Space Engineers

Space Engineers

Vanilla Homing Missiles
129 Comments
ELLIOTTCABLE on Discord 28 Jan @ 7:48pm 
We had this causing dedicated-server crashes whenever a player launched missiles. No weaponcore, but definitely with other mods.

Give it a solid try in creative before you rely on it; it maybe out of date in some subtle ways. (=
Krotos 5 Nov, 2024 @ 3:35pm 
I absolutely adore this mod, but it really does need different ammo types - one homing and one dumb fire. Sometimes, I don't want my missile to lock, like when specifically targeting a particular component, but I still need a lock because gun tracking. There's several other niche circumstances like drones and turrets, but I think you get the point. Plz, Lord Cython. I beg thee. Throw us a bone.
DlriumTrgger 7 Sep, 2024 @ 9:58am 
I use this mod along with Unguided rockets for VHM, i noticed rocket turrets use homing missiles, making going after NPC maydays really interesting. is there a way to swap homing missiles and dumb fire rockets for vanilla ammo in npc ships?
xdevourx 24 Jul, 2024 @ 9:22pm 
This mod is indeed working. To those looking to increase missle range or speed look at configurable paramaters mod. Its also a good way to balance all your NON-WEAPONCORE weapon mods.
blackknight24 17 Jan, 2024 @ 8:56am 
Mods =/= Vanilla
TORGMASTER 11 Nov, 2023 @ 5:51am 
yeah but it's not compatiple with the CTC block too
StuntPuppy 30 Oct, 2023 @ 11:06am 
@TORGMASTER and @Everyone experiencing issues.

TL;DR
The mod works fine. I retested it again, still works as expected.
IF YOU ARE EXPERIENCING ISSUES, MAKE SURE YOUR WORLD DOES NOT HAVE WEAPONCORE LOADED. THEY ARE INCOMPATIBLE. HAVING WC LOADED IN YOUR WORLD PRODUCES THE ERRORS PPL ARE SAYING BELOW.

Be careful what mods you add! If a weapon mod has WC listed as a dependency, it will load WC *automagically*. Check that your world is not running WC if you want to use this mod.
TORGMASTER 9 Sep, 2023 @ 5:49am 
please update, because this cannot function no more
StuntPuppy 20 Aug, 2023 @ 1:50pm 
@Lord titanius anglesmith

Any mod that increases vanilla rocket range will do, doesn't need to be specifically compatible with this mod
titanius anglesmith 16 Aug, 2023 @ 8:36pm 
way to increase the missile range ?
StuntPuppy 8 Aug, 2023 @ 7:31pm 
So far as I can tell this still works, tested in a world by itself.

Target locking functions as expected and the missiles track targets.

Proximity fuse seems a little too far for very small targets (I had trouble killing a SPRT Stinging Adversary because the missiles didn't do much damage even though they were hitting the stationary target), but for most targets it works great, they certainly damage MY craft just fine when getting hit by them.

Could be mod incompatibilities causing issues.
Manshima 7 Aug, 2023 @ 10:21am 
Would also love to see an update for this.
titanius anglesmith 30 Jul, 2023 @ 7:35am 
this still being worked on ?
SilverStream 28 May, 2023 @ 5:03am 
Update please as i would love to use this mod
Syphond 7 May, 2023 @ 5:12pm 
Will this be updated?
TORGMASTER 15 Apr, 2023 @ 7:39am 
awesome mod, can you update it for Automatons..because it's broken now
like if you have this mod installed, the homing missile doesn't fuinction, and the target locking doesn't function well
please try to fix this, because is a cool mod
Deserter 29 Mar, 2023 @ 7:17am 
Hey man, cool stuff. Could you rewrite the characteristics of the rocket for balancing?
The missile is too fast (reduce acceleration speed), too maneuverable and too short range (1600m should be okay)
bot fly 18 Feb, 2023 @ 9:45pm 
it doesn't seem to be working
DeltaWing 24 Nov, 2022 @ 5:41pm 
Could you also potentially consider making them chase targets directly rather than predicting their location? It's a tad bit busted
DeltaWing 24 Nov, 2022 @ 4:31pm 
Hey, could you please make it so that it targets decoys first?
aczel2 30 Oct, 2022 @ 12:00pm 
Hi
Would it be possible to use your mod in a weapon mod pack I made? It would be perfect for missiles so I could bypass the Weapon core.
Peanit 22 Sep, 2022 @ 6:30pm 
was repling to davto
jperk354 8 Sep, 2022 @ 7:26pm 
AWP is distinctly not WC
Peanit 2 Sep, 2022 @ 10:29pm 
it doesnt need to work with weaponcore lol weaponcore HAS homing missiles
jperk354 18 Aug, 2022 @ 6:06pm 
Can this be made to work on the Assault weapons pack 220 missiles or 800mm torpedos?
Ken Stormwolf 28 Jul, 2022 @ 8:08am 
@davtopgun, Ah! That explains alot
DavTopGaming 27 Jul, 2022 @ 1:45pm 
This doesn't work with WeaponCore, sadly
Cavilier210 15 Jul, 2022 @ 9:49pm 
Is it possible to add a longer lock on range to the missile?
Gomer-Kyle 16 Jun, 2022 @ 5:09pm 
I don't think the oki weapons pack allow this mod to work with the other MSL/7 rocket launcher.. my server has the mod but not an option to build the missiles
Jackalope 16 Jun, 2022 @ 12:38pm 
Can you slow them down, or make a countermeasure system to go along with this? Not sure what's possible with vanilla modding, but adding a flare, or slow moving cannon shell, that you can fire from a backward facing weapon that acts like a countermeasure chaff would rule. Or maybe a flare item that you can plop out the back with an ejector.

