Space Engineers

Space Engineers

Trajectory Missile Script
75 Comments
5UP3R TH30 B4G 4 Jan @ 2:26pm 
I've finished a launch pad and it will be soon on the workshop! It will come with the functioning ICBM
Rightraoedhelontidae 2 Jan @ 5:49am 
awesome thank you!
5UP3R TH30 B4G 2 Jan @ 3:22am 
Im working on a ICBM and it works ! Im also working on a cluster so I will tell here when im done and on the workshop
THE EXE DUDE 24 Oct, 2024 @ 6:44am 
if it overshoots the target i recommend using it along with the missile guidance block from terran titans tactical warfare blocks and putting some event controllers to when it reaches a lower altitude it locks and launches the missile i have a workshop ballistic nuclear missile that works that way u can subscribe and try coping the missile system
Rightraoedhelontidae 21 Oct, 2024 @ 6:05am 
Does anyone have a tutorial/working cluster missile to understand how it works
ericbekert 16 Sep, 2024 @ 12:45pm 
someone can share me a blueprint only for the missile?
Rightraoedhelontidae 22 Jun, 2023 @ 12:09pm 
Works perfectly for Ground to Ground, love it! Thank you so much :steamthumbsup:
Harry Spotter 24 Feb, 2023 @ 8:09pm 
Always overshoots target. Any tcommendation for setting to prevent that ? otherwise that script si perfect
M200Chan 29 Jul, 2022 @ 7:12am 
Just to clarify, this is only for intercontinental missiles, correct? As in, the missile cannot fly from space to Planet A (or vice versa), or from Planet B to Planet A?
Scopsins 9 Dec, 2021 @ 3:03pm 
Yea not broken for me as well!
Malacanth 26 Jul, 2021 @ 10:08pm 
Not broken, just tested it.
Projekt Pleasure 29 Apr, 2021 @ 12:07am 
Broken ._.
this was a great script, maybe if alysius doesn't pick this up someone else might
TheBlackFox 19 Mar, 2021 @ 2:30am 
can this make the missile fly from space to a location on a planet? Or is this planet based?
404 GLaDOS 24 Dec, 2020 @ 12:24pm 
This script is broken, I'd really like a script like this that works though.
Thunder234 20 Nov, 2020 @ 12:14pm 
So i don't know if the script is broken but whenever i launch a missile it fly's strait up then right back down where it took off from... can anyone help, or is the script a dead end? I have placed the programable block on the missile itself to fix the other current issue with the "Remote Control" Function not working but cant seem to work around this one.... Thanks
Prellentor 19 Nov, 2020 @ 12:24am 
Totally forgot about my comment here. I had similar problem. But after working on helicopter script i found that it would be enough to override only one gyroscope on grid. Gyroscope would be supplied with force by all other gyroscopes on grid. And they will also negate all rotation caused by inertia.
WICK 6 Nov, 2020 @ 1:21pm 
that I can't answer 100% but I believe it will
Prellentor 6 Nov, 2020 @ 1:38am 
Saw that script at work on Malacanth missile. It rubber banging a lot on turns. So i have a question: does this script overrides all gyroscopes at once?
WICK 2 Nov, 2020 @ 7:23pm 
RJ
The way I got it to work was by putting the programmable block on the missile. You can launch it via antenna from a base. I tried putting one on the launch platform and it didn't work.

dayve
I can't remember exactly where, but when you edit script, a few lines down from the top there's a command for 'missile height' or something similar. Just change the value. Just remember to change the speed value as well if you're using a speed mod or you'll miss every time.

There's also a better explanation on the outdated version of this mod.

