Space Engineers

Space Engineers

Kratos Program (Vanilla+ Warfare Weapon Pack)
124 Comments
Barbatos 6 hours ago 
I know you're probably busy enough already, but would you consider doing weapon mod commissions?
TheRebornAce  [author] 31 Aug @ 9:56pm 
any radar mod that uses the Nebulous Radar Framework. two that comes in mind are: Nebulous Radar by Nerd or Gruben's Naval Radar Systems by Scheissdampf13
Perrito Gordito 31 Aug @ 9:12pm 
Dont worry, was my mistake ;) Hey! How do you recomend to lock on a targer far away to use de long range torpedoes?? As i know, lock on range is about 2.5km (?) Is there a mod that u recommend to lock targets grater distances?
TheRebornAce  [author] 31 Aug @ 9:05pm 
oh thats what you mean. that might be my bad a bit as i made the two look almost identical. whoops lol
Perrito Gordito 31 Aug @ 8:09pm 
Sorry, i was mistaking the infrared missiles with the radar missiles, thats why it didint worked. I fill so dumb xD
TheRebornAce  [author] 30 Aug @ 10:28pm 
@Perrito Gordito the radar/infrared guided launchers must be hand loaded. they do not have conveyor ports to be automatically reloaded
Perrito Gordito 30 Aug @ 9:32pm 
Hi! Awesome mod. I found a issue: In survival, i cannot load the radar guided missile samll grid launcher. This is made to load it that way, if am assuming correctly ?
TheRebornAce  [author] 30 Aug @ 2:49pm 
@All

After much request, I have created a "True-Form" edition of my Kratos Program weapon modpack. Differences includes increased ammo ranges, increased AI targeting radius, and increase muzzle velocities. If you were using the original version, the two mods can be switched out seamlessly.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3558637588
RobertsFoxy3377 27 Aug @ 9:40pm 
oh i see thank you so much keep the amazing work up!
TheRebornAce  [author] 27 Aug @ 9:32pm 
To use the ammo's true max range is to either target lock when in a control seat or use an AI block to lock on for you. The turrets will then use true range when aiming. This is for balancing purposes.
RobertsFoxy3377 27 Aug @ 9:26pm 
its a cool mod but there is one ship connon that goes 3000m but max range set is only 1000m and same things with the other cannons i like the 45mm autoconnon but max set range is 800m but the gun saying that saying 1200m did i do something wrong or its kinda meant to be used manually?
TheRebornAce  [author] 26 Aug @ 2:23pm 
...maybe 😏
Barbatos 26 Aug @ 2:04pm 
Do you by any chance have plans for a larger torpedo launcher and fixed cruiser or battleship caliber cannons?
TheRebornAce  [author] 16 Aug @ 5:23am 
there is an ammo selector menu in the turret or an action to add to the control seat. however, in survival mode, both shells must be loaded in the turret for the selector to work properly.
Sniper 16 Aug @ 5:13am 
Ah yeah that makes sense, was struggling for a while to change the ammo since i had to manually remove the flak shells and add the barrage shells
TheRebornAce  [author] 15 Aug @ 11:33pm 
@Sniper there are two shells types. the sounds like you're using the FlaK shell and it only fires up to 1700m. Tested in my own world and it fires at the appropriate ranges. It also has proximity detonation so make sure no enemy grids are closer to the turret than the actual target you are aiming at.
TheRebornAce  [author] 15 Aug @ 11:25pm 
@Crandolf The Fabulous crash fix. thanks for the notice
Crandolf The Fabulous 15 Aug @ 10:16pm 
Im getting crashes when attempting to fire the 30mm rotary turret. nothing but the required mods running.
Sniper 15 Aug @ 6:31pm 
Hi, I have a question regarding the max ranges of the turrets, the flak/barrage turret states it has a max range of 1700 to 5000 but when using it it goes no more then 800 if used by AI or by me
TheRebornAce  [author] 15 Aug @ 2:32pm 
Everyone. Patch 2.0.0 has finally dropped: brings the addition of small grid static weapons and a small grid variant of the APS turret. Rework of the APS turret is also included. Hopefully it makes this PDC a bit more reliable. See Change Notes for details.
Spocku 11 Aug @ 5:00pm 
actually dont fix it lol now i have a cool lil custom turret that looks like a robot
Spocku 11 Aug @ 4:40pm 
30mm rotary canon will not aim high enough
Barbatos 9 Aug @ 2:29pm 
Thanks for the quick reply. I'll try that script.
TheRebornAce  [author] 8 Aug @ 4:22pm 
@Barbatos That is not accessible from the game's API and requires a script which I am not knowledgeable in. There are a few scripts on the workshop that does this already for both vanilla and modded weapons. but they are a bit wonky as they may break the AI targetting. you can check this script as it's the newest but no guarantees on its compatability.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3455650518&searchtext=turret+reset
Barbatos 8 Aug @ 6:41am 
Sorry if you already answered this, but would it be possible for the turrets to reset their rotation and angle after a while?
eligoldeneyes 6 Aug @ 4:27pm 
does this mod work with the defense shield mod?
Powerwise 6 Aug @ 2:01pm 
Aesthetically very impressive.
TheRebornAce  [author] 5 Aug @ 5:03pm 
it was the arming distance, wasnt it? haha
an egg cultist 5 Aug @ 4:42pm 
Nevermind!
an egg cultist 5 Aug @ 4:39pm 
How does the EMP cannons work? I have been trying to use it in a creative world but it doesnt seem to be doing anything. Possible mod conflict?
f010011 4 Aug @ 1:25am 
Я по английски не понимаю.
JWA 3 Aug @ 11:41pm 
Hey it's awesome that you're even working on small grid. I really want that torpedo launcher but no one ever makes good ones for small grid.
TheRebornAce  [author] 3 Aug @ 9:51pm 
Just keep in mind of the ammo's max range. Even though you can lock far, doesn't mean the rocket/torp can reach that distance.

