Space Engineers

Space Engineers

Guided Missiles & Rocket Pods - WeaponCore
146 Comments
Rabid Puma  [author] 24 Apr @ 7:36am 
The first ammo being "eaten" is normal WeaponCore behavior as far as I know. Once you load it into inventory, the weapon loads the ammo, which makes it disappear from the inventory. The weapon should be able to fire
Sage of Souls 11 Mar @ 3:51am 
Racks seem to eat ammo when they're first loaded. The first ammo you load into them changes the visual and makes them seem like they have ammo by appearance, but there is no actual ammo in the rack. I do not know if this is because the "visual effect" is the ammo "loaded" and then it has an inventory for one reload (per rack) or if the racks are simply eating the first ammo you put into them.
Ace 2 Dec, 2024 @ 5:02am 
This is a pretty sweet mod just because it lets me staple on missiles to any wing space I feel like.

I hope more will be added soon.
Rabid Puma  [author] 7 Sep, 2024 @ 10:27am 
Not with WeaponCore, no
LiKCa 6 Sep, 2024 @ 11:59am 
Is it possible to have a missile controlled by GPS?
Nice mod
Rabid Puma  [author] 18 Feb, 2024 @ 9:39am 
If you hop in my discord and can provide the crash logs I can take a look at what happened

I most likely won't add conveyor support to the regular missiles. I may add conveyors to the weapons bay, but it may not be any time soon.
Ruby 17 Feb, 2024 @ 9:02am 
The cyclops missile crashed me after i shot 4 at a ship xD
Poseidon 11 Feb, 2024 @ 2:22pm 
Any possibility to reload them automaticly?Not by hand?
Diamond44 10 Feb, 2024 @ 10:51am 
Guided missiles and rockets - WeaponCore began to appear as a sorter
Triggerd 30 Jan, 2024 @ 9:21am 
Does the Trinity Missile share some sort of same ID or whatever with the Motor? When using Isy's autocrafting script it wants to craft Trinity Missiles instead of Motors.
Eremiyah 6 Jan, 2024 @ 1:38pm 
Is there a reason why the custom controller can't use more than one of the missiles? Or is it just me.
Rabid Puma  [author] 16 Dec, 2023 @ 9:09am 
Update coming before the end of the year

@Tristan I have the update coming, which will reduce the guided rockets from being super tracking rockets. I'll have to play around with some settings, because in WeaponCore you need to have acceleration for a missile to track, which means no "gliding" even though that's how it works in real life. If you'd like to test things, grab the dev version and see how the changes feel
Lilith 10 Dec, 2023 @ 9:29am 
Hey could you make have the missiles realisticly? like most missiles have a burn time of like 3 seconds and then glide the rest of the way for realism so missiles cant turn much in your version missiles can do 360 degrees turns what makes it really unrealistic
GoddessGaming1520 1 Nov, 2023 @ 12:08am 
update?
vik.martinchuk 30 Oct, 2023 @ 3:00am 
Nice mod. Easy and beautiful. Replaces all those overcomplicated hand-made rockets made of different SE parts, scripts, etc.
Rabid Puma  [author] 21 Aug, 2023 @ 8:45am 
I have an upcoming balance update along with some new weapons. You can test them out on the development version
Lilith 21 Aug, 2023 @ 7:38am 
Hey could you please make the mod more realistic?
Its impossible to not get hit.

In Reallife most rockets only burn for 2 SECONDS. 1 Turn 180 Degrees nothing more

