Space Engineers

Space Engineers

VXM-08 Multi Launch Missile System
266 Comments
Henderson 17 Feb @ 9:58pm 
Ammo disappears after being produced
Killerbee77  [author] 31 Jan @ 11:13am 
Vanilla and Vanilla + are 2 different things. Vanilla is default keen options which are very limited which is why WC was created. Vanilla + came after WC and could probably handle most of it but I’m mostly retired now
Terrance Hood 31 Jan @ 5:26am 
The Assault Weapons mod and it's expansion have Vanilla+ down as a requirement for their missiles to track if I recall correctly.

I would be entirely ok with using weaponcore if it didn't break literally everything that isn't weaponcore.
Killerbee77  [author] 30 Jan @ 8:51pm 
Vanilla framework doesn't allow for anything fancy. You can't even make self tracking missiles with Vanilla which is why many use weaponcore or some form of custom script. Might be possible with vanilla + but im not really into modding enough anymore to pick up a project like that
Terrance Hood 30 Jan @ 7:39am 
Why must all these amazing looking weapon mods use Weaponcore?

Weaponcore forces people to choose between it and everything else because it breaks literally every other weapon mod that I know of.

Is it possible that some of your mods could be remade using a different base? Vanilla+ maybe?
Killerbee77  [author] 2 Nov, 2024 @ 9:02am 
I’ve never been able to reproduce the issue of them not targeting an enemy. They can miss sometimes even when they probably shouldn’t. They are more accurate in my weapon pack but the separate uploads I’m not really maintaining anymore now that I’m out of school and working
Nemesis 1 Nov, 2024 @ 6:42pm 
There is a lot that can go wrong on any end ofc, but while testing a bunch of different weapon-core missiles (Ik weapon-core missiles are strange sometimes) this one basically never even tries to hit the target, and ofc the other missiles don't have this issue. They kinda go towards it and either fly way over or way under or start turning and being weird. These are the HE missiles. They will also weirdly try to hit a different target if there is one on the way but usually miss then continue on their path to miss the next target. I was testing with some average sized large grids.
Killerbee77  [author] 31 Oct, 2024 @ 8:42pm 
Yeah stuff like that will cause a crash. Glad ya got it figured out
Niviryd 31 Oct, 2024 @ 7:02pm 
i think i figured it out, i was using duplicate mods without realizing it. sorry for the false alarm
Niviryd 31 Oct, 2024 @ 6:37pm 
alright, but how would i check a crash log if only weapon core crashes but not the world? i got an in game notification that weaponcore crashed, but i was able to continue playing, just all the weaponcore blocks wouldn't work
Killerbee77  [author] 31 Oct, 2024 @ 10:10am 
Could be some kind of conflict, also using non wc weapons in your world. Or any other reason. If you check the crash log it will probably tell you what the issue is
Niviryd 31 Oct, 2024 @ 8:00am 
not sure why but for some reason any time i place this launcher down, weaponcore crashes.
Killerbee77  [author] 18 Oct, 2024 @ 8:05pm 
VMLS_Block, VMLS_MagazineLarge, SwarmVMLS_MagazineLarge, VMLS_Ammo, SwarmVMLS_Ammo
URDADSBOYFRIEND 18 Oct, 2024 @ 5:18pm 
Hi,can i have the subType and the item type for the he missile ammo?I want to add it to the Automatic LCDs 2 mods and show the ammo left on the LCD screen.
Killerbee77  [author] 17 Oct, 2024 @ 10:28pm 
Should be it. Select with scroll and set fire to On or use Mousecontrol. Just tested myself and didn't have any issues. Might can try a fresh world for testing purposes and see if its just some weird bug/issue on your end/world
zitronesf 17 Oct, 2024 @ 8:01pm 
How do I use this mode? The missiles wont lock Target. Like I have a target about 2km disctance and locked, Weapon set to MouseControle and Auto. So when im in range it should fire at the locked target, right? but it dosnt. Am i doing somthing wrong ? I realy like this mod
GunMasterX11 15 May, 2024 @ 1:22pm 
how do you use the launcher? I can't seem to get it to work.
Killerbee77  [author] 1 May, 2024 @ 11:31pm 
It should auto add it but make sure you have animation engine in the world as well. If you still can't get it to work you might just have a bad version (corrupted) and will need to reinstall. Might could also try using the pack instead
Killerbee77  [author] 1 May, 2024 @ 11:30pm 
You are doing this at 600m away? Trying going further out a few km. They have a 2nd stage that activates at around 1500m. They will rush in on a target and if they are to close they will probably miss/overshoot the target. Trying going out to around 2km-3km. I just tested myself on the rival platforms world and selected a target and launched and they all tracked the target with about 4 hitting out of 6 (the targets were somewhat obstructed from the asteroid)
DartTimeTime 30 Apr, 2024 @ 5:30pm 
I forgot to say, I have all the blocks on the redship to pirates
DartTimeTime 30 Apr, 2024 @ 5:22pm 
I save & quit. I add a speed mod. 8,000m/s

I fire and load 18 missiles. (3 rounds) Like before 1 hits, but the rest of the missiles are missing by a larger margin. I think speed mods may be an issue for this mod.

What's more, I found that when I targeted the redship, in the menu, the vxm launcher said it's target was "n/a" leading me to think that the targetting information isn't getting to the missiles.
DartTimeTime 30 Apr, 2024 @ 5:21pm 
I tried this mod on a new world.
I forget the name, but it's one of the custom game pre-builds, with a red faction platform, and a blue one. I only installed weapon core, and this mod.

I stole the red ship and placed it a few km away from anything else, disabled the turrets, and built a platform for the vxm, 600m away. The ship is straight ahead, of the launcher.

