Space Engineers

Space Engineers

Stalker Spacefighter (No Mods Aimbot)
23 Comments
Crab 21 Jun, 2021 @ 9:14am 
Do the torpedoes still fire?
WhiteBay 30 Nov, 2020 @ 4:07pm 
Is this still working? I cant seem to get any of the scripts to work.
acul009 10 Oct, 2020 @ 3:28pm 
Could you please update the missile scripts? The missile script seems to have a newer version.

This thing is amazing and way to op.
Deadmeat 6 Feb, 2020 @ 12:45pm 
Finally, a fighter that does exactly as it says, “it does”.
This is a great build, the fighter is good in a fight, and easy to fix afterward
.
After updating the script in the missile’s computer to “ADN - Easy Lidar Homing Script v25.0” from version “ADN - Easy Lidar Homing Script v21.0” everything just worked great.

All the labeling is correct, and the descriptions are correct, so I highly recommend this build to anyone who is needing a fighter or wishes to learn how a great one is put together.

LT
Alysius  [author] 14 May, 2019 @ 6:57pm 
You have to weld these same missiles back in. Ship does not have projector so you need to include one.
Alanthier 22 Mar, 2019 @ 3:49pm 
So exactly how would you reload/rebuild these missiles for it in survival?
Alysius  [author] 23 Jul, 2018 @ 10:25pm 
for creative, you can repaste a new missile to the fighter. for survival, you can weld it back but i havent setup a blueprint for this yet.
Megakole 23 Jul, 2018 @ 7:26pm 
any recommendations for how to re arm this thing properly
Alysius  [author] 20 Jul, 2018 @ 11:18pm 
Button 2 is to fire missile and lock on to the point autoaimed by aimbot. Meaning you need to keep Button 3 locked on, fire the missile in Button 2 Mode, then only disengagr aimbot (or not at all) until missile is fully locked on (ree flashing projection on the left of crosshair).
dandanmian.slurp 23 Apr, 2018 @ 12:34pm 
Also, toolbar 1 button 2, fire at aimbot target, often doesn't seem to lock on and instead flies towards the spot the enemy was when you fired. I was wondering if I'm doing something wrong or if it's a bug. Thanks so much for your help.
dandanmian.slurp 23 Apr, 2018 @ 11:43am 
Thanks, this is still probably the best fighter on the workshop. 4 warhead guided missiles and the autoaim systems give it such an advantage.
Alysius  [author] 20 Apr, 2018 @ 7:10pm 
@Screw All the arguments are:

Toolbar 1 (Buttons and 1 to 6)
MODE:0
MODE:1
TOGGLE
AIM
FIRE
WEAPONSWITCH

Toolbar 2 (Buttons 3, 6 and 7)
OFFSET
CYCLE
RESET

Toolbar 3 (Buttons 2 to 7)
MODE:2
MODE:3
MODE:4
MODE:5
MODE:6
MODE:7
dandanmian.slurp 20 Apr, 2018 @ 3:49pm 
Nvm, I found it.
dandanmian.slurp 17 Apr, 2018 @ 12:11pm 
What is the argument to enable or disable offset targeting?
Alysius  [author] 26 Mar, 2018 @ 6:39pm 
@Papy Costas The PID is changed due to degrees to radians change. End result will still be the same values passed to the gyros. All modes should perform the same as the missile turninf performance is common (same piece of code) and does not depend on Mode. Unless the lock on is lost.
Cenuij 3 Oct, 2017 @ 10:37pm 
Most amazing concept i have ever seen, im kinda a noob so could you build a large ship version that can be slapped onto ships?
Alysius  [author] 17 Aug, 2017 @ 5:57pm 
@maplejacks I would like to but that wipl make it too heavy and less agile. Current design does not have space for additional thrusters.
maplejacks 17 Aug, 2017 @ 11:21am 
@alysius if you can could you make a more heavy duty version of this
Osemaj13 16 Aug, 2017 @ 6:36am 
@Alysius

Thanks that's amazing!
Alysius  [author] 16 Aug, 2017 @ 2:04am 
@maplejacks This is a light fast attack craft. Any ship built with the same anount of ingots this fighter uses will have more or less the same durability.
Alysius  [author] 16 Aug, 2017 @ 2:03am 
@Osemaj13

Toolbar 1 (Buttons and 1 to 6)
MODE:0
MODE:1
TOGGLE
AIM
FIRE
WEAPONSWITCH

Toolbar 2 (Buttons 3, 6 and 7)
OFFSET
CYCLE
RESET

Toolbar 3 (Buttons 2 to 7)
MODE:2
MODE:3
MODE:4
MODE:5
MODE:6
MODE:7
maplejacks 15 Aug, 2017 @ 2:11pm 
this is a good idea but in combat it gets kiled in less then 5 secends
Osemaj13 14 Aug, 2017 @ 4:42pm 
Hi this is awesome! Would it be possible to know the arguments for the Sogeki script. I've been experimenting with it on my own ship. Thanks :)