Space Engineers

Space Engineers

Expanse weapons pack - weaponcore [EWP]
102 Comments
humanoid.mp4  [author] 7 Oct @ 9:11am 
yeah, the another issue is that default settings for MES, weaponcore and the game in general are just not suitable for expanse-stryle combat (sync distance being like 3km turning every fight into cqb brawl and 100m/s speed being painfully limiting). MES mod has to come with pre-configured scenario world anyway
ArmedBOB 7 Oct @ 1:45am 
Nice! I played around in the past with having MES ships spawn around a certain zone for expanse ships. I have used the Aryx thruster packs which is The expanse thrusters. I was building ships and getting them to spawn with mes but the thing with mes spawn zoning is that each new start the planets could be on a different spot so it would through the zone spawning off. You'd almost just have to make a scenario to do it I think. Could be over thinking it.
humanoid.mp4  [author] 4 Oct @ 11:20am 
@ArmedBOB if you want to have some fun in creative, you can try this WIP thing https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3459082788

It has encounters with behaviours, but no spawn conditions for them yet because I didn't have time to get my shit together and actually make it survival-ready. You can stil use /MES.SSCS command to spawn them in and try them out
ArmedBOB 4 Oct @ 9:54am 
Great weapon pack! We need a good MES pack to go along with these weapons.
Whale 19 Sep @ 12:02am 
Would awesome to see both a belter railgun turret and a coilgun turret like on the Sigma Draconis server
CurtimusPrime92 16 Jul @ 6:30pm 
i can confirm the issue is with only turrets not doing anything both EWP and Aryx just sit idle and never attempt to track or fire at valid targets but any other LOS only weapons can be fired from mouse fire, next i will check if turrets can be fired in manual non-AI mode
humanoid.mp4  [author] 13 Jul @ 10:04pm 
Never balanced these with defence shields in mind. Will take a look into this
andrew_denison 13 Jul @ 7:53pm 
this could just be an issue with my mod config but I noticed in testing a few ships that railguns seemingly do no damage against shields from the defense shield mod, kinda weird since all of the other weapons seem to work fine with it.
CurtimusPrime92 7 Jul @ 11:50am 
i can fire "Aryx Weapon Enterprises Vol. 1" LOS only weapons, so i am gonna see if i can fire "EWP" LOS only weapons to be sure it's only just turrets aren't turret'ing lol
CurtimusPrime92 7 Jul @ 11:46am 
i believe i have general issues with weaponcore mods, your mod isn't the only weaponcore weapon pack that never has it's turrets automatically fire "Aryx Weapon Enterprises Vol. 1" turrets wont fire for me either i'll try to find out more on my own and report back
humanoid.mp4  [author] 7 Jul @ 3:37am 
That's weird - on my end PDCs work fine - just checked that. Do you feed them correct ammo type? does this happen to retractable PDCs only or all PDCs in general?
CurtimusPrime92 5 Jul @ 3:57am 
oh yeah, they do retract when toggled off but I've had them running the whole time and never seen them fire a shot so i taught they were bugged, I've had to rely on vanilla gatling turrets + weaponcore vanilla weapon replacer because with just MCRN PDCs i get constantly ganked by MES spawns due to them never firing even with ammo
humanoid.mp4  [author] 4 Jul @ 7:57am 
do they move when on/off?
CurtimusPrime92 3 Jul @ 5:42pm 
does load order matter with this? i have animation engine but the deployable MCRN PDCs are only ever in the "deployed" position...
CosmicStory 19 Jun @ 3:51pm 
Thanks so much man for doing all the work and importing the series in SE.
I liked the turret so much when I saw it on the series and then
I found the mod and was very skeptic but oh man 10/10. The turrets feel like something that has been missing in SE:selike:. It's so much better.
NyaruQwQ? 19 Jun @ 2:12am 
Ты если для превью Муравья нашего легендарного используешь, укажи хоть того в секции про используемые корабли))
Nerevar 17 Jun @ 6:04am 
I could fucking cry, this is AMAZING!
Revan 26 May @ 10:10pm 
and maybe some more non turret railguns?
Revan 26 May @ 10:05pm 
can you add railguns and more torpedoes for small grid? and the retractable pdcs?
Raptor-TJC 24 May @ 2:22pm 
Can you make a Weaponcore version of Gundam Mobile suit Weapon mod (Both large and small weapons) that reaches upto 12km? It would be awesome
Plume41 14 May @ 2:36pm 
Thank you!
humanoid.mp4  [author] 14 May @ 1:44pm 
Maxhudfocusdistance is the thing you need to change, yes
Plume41 14 May @ 12:01pm 
Sorry not a modder so I am trying to find the right config file.

