Space Engineers

Space Engineers

[HS] CEU Merlin Fast Interceptor Craft [FIC]
29 Comments
Sergeant-Major Hellstrom 17 Apr, 2024 @ 4:20am 
For some reason missiles won't detach from the rotor. I tried stuff fromk the comments but it doesn't seem to work. Maybe someone got a working version?
งง Two Snake 15 Oct, 2023 @ 7:55am 
From memory there would be two reasons the guns don't fire. Obvious one being no ammo. Second one being something wrong with the script not picking them up. Maybe you made the but didn't rename it correct as it is in the blueprint.
WarWeasel 15 Oct, 2023 @ 12:58am 
For some reason when I go to fire the missiles, the gatling guns dont fire to disconnect the missile. Ive tried removing its ammo and reloading it but nothing is working.
leo.ahrens 28 May, 2021 @ 4:53am 
HI, I am having trouble with makeing the turets work as guidance for the missles how can u switch from rayscan to turets guidance
งง Two Snake 16 Jan, 2021 @ 10:00am 
Also:
- put sorter blocks between the guns that disconnect the missiles so that hydrogen can fill up but not escape the tanks
- missiles should be built with stockpiling turned on then turn it off when firing

Nice to have:
- a PB block that when pressed transfers the items needed to build the missiles. (number taken as PB argument for how many missiles you want to build). That way you can RTB, join the connector hit the PB to reload / rearm then disconnect without messing around in the UI.
งง Two Snake 16 Jan, 2021 @ 10:00am 
I've been using it some more since last year and I have more feedback for using in survival. I recommend having a timer that:
- Turns on the missle PBs. Some servers turn off PBs upon server restart.
- Runs the missile setup PB again. Seems like the script sometimes doesn't work right without doing this. Not sure this will be foolproof. Haven't tested yet.

Fire this timer every 60 seconds and make it start itself again as well as after running the reload missile timer so it's constantly working right.
Insomnium 6 Nov, 2020 @ 4:13am 
I've found that simply disconnecting the small grid cockpit at the rotor, then blueprinting the ship, makes it a large grid that you can then build in survival. Just be sure to blueprint the cockpit and build it back once the ship is done. I believe the small grid turrets and missiles also have to be blueprinted and added back one time to complete.
5URG3  [author] 15 Jun, 2020 @ 9:57am 
@Two Snake - Thanks for all the feedback. This is useful stuff.
งง Two Snake 13 Jun, 2020 @ 11:50pm 
Just some more feedback for everyone using this in survival. The PMWs work well. Having some issues with them at the same time though when it comes to reloading. I don't know if it was to do with the fact that I was moving while the welders were working but both blew up again. I think it might be because I never enabled share inertial tensor value on the rotors so i'll rebuild and try that.

Seemed to have some problems firing the last rocket too which I think might be related to the fact that the missile tanks will drain of hydrogen first when hovering. You need to turn stockpiling on the missile tanks until the last second you decide the fire them or what might happen is that your missile gets stuck in the bay with no hydro, then your ship will blow up :D Another thing you can do is bring plenty of ice and make sure the h2o2 gens are turned on.
งง Two Snake 2 Jun, 2020 @ 7:13am 
So I think I have this working well now. I must have pressed and ran the PB which is what caused the missiles to break. Still trying to fill her up to get her combat ready. I ended up making a blueprint with just the missile making parts. That worked well.

For anyone wondering you should set missile reload timers 2 and 3 to 40 seconds each. That seems to be the sweet spot.

One suggestion I had for you would be that the missile status screen should have a yellow or red status if they're not filled with hydrogen. Also have the stockpile switches enabled/disabled during the reload period to make sure the tanks are full before showing green status.

Another suggestion would be a PB block that pulls in everything it needs and/or gives you some feedback on what is missing.
งง Two Snake 31 May, 2020 @ 6:51pm 
I will definitely be tweaking this to get it working. I need to rebuild both missile ports as they ripped apart. I was comparing what they were doing vs creative and it looked the same. I will try your method with the reloading though before reconstructing. Another thing I noticed is that sometimes the timer block towards the bottom will hit the floor and break. Again though maybe I need to try your trick first.

