MouseControl," the Control Mode to "Manual," and the Objective Mode to "Default" and see if that allows you to free fire the weapons when moving.
NeticCyber 23 Mar @ 1:05pm 
I can confirm that the problem still follows, i have the shoot mode set to mouse control. If i have the Control Mode set to Auto, it'll only allow me to fire if im locked onto a enemy, but if i have it set to Manual, i can fire freely, i just can be moving in the ship
MTGraves  [author] 23 Mar @ 11:06am 
@NeticCyber - Not sure, I'm not having the same issue and the players I spoke to said the same, no issues firing weapons while moving.

Possible another mod or weapon mod is causing an unforeseen issue. Can you try running this mod by it self and see if the issue persists?
NeticCyber 22 Mar @ 10:37pm 
Not as far as im aware of, i changed it from AI control to Mousefire and it would work ,but only if i was stationary in the ship, the moment i move in the slightest it will stop firing
MTGraves  [author] 22 Mar @ 6:14pm 
@NeticCyber - I was talking to a few other players and server admins that use this version. We thinking the turrets not firing correctly while moving might be a turret movement speed issue. I had already increased it, but it sounds like its still might not be fast enough to track a target and fire. I add that to this next patch.

As for the rest of the weapons not firing, are you trying to use the static cannons with AI control while moving?
NeticCyber 22 Mar @ 10:10am 
I dont know if im doing something wrong, but i'v put a few of these weapons onto my ships, and the guns and turrets won't fire if the ship they're on is moving, they work just fine if its not moving, but wont fire if it is, the guns and turret also cant seem to fire together. im not sure if this is something im doing on my end or not, but i changed the control mode to manual, which simply allowed me to shoot more frequently with the cannons. Does any one know why this is happening?
wotkocze 7 Mar @ 7:30am 
Thank you very much, could i ask about the rocket or torpedos from star wars saga, i am very interested in this
MTGraves  [author] 6 Mar @ 4:30pm 
@wotkocze - In the next update for this WC version, the rotation of the wing mounted beam turret has been increased so mounting it right side up won't restrict players anymore.

For the nose cannon, I can flip it so its correct like the HMP side turrets, but it will add to the already growing file size.

Let me know if this long message was helpful or if you're still having issues.
MTGraves  [author] 6 Mar @ 4:29pm 
@wotkocze - Sounds like they may have been placed upside down. The game should place them right side up, but sometimes it gets messed up.

The LAAT Ball turret that mounts to the side of the gunship has red arrows on the base indicating which side is up. I know they're small, but I was trying to be discreet.

The LAAT Wing turret has red markings on the top side as well indicating right side up. If you're pointing the wing turret to face under the ship, the camera angle will be rotated 180 degrees cause the block is upside down.

As for the nose cannon, I created the model with the conveyor connector at the bottom and the cannon on top to avoid having to create 2 separate Left/ Right versions. So if you mount it sideways like the LAAT has it, the camera will be rotated 90 degrees.
wotkocze 6 Mar @ 12:51pm 
Sorry fo late, but yes i mean about manual aiming with camera view, but when i look down the turets turn up opposite side
ribera1945e 5 Mar @ 8:29pm 
That's exciting! I will be using your SW weapons on the new vehicles.
MTGraves  [author] 5 Mar @ 8:19pm 
@ribera1945e - Yeah, I was talking to the creators of that pack I linked and it doesn't sound like a WC version is coming. They play more with Vanilla+ on their servers.

But the good news is that for this mod I still have a few updates coming with more improvements and more weapons. Small Grid Ground Vehicle weapons are in the works and I'm hoping that those will go live by the end of the month.

You can catch previews as I release them on either:
X - https://x.com/MTGraves_Owl
or
Instagram - https://www.instagram.com/mtgraves_nog/#
ribera1945e 5 Mar @ 8:10pm 
@MTGraves
Thanks for the reply.
I'm a WC user, so I want a WC version of the large grid SW weapons.
I was curious if you had plans for that, so I asked.
Anyway, your mod is great. Nice work!
MTGraves  [author] 5 Mar @ 2:16pm 
@wotkocze - when you say manual fire do you mean you're controlling the weapon from the weapon itself, like manning the turret from its camera own view?
wotkocze 5 Mar @ 8:12am 
well any weapons when i using manual aim, i look down a nd guns turn opposite directieon of LAAT laser ball and main guns
MTGraves  [author] 4 Mar @ 9:01pm 
@wotkocze - can you tell me which weapon that happened with?
wotkocze 4 Mar @ 9:19am 
Hello, but I found a bug, when I aim manually, the guns turns in the opposite direction of the aiming direction

and i would ask about new future of star wars mods please
MTGraves  [author] 3 Mar @ 3:26pm 
@ribera1945e & Cynical Nerdist - Currently I have no plans for a large grid SW weapons pack. There was one just recently released - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3399260019
Spooky Nerdist 3 Mar @ 1:54am 
Any plans on making a large grid weapon pack for Star Wars as well? :D
ribera1945e 25 Feb @ 11:49pm 
First off, this weapon pack is very good for making SW craft. Thanks!
Are you planning on making large grid weapons? I'm genuinely curious.
Krieggs 24 Jan @ 9:53pm 
@MTGraves , thats going to go hard if that works out, going to quickly become my new favourite weapon for the Sith Assault Shuttle (SW:TOR) style ship im building, and with those mounted in the wings, it'll feel like a mini LAAT, also big thanks for even just looking into it, nice to have a dev that experiments when the community suggests things :D
(even if said community member might be getting annoying)