I loaded the missiles, targeted the ship, and fired 6 times.
No hits. All seeming to curve down, *away from* the target.

I loaded 6 more shots, first 5 repeat this problem. Number 6, curves sharply to the left, then comes slowly back to the right, such that hits the left most side of the vessel. (From my perspective)

The next 6 miss as well.
Killerbee77  [author] 27 Apr, 2024 @ 5:14pm 
Should be as simple as firing the weapon within range of an enemy. Works fine on my end but like I said here and there fellas say they won't track but I can't find any issues with them so I mark it down to some weird user error/world/conflict
DartTimeTime 27 Apr, 2024 @ 4:46pm 
Okay...
What's the proper procedure to launch them?
Killerbee77  [author] 27 Apr, 2024 @ 12:18pm 
I got this from someone every so often. Never been able to recreate the issue of it not tracking a target and I put it down to user error
DartTimeTime 26 Apr, 2024 @ 11:44pm 
So, I can target grids, and even fire. I can't get the missiles to go to the target. It Seems to curve in the general direction of the target but it really doesn't seem that concerned about it. Am I missing something, or doing something wrong?
Killerbee77  [author] 21 Jan, 2024 @ 11:16am 
Scroll where let’s you pick a target. Should just be launch and forget though. It does need to be manually fired. You can set it to fire on mouse click
tuncole95 21 Jan, 2024 @ 11:00am 
I know im probably missing a very simple thing but i cant find how to get them to lock onto a target, anyone got a simple answer?
P.s havent been on SE PC for a long time so i am new to both this and weaponcore as a whole
BigEPapi 29 Nov, 2023 @ 1:41pm 
@Killerbee77, This mod is absolutely perfect and exactly what i been looking for. Thank you!
Killerbee77  [author] 24 Nov, 2023 @ 12:40pm 
I mean that’s kinda what’s already ingame. You want basically a small swarm missile launcher with new ammo for it as I can’t make a 6 tube launcher that small and it fire the missiles currently in this pack. I don’t have plans on adding anything like this rn
Kackdackel 24 Nov, 2023 @ 2:45am 
Then maybe only the missiles that are loaded in the Tube and it can fire a max of 6 consecutive missiles and then it has to reload?
Killerbee77  [author] 23 Nov, 2023 @ 3:49pm 
That sounds very unbalanced
Kackdackel 23 Nov, 2023 @ 12:40pm 
Hi there, great weapons, awesome sounds and visuals. Could you maybe add a rapid reload single bay version with 1x1x4 size, which can fire as many missiles as there are on the grid in rapid succession? If you've seen The Expanse, it's kinda like the torpedo launcher on the Rocinante. Again, great mod, using this on many of my ships currently together with a personal modified version of you Guardian PDCs.
damienex 3 Oct, 2023 @ 2:26pm 
Thank you sir! Going to give it a shot!
Killerbee77  [author] 3 Oct, 2023 @ 1:35pm 
It’s not something I’ve tried myself but I think others have successfully done it that way
damienex 3 Oct, 2023 @ 11:29am 
My dude! This and the Archer are exactly what I have been looking for! I want to use these in base defenses but I can see in the recent comments that they aren't auto firing on their own. Are they able to auto fire through the use of custom turret controllers though? I would test this myself but I am at work right now.

I have an idea for something resembling an oversized patriot missile launcher....
Killerbee77  [author] 29 Sep, 2023 @ 1:21pm 
They don’t really have anything to aim with like a turret. You might could use a script or automation block to make it auto fire when enemies are around
GrizzleFace 29 Sep, 2023 @ 11:56am 
Damn, I'd love to be able to use them as an automatic defense system for bases, would you be able/willing to make that an alternative setting? Like your other amazing weapons.
Killerbee77  [author] 29 Sep, 2023 @ 9:57am 
Only the missiles have AI. It’s a fixed launcher so your supposed to toggle it. Ideally you should use MouseClickToFire so every time you click it will launch a missile
GrizzleFace 29 Sep, 2023 @ 9:15am 
Amazing mod, the only issue I am having is the missiles are not launching on their own, I am having to manually launch them by toggling shoot on and off. I am in creative mode doing tests on ships/bases I'm building. They work in creative right? What am I missing? I have even gone so far as to spawn in the ammo and fill the weapons reserves.
BrGuardian 15 Sep, 2023 @ 8:33am 
Cool mod! Would be possible to increase the Max. distance with the admin console?
Killerbee77  [author] 26 Aug, 2023 @ 2:28pm 
Once launched
Killerbee77  [author] 26 Aug, 2023 @ 2:28pm 
You don’t. They will automatically target anything within 5km
∆ squaLL 26 Aug, 2023 @ 3:13am 
How to change Range ?
Killerbee77  [author] 5 Aug, 2023 @ 9:44pm 
Crash log would be nice. If I had to guess there is some sort of conflict. You could try to load in in a creative SP world and see if it works or not
Herlock Sholmes 5 Aug, 2023 @ 8:31pm 
this single block has been crashing weaponcore on my server when placed, failed block initialization. Just letting you know and if i could help in anyway to sort this bug out.
Killerbee77  [author] 13 Jul, 2023 @ 10:10pm 
How do you have so many weapons and don't know how to put ammo in them? It's like any other weapon. You need to hook it up to a conveyor line, produce the ammo in an assembler, and ensure it ends up in the weapons inventory.
rickhavoc321 13 Jul, 2023 @ 10:08pm 
Sorry for the stupid question. I figured out how to make the missiles in my assembler.
rickhavoc321 13 Jul, 2023 @ 8:00pm 
I hate to sound stupid, but how do I put ammo in them?
Killerbee77  [author] 13 Jul, 2023 @ 7:11pm 
Dawg you gotta put ammo in them. None of them had ammo. Once I put some in there they worked fine