Hope that helped
RJ 1 Nov, 2020 @ 11:05am 
So, does the programmable block need to be on the missile? Or on your launch platform? You didn't really put much information into the how to guide.
dayve 31 Oct, 2020 @ 12:47pm 
Any way to set what height the missile travels at?
WICK 21 Aug, 2020 @ 8:59am 
Regarding my last comment, after playing with the script for a while last night I got it to work. Sometimes it requires hitting the run button on the command block a couple of times. Most times it works as intended. Those who are saying it doesn't work, can you explain what is not working? The connection method not disconnecting? Does it fly straight up in the air? Specifics help troubleshooting more than "It doesn't work".
WICK 20 Aug, 2020 @ 11:59am 
Any updates? I'd love to use this with the new missile silo I just built.
Xadaya 6 Aug, 2020 @ 4:53am 
doesn't work anymore
Alyson August 23 Jul, 2020 @ 8:44am 
You have the missile blueprint ?
commie._.tears 20 Jul, 2020 @ 11:27am 
I wish this script still worked lmao
Saibahands 14 Apr, 2020 @ 9:30pm 
I don't think this script works anymore. Shame.
The Hunter 24 Mar, 2020 @ 2:34am 
Hello, I need help what data I have in order to make a (ballistic) cluster rocket? already i do some test and still nothing works i don't know what next.
PGI Xx HunterxX 2 Mar, 2020 @ 12:51pm 
resolved my own issues but, is there a way to set distance on when it begins lining up on the target for free fall? i play on a server with koth zones thrusters are disabled at a 6km radius, the missile doesnt start aligning until like 1km or whatever
PGI Xx HunterxX 2 Mar, 2020 @ 8:28am 
so i updated the exterminatus cluster missile with this script, launch from orbit, only significant thing changed on it is ion thursters instead of atmospheric, and the thing doesnt do anything except move the gyros for a bit
Jockey_Strappers 28 Feb, 2020 @ 5:09pm 
I'm having a similar issue where the missile doesn't freefall on the target itself and falling short between 400m and up to 2km away from actual target on planet. it would think "eh close enough" and just fall like a brick. I don't have any mods active though
DRINK YOUR GOD DAMN TEA 23 Feb, 2020 @ 12:25pm 
update: it was mod interaction between my speed unlimiter mod, the heat & drag mod and this script that was causing the issue. disabled the speed & drag mods and now it all works perfectly.
DRINK YOUR GOD DAMN TEA 21 Feb, 2020 @ 4:43am 
Sorry for the multi-post but I'm also having an issue with the missile starting its approach when its too far from target so it ends up lining up and freefalling from too far away causing it to fall short of it's target when using mode 0, I've got the flight height set at 7000m, which is about the max atmo thrusters can manage (has the same issue at 5000m), is there any way to make it start its freefall from more directly above the target? and could this have anything to do with my target being relatively close to the launch site at 5km away?
DRINK YOUR GOD DAMN TEA 21 Feb, 2020 @ 4:21am 
typical, found what I had done wrong 2m after posting, I had used wrong commands I needed to use setwB not P and actW not P
DRINK YOUR GOD DAMN TEA 21 Feb, 2020 @ 4:00am 
Can anyone help me with this script, I'm making something similar to the various storm missiles in the examples, but I cannot get the missile to obey deploy commands, I'm trying to use:

TGD:4000:SPIN:20,TGD:2500:SETWP:Warhead:Safety:True,TGD:2250:ACTP:Merge:OnOff_Off

Meaning I want it to start spinning at 20RPM 4000m from target, arm warheads 2500m from target, then detach all merge blocks 2250 from target, however the missile only ever obeys the first spin command and never arms or separates, Have I done something dumb and wrong with syntax that I'm missing?
farfigneuton 19 Sep, 2019 @ 2:35pm 
add the missiles to the wrkshop
Captain O's 4 Jul, 2019 @ 4:45pm 
@Alysius Is there any way to get the missile to point straight down during deployment? I have a cluster missile that won't work because it deploys the bombs and decoys at a slight angle which cause the bombs to end up under the decoys and gets them shot and destroyed.
Skyer 9 Mar, 2019 @ 6:54am 
Missile after finishing launch phase immediatly go into terminal phase (Turn off all engines) and then just fall back down again...
Side_Show 7 Mar, 2019 @ 5:24pm 
i keep getting

Error: Missile Detatch Failed
Caught Exception during execution of script---initialization failed--at program main.....
Malacanth 2 Mar, 2019 @ 9:52pm 
@Thanos I use this script in many of my builds, post your build and I will take a look at it.
Bear 1 Mar, 2019 @ 3:31pm 
Useless Script. Missile never target gps coords, Only going up and fall back
Enigmus 23 Aug, 2018 @ 7:08am 
Having the saame issue with missile activation commands as pro100wryjtvpl. They don't seem to engage.
Enigmus 22 Aug, 2018 @ 7:38am 
Additionally, have you considered merging this into your lidar script for a universal missile guidance script?
Enigmus 22 Aug, 2018 @ 7:36am 
Seeing a 'missileTravelHeight = 3000' varable. I've run into an issue where lauching from a intially high location causes an issue due to there not being 3000 meters of atmosphere. While I can manually change the heigh in the script, a Custom data entry would be nice.
Cerb 12 Aug, 2018 @ 7:32pm 
@Alysius I was told you had might have a orbital missile script. Is this correct?
pro100tv 12 Aug, 2018 @ 8:40am 
Ok, so I`ve place those lines in Custom Data but script seems to be ignoring missileActivationCommands

missileDeployCommand=TGD:30:SETWB:Warhead:Safety:True,TGD:5:ACTW:Warhead:Detonate,SETWT:Warhead:DetonationTime:1,ACTW:Warhead:StartCountdown,TGT:5:ACTW:Cluster Deploy 1:TriggerNow,
missileActivationCommands=ACTB:STAGE 2:Start
Alysius  [author] 12 Aug, 2018 @ 5:39am 
Yes correct. The base actually does detach, on a few occasions it is still moving with the missile because it entered free falling mode and the base is having same freefall trajectory.
pro100tv 12 Aug, 2018 @ 4:44am 
Ok, so if I use such line in Custom Data: "missileActivationCommands=ACTB:STAGE 2:Start" the script should start the countdown on timer block called "STAGE 2", right?
pro100tv 12 Aug, 2018 @ 2:23am 
Fairings are detaching every single time, base don`t. I guess this is my script`s (which is responsible for detaching base) fault.

But I think I`ve found solution but I have to check if there is some way if your script can start countdown right after start as fuel in hydrogen tank should be burn in unalterable time
Cerb 11 Aug, 2018 @ 9:45pm 
:(