Space Engineers

Space Engineers

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ST - OKI weapons collection (Deveopment on hold till further notice)
   
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Type: Mod
File Size
Posted
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7.325 MB
4 Oct, 2017 @ 11:05pm
4 Feb, 2018 @ 2:54am
15 Change Notes ( view )

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ST - OKI weapons collection (Deveopment on hold till further notice)

In 1 collection by SoulTechnology
Souls SE Realistic Game Improvements
19 items
Description
how to balance: NUMBERS!!! ALL THE NUMBERS!!! some testing but MAINLY NUMBERS!!!!
Alert: seperate 'balancing' cargoship mod coming soon.

!!!READ THE BOOTOM SECTION!!!

------------------------------------

K.... well good news and bad news.
- i know the cause fo several issues with this mod
- but i cant fix them.

this is a cause fo the last update breaking the okim 122 and 50mm small ship only turrets.a as okim doesnt want to give away the origional models (which is acceptable) the only fix now is to remake all the models, which i dont mind doing, but univerisyt is starting its ramp up now so i wont have the aptience to remake ALL the models for all the weaponry to the quality of the stock wepons like i want. so. yall gonna have to wait unless someone steps up to do it for me. ETA on when it may get done i would say is 5-6 months so... for now... just gonna have to live wiht those 2 turrets not ebing able to be manually controlled. if it ends up crashing servers ill see if i can disable the manual controll button but if not im not going to be bothered.

any other minor issues i will continue to support and fix in the meantime.

---------------------------------------------

Summery:
a more realistic and up to date modification of the OKI weapons pack and stock weapons. bumps combat distances from 100s of meters to kilometres and remains balanced to stock game Armor values (balanced around a 10km view distance). encourages the use of fewer better placed weapons over a large spam, saving resources and servers while making you ENGINEER better combat vessels. encourages use of dedicated point defence.

Ammo:
- (ammo: tracer colour, max range and velocity, player-block damage, explosiveness)
- 7.62x186mm Ball box: White Tracer,1000m in 3.3 seconds,10-15 damage, Non-explosive.
- 7.62x186mm AP mag: Yellow Tracer, 1000m in 2.5 seconds, 15-45 damage, Non-explosive.
- 7.62x186mm Blank mag: No Tractor, 1m in 0.1 second, 0-0 damage, Non-explosive.
- 14.5x114mm Ball box: White Tracer, 2000m in 3.3 seconds, 20-60 damage, Non-explosive.
- 14.5x114mm AP box: Yellow Tracer, 2000m in 4 second, 30-180 damage, Non-explosive.
- 14.5x114mm Fr box: Green Tracer, 2000m in 3.6 second, 30-120 damage, Explosive.
- 23x152mm HVAP clip: Red Tracer, 4000m in 6.7 seconds, 50-525 damage, Non-explosive.
- 23x152mm Fr clip: Green Tracer, 3000m in 6 seconds, 30-180 damage, Explosive.
- 23x152mm AP clip: Yellow Tracer, 3000m in 6 seconds, 30-210 damage, Non-explosive.
- 45x186mm HVAP shells: Red Tracer, 6000m in 8.7 seconds, 100-1400 damage, Non-explosive.
- 45x186mm HE shells: Smoke Trail, 4000m in 10 seconds, 100-1000 damage, Explosive.
- 45x186mm AP shells: Yellow Tracer, 4000m in 10 seconds, 100-1080 damage, Non-explosive.
- 122mm HVAP shell: Red Tracer, 8000m in 10 seconds, 250-4375 damage, Non-explosive.
- 122mm Ball shell: Smoke Trail, 5000m in 16.5 seconds, 250-2000 damage, Non-explosive.
- 122mm HE missile: 100-800m/s at 100m/s accel, 5.4km max,1100 damage, Very-explosive.
- 122mm HEAT missile: 100-800m/s at 100m/s accel, 5.4km max, 9000 damage, Explosive.
- 203mm HVAP shell: Smoke Trail, 10000m in 11 seconds, 500-12250 damage, Non-explosive.
- 203mm HE shell: Smoke Trail, 6000m in 30 seconds, 300-5250 damage, Explosive.
- 203mm Ball shell: Smoke Trail, 6000m in 30 seconds, 300-4550 damage, Non-explosive.
*missile and 'smoke trail' projectiles are interceptable, and may have a proxy fuze.