Also for clarity in case anyone else reads this, this can be done with any radar mod that uses the Nebulous Radar Framework. Only two comes to mind: Nebulous Radar and Gruben's Naval Radar Systems
Rastlore30 3 Aug @ 9:40pm 
Well now, that sounds insanely useful. Thank you for the reply! Going to have to grab that Nebulous Radar mod now :)
TheRebornAce  [author] 3 Aug @ 9:16pm 
Nebulous Radar mod by Nerd-e1. when using the lock-on feature via this mod, you can activate the homing function further than the vanilla 2.5km lock-on
Rastlore30 3 Aug @ 9:13pm 
Just out of curiosity, what is a NebRadar-lock? I see that referenced in the description for missiles/torps with homing ability.
TheRebornAce  [author] 3 Aug @ 1:46pm 
@JWA small-grid weapons are still in the works. no hard set date but all i can say is soon (TM) ;)

at the moment, only large-grid weapons are available in this mod pack at the time of writing this comment.
TheRebornAce  [author] 3 Aug @ 1:45pm 
@an egg cultist - the only other method i can think of is i would have to increase the internal AI range of the CIWS and airburst. however, i am hesitant to make that change as it would require me to redo the ranges of all the other weapons to keep things balance with each other while most likely making this mod too powerful when it comes to PvE/MES gameplay (which was one of the primary requirements when making this mod). I am tempted to make a separate mod with increased ranges for all weapons to make them feel more natural, but i have no set schedule when that will be made available.

also, as a FYI, i see you posted another comment right after but it is still being analyzed by Steam's systems. so i cant see what you wrote. just want to let you know.
JWA 3 Aug @ 11:44am 
Please tell me these are available in small grid? Even if they are still the same size...
an egg cultist 3 Aug @ 10:18am 
Turns out your countermeasures mod does exactly what I need. Thanks!
an egg cultist 3 Aug @ 9:00am 
It was totally an ownership thing. Me and faction members were making this ship together. Also, another thing I wanted to ask about is torpedo protection, because the CIWS and airburst don't seem to be reacting to the torpedoes. I saw in another thread here that it was due to vanilla constraints on reaction time, is there a way around this besides weaponcore?
TheRebornAce  [author] 2 Aug @ 11:36pm 
just gave it a test in a clean world and do not see the issue being described. tested with the RMD and CIWS on the same grid and again when on separate grids. may want to check ownership
an egg cultist 2 Aug @ 11:26pm 
Hey, I noticed that the CIWS are shooting at their own dragonfire rockets in my world. I don't think its a mod conflict, very weird.
TheRebornAce  [author] 2 Aug @ 2:50pm 
@Mercury thanks for the heads up. yes, i am in contact with the user in question at the moment. already requested a privatization on it which is now. again, thanks for the input.
Mercury 2 Aug @ 2:06pm 
@TheRebornAce I couldn't help but notice the strange dialogue here before my comment. It looks like he went and used your models anyways despite telling him he couldn't, which you may want to take action on - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3540276707
人族狙击手 2 Aug @ 2:56am 
last. Confirm once. Operation.
One. I need to create a new folder to modify the MOD files.
Two. Add your MOD as a necessary file in the created MOD. And notify you. You need to agree.
Three. After the game starts. After adding my modified file. You can automatically add your MOD to the MOD list.

only sbc files?
only ammo sbc files.
TheRebornAce  [author] 2 Aug @ 2:53am 
Need clarification because I think we are talking pass each other. What is included in your mod? Is it only sbc files?
人族狙击手 2 Aug @ 2:47am 
You said on the website you gave me. I am modifying the file of this MOD. It is an attachment similar to a patch. Then publish it on Steam. You set the file I modified as a necessary MOD here. Then it can be published on Steam.
Well, I mean. I added the link to this MOD in the new MOD. This indicates the use of the 3D model of this MOD.
TheRebornAce  [author] 2 Aug @ 2:45am 
No. I have clearly stated in the above description and in this comment section: you DO NOT have permission to reuse my models/assets for any reason. Either follow the community guidelines and use ModAdjuster OR be reported. No exceptions.
人族狙击手 2 Aug @ 2:42am 
If you agree. Create a new MOD using the models in this MOD. Please take a look at the friend invitation. I will add you as a co creator in the new MOD.
of course. I still need you to confirm on Steam. Agree to become a co creator.