Space Engineers

Space Engineers

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Long Range Homing Missile
   
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Type: Blueprint
File Size
Posted
Updated
666.509 KB
14 Oct, 2015 @ 12:47pm
20 Oct, 2015 @ 6:39am
14 Change Notes ( view )

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Long Range Homing Missile

Description
***
*NEW small-grid version with more advanced and efficient code:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=543982976

*Lock-On air2ground missiles:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=572356639

*New large-grid homing missile:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=572882851

*****
---------------------------------------------------

Description:
This is a working prototype of long-range homing missile.
It uses no mods, no turrets.
It's target lock is based on GetFreeDestination function of IMyRemoteControl. This function is called from in-game script.
Range of target lock: 1000 - 30 000 m.

1) Press 2 to start locking (sound block is glitchy, so you probably will have to press 2 a couple of times to hear alarm when lock is ready). Aim a target till alarm sound and green blinking light is on.
2) When you hear alarm sound and green light is blinking, missile is ready to go, press 5 for fire.
3) Press 3, if you dont want to fire and need to stop locking script.


Launch missiles away from asteroids, other ships and bases, all objects in 100m near you can spoil the lock.
If you go with missile to see how it follows target, dont approach too close, it can spoil target lock.
If there are some objects between missile and target, it can lock on this object instead of target.
If you are trying to lock fast moving objects, make a little correction on its velocity. Missile needs 4 seconds to fly away from launcher before swithing lock on target, if in these 4 seconds target goes out of lock area, missile will not lock on him.

You can launch 1st missile on target and then lock second missile on 1st missile. They will go like a train one after another. in 80% second missile switches its lock from 1st missile to target, when 1st missile hits. But it can also lock some of ripped of ship parts, so no guaranty.

It is still a test object, so dont be too disappointed if smthing goes wrong, i 'll improve and debug it.
Your reports are welcome!
82 Comments
Vanidas 3 Oct, 2016 @ 2:37pm 
Are the links in the description links to the newer versions?
Pennywise  [author] 3 Oct, 2016 @ 1:08pm 
this is old rocket, it doesn't work any more. There are newer versions in my workshop.
Vanidas 3 Oct, 2016 @ 12:03pm 
A few quick questions:
1. How well does it work? Does it have a satisfactory kill rate?
2. Are warheads attached to the blueprint as it is?
3. If you fire the missile in the wrong direction(IE, straight up when your target is in front of you), will it still home in?
CID 6 Aug, 2016 @ 2:23am 
impressive...
Mitarashii 3 Jan, 2016 @ 12:46pm 
Большая версия, для больших кораблей)
yokmp 11 Dec, 2015 @ 6:32am 
good work!
but please fix your link to the small grid version (it currently includes a star like *htttp ...)
FPC 8 Dec, 2015 @ 3:41pm 
Seems to be fixed. Not been having that issue anymore. I had it for about a month.
Pennywise  [author] 8 Dec, 2015 @ 3:24pm 
I've made new lock on algorithm. Now I'm finishing air2ground missiles, and i can make large missile too, but haven/t check collision bugs. Does large missile disappear in collision without damage like previously? Or Keen has already fixed this?
FPC 8 Dec, 2015 @ 11:42am 
Hows it going Penny? Still working on a large grid update?

It would be cool to combine features of alysius two missile guidance scripts and your missile guidance script here.

What I really want to do is lock several targets with the launching craft, and then fire a barrage of 3d printed missiles and have the target lock "hand-off" from the launching craft to a remote on the missile itself.

That way I could launch, say, 10 of these at 5 different targets, and then jump away before the first hits. True fire and forget ability.

Alysius script seems close to being able to do this, but not quite- and it cant avoid incoming fire like yours either since the flight pattern of your program helps the missiles avoid getting shot down.
FPC 4 Dec, 2015 @ 11:00am 
Wow! That would be a big advance in programming!

I was wondering if speed measurements or floating point errors were causing some of the issues.