Your rockets are way to overpowered.
Rabid Puma  [author] 12 Jun, 2023 @ 7:50pm 
If you wanna pass me the config I can slot it in to the dev version to test it out. If it's performs better I can just update this version. I'm not married to how it currently is anyways
KhanTheMad 12 Jun, 2023 @ 4:56pm 
mind if i do a reupload with a nerfd version of emps?
Rabid Puma  [author] 12 Jun, 2023 @ 3:55pm 
The EMP stuff is all a shot in the dark for how it works. I can play with the stats but the smallest tweak in the settings basically removes the whole effect. I'll play around with it, but if you have a big ship I can test it on that'll be great
KhanTheMad 11 Jun, 2023 @ 9:07pm 
could you add a delay on blocks hit by EMP missiles to turn back on, they also seem to bypass shields by turning them off through the shield? maybe have it only disable weapons and thrusters? wish to use these on my pvp server but seem highly overtuned if they can just insta KO a whole ship for dirt cheap
Greyhawc 28 Apr, 2023 @ 1:06pm 
Can you pls just add a conveyor port so we dont have to manually load. Real pain in the ass for extended battles in space. Otherwise great mod, thanks
Rabid Puma  [author] 20 Apr, 2023 @ 12:31pm 
Right, it's all up to WC itself to work out the kinks. Right now it seems that sometimes the AI block won't fire smart fixed weapons unless you force the block to reacquire the target. They're still working on it so just be patient :)
乂Oo忘★了愛oO乂 20 Apr, 2023 @ 12:12pm 
According to DarkStar, WC Weapon AI will be used automatically, no need to add Weapon in offensive block,In my own experience, the current AI behavior under WC is stupid and strange, but this has nothing to do with weapon mods, I can only hope that WC itself will improve in the future
MatleyPL ♥♥♥♥ ♥♥♥♥♥ 20 Apr, 2023 @ 12:04pm 
This new ai offensive block can't find your weapons as a weapons. Do you think you can do something with that ? :/
Rabid Puma  [author] 9 Mar, 2023 @ 9:47am 
@Kittamaru I have plans for a VLS in the works. I'll most likely work on that to get the animations for door openings down, then I'll work on the fighter jet missile bays
Rabid Puma  [author] 9 Mar, 2023 @ 9:47am 
Dev branch has been updated with a new AGM-65 3x launcher, and AIM-120D offsets both left and right that fit great on half blocks. Once I figure out a texture bug with the AIM-120D, Dev will be pushed to this main branch
Kittamaru 8 Mar, 2023 @ 9:50am 
Sorry, life got a bit nuts! Haven't had a chance to put together the test build - I was pointed vaguely in the direction of the hostile (but admittedly was designing something akin to a Vertical Launch System for a rover heh)
Fleet Admiral Shran 5 Mar, 2023 @ 11:33am 
Maybe you could ask the modder of the Archer Missile Bay mod how to do the weapons bays if you require help in that area.
Rabid Puma  [author] 4 Mar, 2023 @ 9:05am 
I've updated the Dev branch of this mod with many changes, most notably the missiles should track properly as long as the block is pointing in the general direction of the enemy. I've also made firestorm rockets a little better against creatures and characters. In the current state you need almost a direct hit on something to kill it.

I'll push the Dev branch to Live this coming week, but would love some feedback if anyone wishes to try it out
Rabid Puma  [author] 28 Feb, 2023 @ 12:40pm 
I'm currently finishing the 3x Maverick Launcher, then I have a list of things to make. I'm going to build a couple new pylon shapes which will include some that can have attachments on the side of the pylon, a dual launcher for AIM-120, an AIM-9X, a cluster bomb, and then hopefully start on the missile bays.
Fleet Admiral Shran 28 Feb, 2023 @ 12:33pm 
When will the other blocks come?
The mod is so insane good i would love to have more
Rabid Puma  [author] 27 Feb, 2023 @ 7:15pm 
By any chance are yall not pointing the missiles in the general direction of the target before launching?
Kittamaru 22 Feb, 2023 @ 7:38pm 
I'll set up a test world for ya and see if I can push it!
Rabid Puma  [author] 22 Feb, 2023 @ 9:38am 
I haven't had time to check it out yet. I'll try this weekend. I think I might know what's going on, but until I can test it out we'll have to wait. If any of you can publish a world or save for me to jump in and test out, that would be immensely helpful
Kittamaru 22 Feb, 2023 @ 7:16am 
It looks like the Guided Rockets (the ones for the Firestorm pod) and Trinity missiles don't track properly - they always go to some random point in the map instead of after a target.
Paradoxx 19 Feb, 2023 @ 3:39pm 
How do i Drop The bombS?/??
Rabid Puma  [author] 12 Feb, 2023 @ 7:25pm 
I'll take a look at it this week
Chive 12 Feb, 2023 @ 4:41am 
They seem to target whatever they like
Chive 12 Feb, 2023 @ 4:40am 
Trinty missles dont go to the grid i have targeted and locked, they do a 180 and go elsewhere...
乂Oo忘★了愛oO乂 12 Feb, 2023 @ 2:08am 
looking forward to update
Rabid Puma  [author] 9 Jan, 2023 @ 6:06am 
I'll take a look at it. Animation stuff changed a while back to fix a bug where subparts would freeze in place and appear to be floating in midair, instead of being attached to their weapon
ATF_Coldblooded Carebear || 8 Jan, 2023 @ 3:45pm 
@JessiDawn how many you place in the inventory into witch Hellfire Missile?
JessiDawn 8 Jan, 2023 @ 9:20am 
when I put the hell fire missiles on the rack they are there for a split second and then they disappear and they are not even in the inventory.
ATF_Coldblooded Carebear || 7 Jan, 2023 @ 8:43pm 
@WallaWalla your inventory = your “suit backpack” or “personal inventory” the place you put in your tool your using, the components to build, the bottle for oxygen/hydrogen….
WallaWalla 7 Jan, 2023 @ 8:13pm 
how do you get the missiles in your inventory in the first place?
Rabid Puma  [author] 7 Jan, 2023 @ 2:18pm 
you need to have the missiles in your personal inventory, look at the missile rack or pod and press "F" to open the rack's inventory, then move the missiles from your inventory to the missile rack inventory
WallaWalla 7 Jan, 2023 @ 8:46am 
how do you do the entire thing,please just explain that... the reload etc
Rabid Puma  [author] 7 Jan, 2023 @ 7:38am 
You have to manually load the missiles onto the racks
WallaWalla 6 Jan, 2023 @ 7:32pm 
how do you load to missiles? can you please explain that to me as well?