Autocannon

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Autocannon
Icon Block Autocannon.png

Category: Defense
Function: fast static small-grid ship weapon block

Fits small grid
Mass: 180.2 kg
Power: -0.0002 MW
PCU: 80
Size: 1x1x5
Time to Build: 14 sec

Data Controls: [edit] [purge] (?)

The Autocannon is a powerful static small-grid block weapon that is cheap to build en masse.

Extremely effective against small grids such as fighters and rovers. The telltale sound of an Autocannon firing gives even the most staunch soldier a reason to pause.

Damage

  • 500 impact damage to blocks; 85 damage to characters or 120 damage if hitting the character's head.
  • Precision: 0.52m group at 100m (up to 0.15 degrees random offset from aiming line).
  • Fires as long as it has ammo without any reload time.
  • 150 RPM fire rate.
  • Projectile travels at 400m/s, vanishes after travelling anywhere between 640m and 800m (randomly chosen per shot[1]) and it is affected by natural gravity.
  • 60 kN of recoil force (shooter).

Inventory

The cannon’s inventory can only hold 72L, which corresponds to three Autocannon Magazines. That is 48 shots, 64 with a magazine already loaded into the gun.

Power

The Autocannon consumes 200 W of power all the time while turned on. Firing does not affect power usage.

Construction

The Autocannon's size is 1x1x5, which makes it a light-weight and almost compact choice for any small-grid fighter. It has two small conveyor ports to reload ammunition from the conveyor system.

This weapon is very cheap compared to other, heavier weapons! Mounting autocannons on Custom Turret Controllers is a very good idea, both as a point-defence and as an assault weapon.

Recipe

Icon Block Autocannon.png Autocannon
ComponentLarge Ship/Station
Required
Large Ship/Station
Optional
Small Ship
Required
Small Ship
Optional
Icon Item Steel Plate.png Steel Plate24
Icon Item Small Steel Tube.png Small Steel Tube2
Icon Item Motor.png Motor1
Icon Item Metal Grid.png Metal Grid2
Icon Item Construction Comp..png Construction Comp.2
Icon Item Computer.png Computer1


Functional Blocks
  1. in MyProjectile.Start() it does m_maxTrajectory *= MyUtils.GetRandomFloat(0.8f, 1f);