Ship Weapons:
- Turret size: metres spread per kilometre, rounds per minute, ai targeting range.
- 7mm interior turret: 11m/km, 250r/m, 1km AI Targeting.
- 14mm gatling guns: 2-3m/km, 560-640r/m, 2km AI Targeting.
- 23mm cannons: 7-10m/km, 240-480r/m, 2-3km AI Targeting.
- 45mm cannons: 7-11m/km, 80-137r/m, 3-4km AI Targeting.
- 122mm cannon: 4m/km, 20r/m, 4-5km AI Targeting.
- 122 Missile Launchers: 1-4m/km, 40-95r/m, 3.6km AI Targeting.
- 203mm cannon: 2-11m/km, 10-25r/m, 4-6km AI Targeting.

Handheld Weapons:
Assault Rifle: 7.62x186mm ammo, 6m/km, 400r/m, optic, 1km range.
Automatic Rifle: 7.62x186mm ammo, 13m/km, 600r/m, no-optic, 1km range.
Antimaterial Rifle: 23x152mm ammo, 2m/km, 100r/m, optic, 3km range.
Rocket Launcher: 122mm rockets, 2m/km, 20r/m, no-optic, 5.4km range.

Other Notable Changes:
- added a few more steel plates, and entirely added metal grids (like in heavy Armor) to the blueprint of the large ship 45mm, 122, and 203(both of them) turrets (and gimbals), and small ship 23 and 45 turrets to make them more combat resistant and on par with heavy Armor. also increase build price inherently.
- Tweak all rotation rate of turrets, MOST have a 'slightly' higher horizontal aiming over vertical (based off of turret mount style). mostly slowed them all down compared to how they came.
- CRAFTING costs of ammo are noteworthy: with the main material of ball requiring stone (for a cheap early game ammo or as point defence), AP with steel heads use iron as you may be familiar, and HVAP requires uranium and HE requires platinum, I’ve also reduced the costs of missiles.
- REALISTIC and distant audio support added to oki weapons.
- tweaked the colour of the blocks to better match the stock game (coloured bits ARE still recolourable)

Known Issues:
- (likely) not compatible with other OKI packs or any mods that change stock weapons (i made sure to keep the same subtype IDs so mods that USE stock assets should still work and be balanced)

Planned: (now in priority order!)
- sister mod to balance cargoships with this mod
- 57mm railgun that 1 shot can penetrate multiple blocks (it works, just waiting on custom model)
- better mussel flash fx
- longer range stock and oki sound effects
- better sounds for the oki weapons
- disable 'target neutrals' being on by default (idle rotation had been disabled for all by defualt already!)
- gimballed small ship wepons
- Custom models for handheld weapons (going to require totlaly new models)
- better textures for the oki weapons. (going to require totlaly new models)(atleast made them match stock hue's)

Original OKI Weapons Pack Creator workshop:
http://steamproxy.com/id/Okimosy/myworkshopfiles/?appid=244850

Check out my constantly optimised modpack for SE:
http://steamproxy.com/sharedfiles/filedetails/?id=677749832
And if i had to reccomend JUST ONE mod to use with this (not required tho):
http://steamproxy.com/sharedfiles/filedetails/?id=719015315

Subtype-IDs (for scripts):
7mm AP:: NATO_5p56x45mm
7mm Ball:: Mag7p62mmBall
7mm Blank:: Mag7p62mmBlank
14mm Ball:: Mag14mmBall
14mm AP:: NATO_25x184mm
14mm Fr:: Mag14mmFr
122mm Missile HE:: Missile200mm
122mm Missile HEAT:: Missile200mmAlt
23mm HVAP:: Mag23mmHvap
23mm Fr:: Mag23mmFr
23mm AP:: Mag23mmAp
45mm HVAP:: Mag45mmHvap
45mm HE:: Mag45mmHe
45mm AP:: Mag45mmAp
122mm HVAP:: Mag122mmHvap
122mm Ball:: Mag122mmBall
203mm HVAP:: Mag203mmHvap
203mm HE:: Mag203mmHe
203mm Ball:: Mag203mmBall
assault rifle:: AutomaticRifleItem
automatic rifle:: RapidFireAutomaticRifleItem
anti material rifle:: PreciseAutomaticRifleItem
rocket launcher:: UltimateAutomaticRifleItem

