Space Engineers

Space Engineers

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Guided torpedo carrier
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
Updated
803.560 KB
7 Oct, 2015 @ 4:12am
7 Oct, 2015 @ 1:21pm
4 Change Notes ( view )

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Guided torpedo carrier

Description
This is a plane, carrying 4 guided kinetic torpedoes.
Guided torpedoes are an ideal weapon for ranged and stealth attacks on large ships.
These things are really very powerful weapons, and can rip a large ship into pieces just in a few seconds.

A short instruction for cockpit actions:
Press "2" to start tracking system. Red blinking light will appear in front of you. This should be done before any torpedo launch.
Press "3" to stop tracking computer. This should be done after attack is complete.
Press "4" to launch torpedo in guided mode. After guided torpedo is launched, use your ship pointing to designate target for torpedo. Use your frontal camera for precize guiding (Press "1" for camera view)
Press "5" to launch torpedo in unguided mode. It will fly forward and require no leading from pilot.

If you will test torpedo carrier in survival mode, do not forget to load 3 stacks of iron ingots in torpedo containers (i've used 3stacks, 8500 ingots each - it goes for 1x inventory mode) and add some uranium in fuel boxes.

Use this script or its parts as you wish for your own torpedoes.

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Watch attached videos for more explaination.

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Comments and reports on youtube and steam are welcome.
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If you are interested in these torpedoes, check this item:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=543982976
it's next gen of this weapon. Lock-On fire mode was added. and many othe cool features.
52 Comments
Kevin Starwaster 29 Oct, 2020 @ 9:31am 
Why does it use reactors? Wouldnt batteries be enough? It's not going to live long
EinPunkt 23 Jan, 2017 @ 11:18am 
possible to get this with manual gps target? with out evade for turrets
Pennywise  [author] 11 Dec, 2015 @ 8:24am 
Отключили сейчас зум на камере. Может модовую надо ставить.
maxtim83 11 Dec, 2015 @ 7:34am 
Привет Макс. А как увеличивать зум на камере когда ты пускаешь торпеду. Колесиком совсем слабо прибавляет.
Pennywise  [author] 29 Oct, 2015 @ 11:39pm 
If you are interested in these torpedoes, check this item:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=543982976
it's next gen of this weapon. Lock-On fire mode was added. and many othe cool features.
Pennywise  [author] 28 Oct, 2015 @ 1:08pm 
"Vector" for guided and "Forward" for unguided
Erebus Alpha 28 Oct, 2015 @ 12:56pm 
I found the necessary 'start' and 'stop' arguments in the code for PBTrack, but I'm having less success with PBLaunch and the projectile-side programmable blocks. What are the arguments necessary to trigger PBLaunch's guided and unguided launch sequences?
Pennywise  [author] 26 Oct, 2015 @ 12:35am 
You can find this in code:
ShipName+"Gyro"
ShipName is Torpedo1,2,3,4
You can place additional gyro named Torpedo1Gyro2 (it must be placed in proper orientation).
Or u can set GyroMult to higher value. cause 1 gyro can be more powerful.
I'll make and publish a skeleton design easy to adapt for your planes, I just want to rewrite script in more pro style and add Lock-On fire mode.
So check my workshop later.
Erebus Alpha 25 Oct, 2015 @ 11:43pm 
I really like the idea of these manually-guided torpedoes, but I have not had success in applying the same code to my own custom torpedoes.

I did an experiment, removing and replacing the gyroscopes on the torpedoes; if renamed to match the default gyro names, the torpedoes work, but replacing the gyros without renaming them breaks the homing and dodging effect of the torpedoes, rendering them unsteerable. It seems that there is not much plug-and-play functionality in this script.

Curiously, the exact gyro name (torpedo1gyro) never even appears in the torpedo's programmable block, so I'm not even sure how the script can talk to the gyro at all, even if properly named.

To complicate matters, my torpedo weighs twice as much empty as yours does when filled with iron ingots, so one gyroscope isn't going to be enough, and placing two gyros on one of your torpedes (both named 'torpedo1gyro' breaks the guidance script and causes the torpedo to fly along unguided.
Pennywise  [author] 17 Oct, 2015 @ 12:11pm 
Abaddon you mean skeleton design? I'm going to make it in 2-3 days.