Space Engineers

Space Engineers

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Large homing missiles 2
   
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Type: Blueprint
File Size
Posted
Updated
710.177 KB
10 Dec, 2015 @ 12:58pm
10 Dec, 2015 @ 1:01pm
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Large homing missiles 2

Description
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:
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Press "6" to start locking target (crosshair on target)
Press "7" to stop locking.
Press "8" to launch torpedo in "Interception" mode. Torpedo will calculate interception point and fly towards it untill impact.
Press "9" to launch torpedo in "Hook" mode. Torpedo will try to "hook" moving target to hit from forward direction.


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
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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.
29 Comments
overwerk 28 Feb, 2020 @ 2:33am 
very unlikely, these are serval years old
Wolverine 27 Feb, 2020 @ 11:42am 
Still working?
s0ftness_ 18 Feb, 2018 @ 8:30am 
Спасибо
Pennywise  [author] 9 Dec, 2017 @ 3:15am 
Rayan_Tap4ik неб это уже давно сломалось. Работают на рейкасте торпеды
s0ftness_ 8 Dec, 2017 @ 7:12am 
Работает?
FPC 28 Dec, 2016 @ 12:25pm 
They broke GFD. Penny has a test object on his workshop using the new raycast method
Habers 28 Dec, 2016 @ 12:03pm 
it doesn't work anymore right? :(
Dabigatran 29 Dec, 2015 @ 10:10am 
hank you pennywise but i found the problem . it was me. the retard was strong with me and i was using pb track instead of pb launch.

and penny i m trying to make a bomb you might like but i have no idea on programing. its for large ships and concept is like this you lock a ship guess its 10 seconds later location and spawn the bomb filled with warheads to in front of it in it with a jumpdrive

the idea is good but ihave no knowledge on programing all i can do is to copy paste you can try it if you like

thanks for everything again you are the most helpful and skilled scripter of space engineers
Pennywise  [author] 28 Dec, 2015 @ 8:47pm 
no, timer runs w/o any arguments. it's probably wrong block naming. check if transmitter beacon is named "<Transmitter>#;"
Dabigatran 28 Dec, 2015 @ 4:24pm 
i have tried to copy paste the scripts and named every block on your ship same on mine too but it didnt work.
do you run timer block with an argument ? i tried to run it with default argument.
and thanks for answers.