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Bastion & Maelstrom 360° Turret 0.8b

A Mod for Helldivers 2
Bastion & Maelstrom 360° Turret akl_mod_preview_image
  • HELLDIVERS 2 2026.09.28 - 06.34.10.23-00.00.16.429-00.00.29.948(1).mp4
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  • 2026-09-28_01-35-24 (converted).mp4
    881.6 KB · Views: 27,556
  • 2026-09-28_01-34-26 (converted).mp4
    3.4 MB · Views: 30,835
REQUIRES COWBOYBINGUS LOADER!

Right click the videos and select "Play" and "Full Screen" to view them.

Adds the highly-requested illusive 360° turret to the helldivers tanks!
> Only shows to other players if they have the mod downloaded and enabled as well. Players that do not have the mod see you shoot in a weird angle.

I do not condone playing in public lobbies with this,
Please don't power-creep random people!

Abusing this mod in random open lobbies will ruin the fun for others, not everyone likes steamrolling everything!
It also heightens the chance arrowhead will severely crack down on these mods, and then none of us can use them. I uploaded this mod to share a fun thing to play with friends, not to provide a trivialize all public d10 missions cheat.
best played with friends in a friends-only lobby anyway, as only people with the mod installed can visually see it move!
Apologies for the rant, I've seen alot of posts blatantly abusing this in public lobbies to trivialize the game for others :(

There are some baked shadows on the model which I'm too lazy to fix, maybe another day (it's not that bad)
also, collision models stay the same.

Also boosts the turret traversal speed by default, and gives the gun more of a depression too. This results in visual clipping, so edit the config file if you don't want that!

Fully configurable!
Contains a .cfg file in %LocalAppdata%\CowboyBingus\Helldivers2\Logs\MaelstromTraverse.cfg that lets you:
  • Choose whether or not to enable/disable the turreted tank option per tank type. (the turret will still move visually within the vanilla limits, this is a limitation I can't fix).
  • Change barrel traversal speeds and limits for each tank individually
  • Change gunner camera traversal limits & their zoom/FOV multipliers
These configuration options are supported by CowboyBingus' Mod Options Menu. in HD2Arsenal, place it below this mod.

Your client locally simulates the barrel movement, so it will visually be capped by your traversal range settings in the .cfg file, even if you arent the one in the turret!

Also check out these tank mods:
Advanced Gunner Camera mod
tank electronic shifter
Solo driver mod


Known issues:
- My UV mapping of the gap filled models is sloppy, I'll fix that sometime in the future.​
- Maelstrom weaponry don't apply their respective skins. This is a limitation with the way I modded the turret into the game, the maelstrom has multiple weapons systems and it interacts differently with the skins it can apply than the bastion. Since it was never designed to hold the turret casing as a model, I can only swap the guns for the casing skin.​
- Seats stay the same, helldiver models will clip out of the turret visually, especially the passenger seats. Don't think there's much I can do about this one.​
- Damaged tanks don't have their model gaps filled​
42.9 MB
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Uploaded by
IvoryApples
Downloads
9,716
Comments
81
Views
50,834
First release
Last update
Platform
PC 
Version
0.8b
Total Size
42.9 MB
Rating
4.75 star(s) 24 ratings

Uploaded by

  • 9,716
  • 50,834

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4.75 star(s) 24 ratings

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Nightglider

Members
Members
Sep 30, 2026
1
0
Having trouble. How do I actually allow the gun to rotate 360*? I can only get it to 180 before it stops. Changing the number in the .cfg doesnt seem to do anything, and the Bingus mod option only goes to 180*.

Edit: As it turns out this is because I was using the M808B Scorpion mod. For whatever reason something with that mod doesnt allow for full 360* Traverse, and it also slightly misaligns the crosshair from the center screen when swinging the gun left or right.

Why does it remov the ammo counter? Would like to have that.
 
Last edited:

BlackWolf

Members
Members
Sep 19, 2026
28
13
For anyone wondering, best camera values i found so far are 1000 camera distance and 1000 FoV, anything beyond that does not work. (at least on my end)
After more careful testing and consideration, it appears that these stats do not work if editing the cfg manually, by using "mod bingus menu" the options can be edited and applied ingame, i ended up with a value of 2000% camera distance, while keeping the fov vanilla at 100%.
 

Vhuz

Members
Members
Sep 10, 2026
97
42
Offtopic, but an idea that sounds possible according to creator's skills shown so far.

Can Dual Wielding be made?

Let me explain— So you know how existing 1 handed Guns work yeah? Essentially just copy paste animation and code nature of 1 handed to the other helldiver's arm, They could still reach and shoot things behind them (run & gun) depending what side the enemy is. If they on your right, Right arm shoots by itself, if enemy on your left, left arm shoots by itself. If the enemy is forward, both guns can fire at the same time! Holding both buttons down.

Aim button would be replaced by a second firing button, essentially becoming a hip fire only thing.

What about reload? AH has that covered that for us, remember! One handed guns can reload while a balistic shield for example is held out, performing 1 handed reload animation, think of that but mirrored on the opposite arm!

The system that has to be created is allowing Sidearms to become primary slots for dual wielding to function maybe. Or can be a toggle keybind to activate dual wield if both guns qualify as one handed, Two Handed guns cannot be dual wielded.
 

IvoryApples

Members
Members
Sep 27, 2026
30
31
Why does it remov the ammo counter? Would like to have that.
do you have the solo driver mod? that removes the ammo counter for gunners. My mod shouldn't cause it to disappear.

makes M1000 No Movelock by qetimporta break in any loading order
Be sure you're on the latest version, if you are, send me the following log files from %LocalAppdata%\CowboyBingus\Helldivers2\Logs: "MaelstromTraverse.log", "MaelstromTraverse.cfg" ( MaelstromTraverse.cfg.old if it exists), and "BingusSharedLoader.log" in DMs please.
Can Dual Wielding be made?
Potentially. I'd guess the game does have a method for right/left handed slots, given that the ballistic shield goes on the left hand. I'll look into it, stay tuned.