Space Engineers

Space Engineers

LiDAR Guided Missile Script
437 Comments
skeleton welder 17 May @ 10:50am 
is there anything i should look out for if my prelaunch timer is not triggering? i have it named and copied into the PB correctly afaik.
re206 2 Jan @ 11:16pm 
Hello! Why atmospheric rockets may not be launched? Blueprint of Sensor Version: LiDAR Platform with Sensor working in space
Keahiokalani 26 Nov, 2024 @ 9:28am 
"Added support for proximity sensors for warhead detonation. Missiles can now use a forward-facing camera or a sensor to assist in ensuring warhead detonation when nearing a target." Is this an editable value? I want to make an "airburst" style missile.
I have a follow on question if this is possible. Is it possible to trigger timers/event blocks with this function?
jTurp  [author] 20 Nov, 2024 @ 2:19pm 
Thanks, I should be able to get to it by the weekend :)
Acid 19 Nov, 2024 @ 9:40pm 
@jTurp
jTurp  [author] 17 Nov, 2024 @ 2:54am 
@Acid

Thanks :) and yes Hydrogen should work everywhere.
Acid 16 Nov, 2024 @ 11:31pm 
The missiles can work on pertam
Acid 16 Nov, 2024 @ 11:30pm 
I am using hydrogen powered missiles on a pertam, the missiles have a decently high TWR and decent hydrogen storage, I was making a patriot system, since I noted the scripts ability to intercept missiles, Ill drop a link to my world, the controls for the script are on the second Hotbar in the truck. At the moment im trying to get my world to publish lol
jTurp  [author] 16 Nov, 2024 @ 5:36pm 
@Acid

Couple of things to think about:

1. Are you using the proper missile type for the atmosphere? ie are you trying to use ion missiles on a planet? If so, I stop the launch because they won't work. Same with Atmo in space.

2. If you're using Atmo in atmosphere, are you too high in the atmosphere? I do run a check for max potential thrust and if it's below a threshold I stop the launch for the same reason as #1

If neither of those are the issue, feel free to drop a link to your world and I'll give it a test :)
Acid 14 Nov, 2024 @ 3:53pm 
Hello, I tried using missiles with this script, I've had success with it in the past, but this time I ran into trouble. The script recognizes the missiles and accounts for them on the counter, However, whenever I lock a target and try to launch a missile nothing happens. I've tried many things like recompiling, making sure the missile is working properly with the disconnect process, turning on the antennas. but still to no avail, the strangest part is that I've gotten it to work a couple of times, but most of the time it refuses to work. I've turned firing order off and on and played around with the tags on the missile ([M:1], [M:2] Etc).
jTurp  [author] 10 Sep, 2024 @ 6:37pm 
@AJ Renegade

The short answer is yes to both :)

The longer answer...
1) You can toggle auto-launch and they will auto-lock onto any enemy craft that gets detected, OR you can use the commands to cycle targets and launch them manually

2) Any size missile is fine, as long as they have the required components (check the videos for details). And make sure they have enough thrust :)
AJ Renegade 9 Sep, 2024 @ 2:39pm 
@JTurp
2 questions, i went through the description twice, but i was wondering:

1. So this will lock onto something in the radar correct? so if it's at least below the max radar range which i think is 10km correct?

2. Can the script work with any size missile, well, but i mean, does it have to be a big small grid missile, or could it be a very small missile that could attach to the wing of an aircraft? cause i'm making aircraft using the Lidar Mapping Script as radar, and i would love to use this missile script for it,
pauldanbomrice32 25 Feb, 2024 @ 12:00am 
@jTurp TY for the reply
jTurp  [author] 5 Feb, 2024 @ 8:22am 
@pauldanbomrice32

It will require either raycast or the elite sensor mod to work. It is not compatible with WC
pauldanbomrice32 4 Feb, 2024 @ 6:18pm 
Does this work with raycast disabled? The server I'm on has raycast disabled but still supports weaponcore radar.
Destan’s 14 Dec, 2023 @ 10:27am 
Yes, it would be better if it was aimed at the target after reaching an altitude of 1000 meters when first fired.
jTurp  [author] 1 Dec, 2023 @ 7:53am 
@Destan's

You want it to fly higher? I can probably add a setting for it, yeah
Destan’s 23 Nov, 2023 @ 11:06am 
After the missile is fired, it rises 200 meters and reaches the target. Can we increase this?
jTurp  [author] 8 Apr, 2023 @ 10:04am 
@Big Pipe

I also had issues when I tested with high speed limits. In *theory* it should work using the algorithm, but I think the issue is more with how SE adjusts speed per frame and at higher speeds it's harder to control.

As for using multiple connection types, the script only looks for the closest one to the missile PB, but you can easily use both by setting it up so that once your missiles are ready to fire (fully built) just disable all missile merge blocks (or connectors, whichever is further from the PB) and let the script disconnect the secondary during the firing sequence.
Acid 6 Mar, 2023 @ 2:27pm 
Another Question, I've been struggling to tweak the missile logic to effectively lead a target with the 1000 m/s speed limit mod installed, the missile commonly over-corrects or only leads to a certain area around the target without actually hitting it, or just does not correct enough at all and is not able to follow the targets movement. Is there any way I can tweak the missile logic to be more effective with this speed limit, and if so what parameters do I edit and at the very least could you give an explanation for what they affect.
Acid 4 Mar, 2023 @ 11:06pm 
Is it possible to have more than one connection type, and if so would it be possible to make it work with a modded 1x1 connector and a small merge block?
royalrollin 6 Dec, 2022 @ 2:48pm 
Working well !
grizli 23 Nov, 2022 @ 6:57am 
these are two different types of scripts, yours is much more thoughtful.