!!!READ THIS FOOLS!!!

i am temporarily pausing development on this mod untill SE stabilises eventually. however, if someoen wants to keep this mod updated due contact me. ill approve a re-upload aslong as its kept fixed (id hate to see a spam of broken reuploads) and your aware that when i return to continue releasing content for this mod i will likely take your udpated version at that time (with credit given obviously). im sorry for abandoning this if onyl for a bit but im to busy to keep prodding it with sharp sticks every thursday.
Popular Discussions View All (3)
16
21 Feb, 2021 @ 5:00pm
SUGGESTIONS (+ pseudo idea voting)
SoulTechnology
9
8 Apr, 2018 @ 4:27pm
BUGS
SoulTechnology
8
21 Dec, 2017 @ 11:59pm
[Bug Fixed] auto Convayor funtion stops working
D3ATHWOLF-3
161 Comments
Arugula 30 Nov, 2021 @ 3:54pm 
Imagine accidentally loading blanks into the turrets before a battle.
Copper Boltwire 13 Mar, 2019 @ 1:59pm 
Something about that bright (hot?) pink and light gray that plays well together. I like that.
Gives me some ideas...
{DBD} Kmoney_93 22 Jan, 2019 @ 10:28am 
I found yesterday that it looks like the original oki pack was updated. take a look! Thank you for all your work while it wasnt up to date though

https://steamproxy.com/sharedfiles/filedetails/?id=429053416&searchtext=
SoulTechnology  [author] 22 Jan, 2019 @ 9:00am 
hmmmmm.... well, i would be lying if i say i havent had that issue befor, i also know exaclty how to fix it (sortof, memories abit foggy tbh). but that is also an entirely new issue aswell. however this mod is nolonger supported untill further notice (aka i get back into the game. which... might be happening in the enxt year maybe as a friend is getting a high qaulity server now that hes moved and has real internet). a few comments down was a chap who was aksing for my balance numbers (if there still any fkn valid over updates, it has been a.. year... s? whenevr i last updated this mod is when i last played). so if u like the balance his/her mod may be something to check out untill a far away time where i bother to come abck to this (ill update the title:P)
{DBD} Kmoney_93 21 Jan, 2019 @ 2:58pm 
Same as Lifariz. the 45x186 doesn't seem to work at all for me though. it won't let me control it and doesn't seem to move around on its own, or collect ammo.

Also, if i try and place the single cannon version of the 45x186, it places the quad
Lifariz 25 Dec, 2018 @ 12:30am 
Err, somehow the 45x186mm quad turret with hvap rounds(haven't tested other rounds) has no sound, tracers, or muzzle fire. But it does shoot something.
SoulTechnology  [author] 11 Dec, 2018 @ 12:36pm 
srry, dint set up a config for easy editing (just had links on my end to the source files dotted around for quick changes). dont remember the numbers off the top of my head but i did extensive testing with the ammo vs heavy and light armor n keeping it as balanced as possible. be fair tho last few updates i did was due to the games armor values changing every update and having to rebalance (how how damage is calcualted, or how ect, ect) so wouldent be suprised if its thrown off again since i havent updated this mod in about a year? ish? cant say ive abandoned the mod but cant say im updating it either. check the last bit of the description.
123 10 Dec, 2018 @ 7:08pm 
Is there a config file for the damages so i can tone them down a bit. 9000 damage destroys a heavy armor block in one shot. and the 5 around it to 50%
Dr.Dangerous 1 Sep, 2018 @ 9:52pm 
I hope someone makes awesome models for this mod someday. I really like the design and function.
jokerace45 28 Aug, 2018 @ 12:48pm 
I fired the 203 quades and had no issues. But all the guns only want to load HVAP ammo it seems. I forced them to load other ammo and have the ability to fire them. Because if you only manually load them with other ammo they will not auto fire or auto load unless you trick them to do it.