I noticed the LAMP PB complaining about the Targeting Group doesn't have a turret in it to set additional targeting functionality. Wasn't sure if that was overlooked or by design. Apart from that I haven't taken her out of dock yet, but pretty happy with the design overall.
5URG3  [author] 31 May, 2020 @ 8:38am 
One more thing, increase the reload timer delays if you want to build missiles in survival, it is currently setup for creative. Alternatively, run reload twice, that ought to do it. It will not work without the rotor turning part though.
5URG3  [author] 31 May, 2020 @ 8:36am 
Also, the small projector thing is wierd. The game has tagged this as a small grid build. I'm sure I took the blueprint from the large grid. I wonder if there are more small grid blocks than large...
5URG3  [author] 31 May, 2020 @ 8:34am 
@Two Snake - NGL, I was pretty surprised to hear you had built this in survival, that's a impressive feat! I put survival capable because it should work in survival, not that it'd be easy to build. I'm really sorry to hear it didn't work in Survival MP, I hope you didn't waste too many resources.

I may have a solution, if you want to try again, as I had a similar issue during construction. Build everything except the missile launchers and run the reload timer. Once the rotor settles you should be good to build the launchers. I think the rotor script can occasionally get a bit confused where zero is, so tries to spin the launcher 360 to get to it. Again, I apologise for the inconvenience.
งง Two Snake 31 May, 2020 @ 8:21am 
Unfortunately doesn't seem to work on survival multiplayer. The welders can not welder the ship in the correct amount of time. There seems to be some space issues as well as the whole thing gets ripped apart while the timer blocks rotate the weld. Seems to also miss blocks if I try just leaving the welders on.

Here are the resource usage for one missile..

steel plate 115
construction 83
large tube 13
metal grid 12
interior plate 14
motor 5
computer 79
small tube 15
radio comp 4
display 1
girder 3
explosives 6
power cell 2

งง Two Snake 31 May, 2020 @ 4:58am 
Got it working in survival! The guns on the side were a real nightmare to attach. I'm going to need to spend some time to figure out what I need to fill her with now! :steamhappy: thank you very much for the cool blueprint
งง Two Snake 30 May, 2020 @ 10:57am 
I made a new blueprint for a large grid too to get around the issue previously explained
งง Two Snake 30 May, 2020 @ 10:56am 
It's a bit weird. The large grid is only loading on a small grid projector, but i've since figured out the kinks and made a small grid blueprint with all the bits needed to stick to the large grid :)
5URG3  [author] 30 May, 2020 @ 3:54am 
@CrimsonAdder - Cheers bud! Hope you can find some use for it.

@Shipwreck - No, sorry, but it's easy enough to make a BP on the subgrid in creative.

@Two Snake - You should get the large grid part with this BP. Is that not happening for you? Subgrids must be manually built.
งง Two Snake 29 May, 2020 @ 11:06am 
How are you suppose to weld this up in survival. It's a small projector with large blocks
Shipwreck 29 May, 2020 @ 12:02am 
This is an awesome ship! Thanks for sharing! Would you mind sharing the missile blueprint?
CrimsonAdder 27 May, 2020 @ 7:11pm 
holy shit this is brilliant, it even gets around the major lag caused by merge blocks
CrimsonAdder 27 May, 2020 @ 7:06pm 
ah, gatling separation? very clever! I'll have to look into this
5URG3  [author] 27 May, 2020 @ 3:32pm 
@CrimsonAdder - Via small conveyor pipe that is destroyed when they launch.
CrimsonAdder 27 May, 2020 @ 3:16pm 
interesting, how do the missiles get fuel in survival?
Stratus 27 May, 2020 @ 6:08am 
Three thumbs up! Don't ask about the third thumb...
CONS 26 May, 2020 @ 11:19am 
Awesome!
Rhea.licious 25 May, 2020 @ 10:44pm 
Then you'll love his next ship! Also, nice to see the finished version!
Jarf 25 May, 2020 @ 10:38pm 
A lightweight, fast, long range missile thrower. The missiles are extremely impressive btw. They're extremely quick, have adequate punch and it's not exactly easy to get two active missiles launched out of a single large grid block tube. I can't wait to see how you put whip's new missile code to use in the future.