LAMP is only suitable for use on boxes. and yours is like a death star)))))))))
jTurp  [author] 23 Nov, 2022 @ 5:53am 
You are welcome to use LAMP if it provides the functionality you need. I can't guarantee if or when I'll get around to doing anything more with this script
grizli 22 Nov, 2022 @ 2:35pm 
the LAMP script has a remote fire function that allows you to launch rockets from any point of the antenna's action, I would like to see this from you
jTurp  [author] 22 Nov, 2022 @ 2:17pm 
Good question XD

I'll have to see if there's a way to provide you the necessary info
grizli 22 Nov, 2022 @ 2:02pm 
and what exactly should I send ?
jTurp  [author] 22 Nov, 2022 @ 12:57pm 
@grizli

This script doesn't care where the command comes from, but neither this script nor the mapping script has that functionality built in.

You would have to write a script that broadcasts the command to other grids and on the receiving end triggers the launch.
grizli 22 Nov, 2022 @ 4:55am 
is it possible to remotely trigger a rocket launch ? suppose I have several leader stations and only one rocket launch point
jTurp  [author] 17 Nov, 2022 @ 4:28pm 
@Dagli

Can you send me the blueprint / world for testing? Thanks
Dagli 16 Nov, 2022 @ 4:38pm 
in atmosphere the missile has issues disconnecting, its very hit and miss in that it could be hours of it not working then suddenly the same grid has a successful launch then it works for an hour then stops after a few minor alterations.
HydraDominatus 21 Aug, 2022 @ 1:45pm 
nvm I have switched to easy lidar and its much easier
jTurp  [author] 21 Aug, 2022 @ 1:37pm 
@HydraDominatus

The projector is what I use to ensure the missile is fully built before allowing it to be deployed

Initial Setup Complete means it should show up on the LCD in the lower right where the missile #s are found.

Then you would use "Set Target" and "Launch" to fire the missile (in the Lidar PB, not the missile PB) - are you able to set a target but not launch?
HydraDominatus 21 Aug, 2022 @ 11:03am 
after I made missile and loaded script it have wrote that projector required (wtf?). After placing projector it writes "Initial Setup Complete" and thats all. Running with arguments does nothing, nothing appears on right side where setup complete message was
jTurp  [author] 29 May, 2022 @ 9:25pm 
@re206

No, that's so you can manually add targets to the map with the "Manual Target" command
re206 29 May, 2022 @ 9:23pm 
i have new question:
{ ; The name of the dedicated targeting camera.
; Required for manual targeting.
;
Target Cam Name=Target Camera ] - it's is in your script

should I give this name to the camera on the torpedo for better guidance?
jTurp  [author] 26 May, 2022 @ 1:22pm 
This does not do ballistic missiles. It's best to target them from a higher altitude in your case.
re206 26 May, 2022 @ 12:24am 
Hello. Can missiles fly from top to bottom at targets? the problem arose on the example of an object that is located on a mountain, and torpedoes cannot hit it.
Destan’s 30 Apr, 2022 @ 12:35am 
It's great that I successfully worshiped the whole installation.I can select a target, but I can't launch and clear the target
jTurp  [author] 13 Feb, 2022 @ 6:27pm 
@Holymuffins

Glad to hear it. If by multiple warheads you mean throwing a bunch on the missile, yep. I arm and ignite them all
Holymuffins 13 Feb, 2022 @ 4:20pm 
@jTurp, looks like I had either a mod that was causing an issue, or that world, created a new one and it works just fine. Do multiple warheads work with this script? or is it limited to just one?
jTurp  [author] 13 Feb, 2022 @ 1:16pm 
@Holymuffins

You can publish the blueprint and shoot me the link. I'll check when I get a chance
Holymuffins 13 Feb, 2022 @ 1:13pm 
Hey Jturp, I have been troubleshooting for the last 2 days trying to get these missiles to fire in atmo and have been unsuccessful. I am not sure where the problem lies. I have run the check on the missiles and everything gets a pass, The "Lidar System" has the antenna, projector, etc. I have connector, and thruster type set properly. The system will lock on to targets, and displays correctly on the LCD, but when I click launch the missile does not disconnect, I have tried manually disconnecting the missile but it still seems to receive no instruction from the lidar platform. any ideas?
jTurp  [author] 12 Jan, 2022 @ 5:05pm 
Hey, this is likely a configuration issue of some sort. Please upload your world and I'll take a look.

As for reloading, the script will only turn on / off welders that are part of the block group, and you'll need to have the proper projection set up
Longitudinus 12 Jan, 2022 @ 4:59pm 
They are a one shot missile on my ship*
Longitudinus 12 Jan, 2022 @ 4:59pm 
UseMissile is false on the main PB, though the missile check says it is fine? The missiles do not reload, btw.
jTurp  [author] 29 Dec, 2021 @ 5:43am 
I should clarify, they need the firing platform to maintain lock, so not fire and forget in that sense. But no beam riding :P
jTurp  [author] 28 Dec, 2021 @ 6:53pm 
These are fire and forget, not beam riding
PGI Xx HunterxX 28 Dec, 2021 @ 6:29pm 
is the script able to use weaponcore turrets for guiding the missiles?