Space Engineers

Space Engineers

58 ratings
Missile-Mk1-Ceres (old, maybe broken)
   
Award
Favorite
Favorited
Unfavorite
Type: Blueprint
File Size
Posted
897.618 KB
15 Jun, 2019 @ 4:26pm
1 Change Note ( view )

Subscribe to download
Missile-Mk1-Ceres (old, maybe broken)

Description
[Vanilla|Survival Ready|No Subgrids]

A simple placeable guided missile (plus launcher).

It is set up to work with the Diamond Dome Defense script.
The missile itself is piloted by the Advanced Guided Missile Script.
You can also use it with other scripts, but have to do the setup (naming etc.) yourself.

The missile needs only 1x1x2 blocks of space and can fit in almost any missile bay.
You can also cover your missile bay with a sliding door like in the pictures.
It is advised to make the missile bay slightly larger than 1x1, i.e. use slabs or blast doors for the walls,
otherwise the side cameras wont be printed. The missile will still work, but the tracking might be slightly worse.


How to use:
-Place blueprint (merge block & projector) on your ship (see pictures for reference)
-Place welders next to it and turn them on
-Place cameras on your ship facing every direction & group them with group name "DDS Cameras"
-Place at least one AI turret on your ship and group all of them with goup name "DDS Designators"
-Place programmable block on your ship and load the Diamond Dome script
-The script will launch and guide the missiles itself


Some stats:
-Blocks: 59
-PCU: 797
-Mass: 2,6 t
-3 warheads
-2 thrusters


Troubleshoot
Doesn't fire?
-make sure all blocks have the same ownership
-make sure the diamond dome script is running and has detected the missile and the cameras
-recompiling the script might help
Cameras are not welded
-don't worry, they are not necessary for it to work
-make the missile bay wider by using slabs, blast doors etc.
Missile is not fully welded
-Just add more welders and maybe give it more clearance
Projector loses projection after missile is welded/fired
-Sorry can't help you, that's a mean bug only keen can fix, maybe they have already idk
16 Comments
PeteyPetePeteth 24 Feb, 2020 @ 2:11pm 
Thanks for the reply!
Major Jon  [author] 23 Feb, 2020 @ 3:33pm 
Hmm, not really sure, maybe there's some info about that on the workshop page of the script. I think the fourth video gives a rough estimate. I wouldn't make it too long though, since they could bounce around in the chamber, when you're turning your ship.
PeteyPetePeteth 23 Feb, 2020 @ 2:50pm 
Hey bud, how far do the missiles travel forward after firing before changing direction? Wonder how long i can make the missile firing chamber so to speak!
Major Jon  [author] 8 Feb, 2020 @ 3:17pm 
It already has 3 warheads and they are triggered automatically by the script, when the missile is close enough to its target.
Mkadawametwa 8 Feb, 2020 @ 2:59pm 
how would i add a warhead to the front? (arming n stuff)
Quickshadow10m 24 Nov, 2019 @ 2:25pm 
yeah, maybe kinetic?
Major Jon  [author] 24 Nov, 2019 @ 5:43am 
More warheads don't make it more powerful, the explosions will just overlap and you can't destroy a block twice. The next more powerful thing would be a large warhead.
bub1881 23 Nov, 2019 @ 11:13pm 
No problems so far, the missiles work great. I'd like to add warheads to the missile and make it much more powerful, and another version replacing all the warheads for decoys.
Quickshadow10m 12 Oct, 2019 @ 4:39am 
thx
Major Jon  [author] 11 Oct, 2019 @ 4:28pm 
You can spread them over how many subgrids you want. Are the projectors loosing the projection after they are welded up for the first time? If so, thats a bug in the game I can't fix. I'm not sure why the script won't launch the missile, but there is a lot more explanation on how the script works and how to set it up here .