These missiles are awesome but.... too powerful!
Raszul 16 Jun, 2022 @ 8:38am 
The one question i got is this: is this compatible with WeaponCore?

if it is, then this just became my one of my default go-to mods ^.^
DEeM0N 16 Jun, 2022 @ 2:49am 
I have a problem with rockets running on a dedicated server..... they just fly straight. At the same time, everything works in the local game
MikaGrof 12 Jun, 2022 @ 2:28am 
After some testing I find that the missles work to well making it almost impossible to dodge them with a fighter.
Truman Corporation 24 May, 2022 @ 7:26am 
@Cython At first thanks for all your work.

Do you know if your Homing Missiles works under Weapon Core lock system? Some of my favourite modded cockpits doesn't work with new warfare system and I can't select any target.

I'm hopefull because WC lock targets with every cockpit I used.

See ya, and thanks again!
UltraEmailMan 24 May, 2022 @ 2:46am 
"If I don't hear from you in a week or so, I'll assume you're alright with it."

Silence is not consent.
Const 21 May, 2022 @ 2:27am 
Hi!
I'd like to use the script for guidance in my mod.
If I don't hear from you in a week or so, i'll assume you're alright with it.
proper credits will be given, and it will be removed on request if you decide it is not alright down the line.

Hope to hear from you. cheers!
czarnick14 18 May, 2022 @ 9:44pm 
Would it be possible to add the Dumb Fire Override to the toolbar (G) menu? Great mod!
Your Pal Deebs 12 May, 2022 @ 2:58am 
Does the AI make use of this when firing at you?
troubled_offspring 30 Apr, 2022 @ 7:41pm 
If you are interested i think i figured it out. In the code it does not appear to be taking your ships velocity into account when updating the missile velocity so they always launch at initial speed stated in the ammos xml. i dont know coding but i think adding a grid velocity check in public void UpdateVelocity() may clear this up
troubled_offspring 28 Apr, 2022 @ 6:07pm 
Does this substitute the missile ammo definition? if i launch them with nothing locked they follow my custom changes to missiles in the "ammo" xml file but if i target lock and fire they seem to follow a different speed profile (If im speeding toward a target i can run into my own missiles when they are homing but with no target lock they follow speeds i set in the xml file)
VectorMane 21 Apr, 2022 @ 8:23am 
Even with the guide you posted, missiles still do not lock onto targets, they only shoot in a straight line. Maybe an update broke the mod.
Cython  [author] 18 Apr, 2022 @ 8:00am 
Keen released a guide on it together with the Warfare II update: https://www.spaceengineersgame.com/new-players/warfare2-combat-guide/
VectorMane 17 Apr, 2022 @ 4:01pm 
I still have no clue how to lock onto targets, it's not obvious how to do so. Description says what it locks onto, but doesn't say how to do it, I can only fire unlocked missiles until there's a way to lock on.
Kim Kong Koon 17 Apr, 2022 @ 12:41pm 
How do you lock on? Am I stupid?
condottiere 15 Apr, 2022 @ 12:41pm 
@Marcus: re: initial launch collisions, you can fire the missiles in trail of your vector, retrograde. i.e. flip the launchers to face back the way you came, and launch. The homing script rapidly swings them around; I don't think they are significantly affected by mass or gravity. I'm using missiles with 0 m/s initial velocity and +50 m/s^2 acceleration, high top speed (1400 m/s, but irrelevant within the missile flight time), and they are making a 180 U turn arc of about 250 m (125 m radius) from my launchers (I pointed my ship directly away from the enemy). If your vector is parallel to the target's, then you can get away with pointing only 90 degrees away from the target.

Note that launchers mounted too close together seem to cause missiles to sometimes fratricide during maneuvers. I have 2 launchers spaced 1 block between, and I'm seeing maybe 10-20% of my missiles blow up if they have to turn (with no point-defense gatling fire).
LeRoy 13 Apr, 2022 @ 6:40pm 
@MonsterHunter_43 No they do no they have to have a player select the target. Another thing I found is its not MP friendly because it does not track grids that are loaded in from far way.
MonsterCock69 10 Apr, 2022 @ 1:32pm 
Do missiles fired by an unmanned grid have homing properties? because they don't seem to :l
LeRoy 6 Apr, 2022 @ 11:15pm 
@Cython I would like to use this mod in a mod pack I'm making meaning re-uploading it. Thx either way.
I SUCK 12 EGGS 27 Mar, 2022 @ 5:19pm 
Do missiles fired by an unmanned grid not track natively, or am I missing something?
Rooster 25 Mar, 2022 @ 4:08am 
Currently, if they miss their target, they circle back and miss again and again, orbiting in limbo. Might be a good idea to let them despawn after they've flown their max distance.