Space Engineers

Space Engineers

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Lock-On torpedo carrier. 2nd generation of homing missiles.
   
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Type: Blueprint
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29 Oct, 2015 @ 8:02am
9 Nov, 2015 @ 2:08pm
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Lock-On torpedo carrier. 2nd generation of homing missiles.

Description
This is the second generation of homing missiles.

***
You can find Instruction in "easy to read" format in my thread on KeenSWH forum:
http://forums.keenswh.com/threads/pennywises-openspace-circus-last-item-2nd-generetion-homing-missiles.7369856/#post-1286866395
***

Using method of reflected free vector (check here: http://forums.keenswh.com/threads/long-range-lock-on-concept-no-turrets.7370088/page-2#post-1286856732), i've managed to make torpedoes with following capabilities:

1) Long-range lock-On. Fire and forget in lockon mod - very nice for fast ranged attacks.

2) Dodging. Torpedo flies in a spiral tragectory, what makes it really hard target for turrets. I've launched it on NPC ships like Argentavis or Military transporter over 100 times and it was hit by turrets only in 1-2 cases.

3) Interception trajectory. Torpedo calculates optimal interception trajectory to catch even targets moving at max speed.

4) Decent kinetic damage (ingots in container).

5) Very moderate shot cost. Mostly it's ingots cost. Iron ingots can be replaced with stone tho, but torpedo will be less destructive.

This plane carries 4 Lock-On torpedoes capable to lock and shoot down a large ship from distances over 10km.
Despite, it looks the same way as my previous plane, it's a completely new unit with significantly increased abilities.
Torpedoes combine 3 different fire modes:

1. Guided and 2. unguided modes are just the same as for my previous plane: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=531161469
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Here is a short instruction for cockpit actions for guided and unguided modes:
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 precise guiding (Press "1" for camera view)
Press "5" to launch torpedo in unguided mode. It will fly forward and require no leading from pilot.
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3. Lock-On mode.
Lock-On mode is a completely new feature. It's easy, but requires a little skills and a bit of understanding of how this thing works.

Short instruction:
----------------------------------------------
Press "6" to start locking target (crosshair on target)
Press "7" to stop locking.
Press "8" to launch torpedo.



Advanced instruction:

1. Panel Indicators:
Right Panel
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Lock Stable: true/false - indicates if target locked and if lock is reliable

Ready to Go: true/false - indicates if target velocity measurement is reliable and can be used to calculate interception course. Launch torpedo when these two indicators are "true".

Target data
X, Y, Z - gps of target

Signature - this value is not an exact size of target, but it is relative to targets size. (It is a distance between 2 opposite closest free points around target.)

Distance - distance from torpedo to target.

Velocity - scalar value of targets velocity.


Left Panel
-------------------------

Can Intercept: true/false - indicates if torpedo can intercept target. It's based on current distance to target and its velocity vector. (Ship moving at 104 m/s towards you can be intercepted, ship moving at the same speed away from you can't be intercepted)

Status - current status of torpedo. Can display following values:

Locking - trying to lock target (when you press "6").

Target Locked - indicates that target is locked. If target locked successfully.

Launch - torpedo is launched.

Re-Locking - torpedo is trying to re-establish target lock. One of problems with launch is following: in the moment of detachment torpedo can not keep target in lock till the moment, it leaves bounding sphere of launching plane, cause otherwise plane will spoil target lock. So, there is a lag of 1-1.5 sec between rocket launch and momet it can re-lock target. Torpedo uses last data on target position and velocity to re-establish the lock. So, the more steady is measured target velocity, the less possibility, that you will see following indicator:

Lock is LOST! - torpedo has lost target lock. It happens mostly with small and fast targets, targets moving with acceleration, targets that are too far. This message is not an indicator of complete failure tho. Use your "laser pointer" (press "2") to try to indicate target for torpedo again. In 80-90& torpedo catches target designated by plane easily. When you see "Lock Stable: true" on the right panel, press 3 to turn off "laser pointer".

Chasing - torpedo is moving directly to target, while gathering data needed to calculate interception course.

Intercepting - torpedo is moving to calculated interception point.

FIXED - this indicates final 1-3 seconds before impact. Torpedo interception vector is fixed when it comes closer than 1.5*target signature. Otherwise trajectory will be spoiled.

Terminated - if torpedo has not hit target in 5 min and warhead has not exploded, script turns itself off to free system resources.

Tang Vel - tangential component of targets velocity (it's normal to our line of sight when we look at target)

Orth Vet - orthagonal component of targets velocity (it's collinear to our line of sight). If It's negative, target is approaching, if it's positive - target goes away.

Intercept Time - Calculated time left till impact.

Laser Pointer - X, Y, Z coordinater of object caught by pointer. Helps to understand if you can designate target for torpedo if it lost lock.

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2. I've described almost everything in previous 2 points, there are only some tricks left.
What you can and what you cant't do, known issues:
-----------------------------------------------------------

a) you can't launch multiple lock-on torpedoes on stationary target, cause 1st torpedo will spoil lock of all torpedoes behind it.
b) but you can try to lock multiple torpedoes on moving targets (with high tangential velocities). Guess why.
c) You can launch torpedo with your laser pointer on, while crosshairing target. In case it'll lose the lock, it will find target immedeately.
d) You can intercept ship, if it's moving at 104 m/s towards you (negative othagonal velocity).
e) You cant intercept ship if it's moving away at full speed, but torpedo will chase him.
f) I've not tested it with speed mods.


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3) If Torpedoe locks the target, but don't launch when you press "8", recompile (open/save) torpedo program block.
Don't forget, that it's still experimental unit. Bugs are possible, but now it's in condition to be published.
Feel free to contact me if you found something malfunctioning.
Happy shooting, guys!
101 Comments
sceam731 19 Dec, 2022 @ 7:25am 
Привт, планируется ли обновить скрипт ? или он списан в утиль с концами ?
Texmar 20 Feb, 2018 @ 7:34pm 
Doesnt work anymore
Thy Boss 20 Feb, 2018 @ 7:31pm 
I cant seem to get it to launch though :(
Pennywise  [author] 13 Feb, 2018 @ 12:02am 
SirLefski этот уже не будет работать. списан в утиль.
AlphaDrake 12 Feb, 2018 @ 6:43pm 
пенни обнови скрипт он не работает не наводися даже пальнуть не получается
Warlord Solohahn 11 Dec, 2017 @ 3:10pm 
Actually~ can you get a new one???
ilias 5 May, 2017 @ 4:40am 
sadly
Stevros1903 17 Jan, 2017 @ 2:42pm 
Real shame you always make the best MOD's Thanks :-)
Texmar 17 Jan, 2017 @ 12:42pm 
Ah that's sad. Awesome job on this.
Pennywise  [author] 17 Jan, 2017 @ 12:11pm 
After last game updates It's dead without mods.