Digging into the Save Files I found CoreSystemsServer.cfg but the only thing I see in that is a "MaxHudFocusDIstance"

Not seeing a WC config file unless that is it?
humanoid.mp4  [author] 13 May @ 2:59am 
10k lock range is default weaponcore lock distance. It can be changed in wc config located inside world folder
Plume41 12 May @ 9:43pm 
Having so weird things happen.
1) I cannot get the heavy Rail Gun to Track/Fire at targets.
2) I cannot get the radar block to track/lock targets hence the Torpedoes do not fire.

Tried slaving them to a Custom Camera Turret but am still stuck with the 10k lock range.
wingmaster 4 May @ 10:25pm 
now all we need is a sojourn weapons mod to complete the more realistic sifi weapon packs for se
humanoid.mp4  [author] 2 May @ 9:26pm 
turn it on/off and it should move

Also check if animation engine is installed and didnt crash
SaintEaon 2 May @ 6:13pm 
@humanoid.mp4 Thank you. One other question, the retractable PDCs don't seem to retract, any idea waht's up with that?
humanoid.mp4  [author] 2 May @ 2:48am 
@SaintEaon "MCRN 40mm Ammo Box"
SaintEaon 1 May @ 10:05am 
What type of Ammo does the MCRN PDCs use? It doesn't seem to accept gatlin ammo
Saito 17 Apr @ 10:29am 
nevermind i can still only get them to fire with test fire and manually, won't lock on to anything that i select with scroll wheel or right click (they do get selected)
Saito 17 Apr @ 10:00am 
Well, i have no idea why but they are suddenly working ... i swear weapon core is getting glitchier these days.
Saito 17 Apr @ 9:28am 
fair enough, let me know if there is anything i can provide from my end to help, we are playing on a dedicated server, the torpedo doors open and close but don't shoot
humanoid.mp4  [author] 17 Apr @ 9:24am 
I will look into this
humanoid.mp4  [author] 17 Apr @ 9:23am 
I don’t know either they worked fine last time I checked
Saito 17 Apr @ 9:18am 
they also don't shoot at all even in test mod, should the torpedos shoot in test mode?
Saito 17 Apr @ 9:06am 
Target is definitely locked so iunno why that is happening
Saito 17 Apr @ 9:06am 
Actually i can't get any of the weapons to fire at all =/
humanoid.mp4  [author] 17 Apr @ 9:02am 
you have to lock target with WC hud in order to fire them (scroll wheel or rmb)
Saito 17 Apr @ 8:56am 
i can't get the UNN torpedos to fire at all, and i noticed the shoot toggle for on/off simply goes back to off automatically.
humanoid.mp4  [author] 6 Apr @ 12:25pm 
Also let’s move this discussion to bug reports
humanoid.mp4  [author] 6 Apr @ 12:25pm 
Can you send me the world where this happens consistently?
[BB] Scrap_survivalist 6 Apr @ 11:39am 
another thing is that they wont even shoot when in test mode too
[BB] Scrap_survivalist 6 Apr @ 11:34am 
Belter flak cannon, Bush Shipyard, 40mm Nariman mounted, and the belter kess-hashari. All the normal turrets. I have power, and the correct ammo inside them too
humanoid.mp4  [author] 6 Apr @ 11:27am 
Also try reloading the world when this happens. Usually this fixes similar issues. Unless you are playing on a server
humanoid.mp4  [author] 6 Apr @ 11:20am 
Is that related to retractable ones or all guns in general?
humanoid.mp4  [author] 6 Apr @ 11:17am 
Which guns refuse to fire
[BB] Scrap_survivalist 6 Apr @ 11:03am 
I don't get why the turrets sometimes refuse to work. I lost an entire craft because they refused to attack the ship destroying me. These weapons are VERY buggy
[BB] Scrap_survivalist 5 Apr @ 5:37pm 
for some reason, a lot of the guns don't work. I have them connected to a container with the ammo it requires, but it still doesn't shoot
humanoid.mp4  [author] 22 Mar @ 11:15pm 
Since when does this mod have a unn heavy railgun