Space Engineers

Space Engineers

Viper Vertical Launch System
78 Comments
r4v1n6 18 Feb @ 9:33am 
As I recall you need to update the blueprint with tanks in stockpile mode. Some blocks will still be built turned off regardless of their state when the blueprint were made. Some will be activated when the PB is turned on, but tanks and connectors need to be turned on by a timer block when the build is complete.
r4v1n6 18 Feb @ 9:30am 
@s3m989 in creative, you don't really have to provide H2 as the tanks will be 50% full when built. You also don't need to provide components, the missiles will be built anyway in 1-2 seconds.

In survival it's quite different (as you seem to have noticed). You need to provide components and fuel, depending on world settings building can take 20+ seconds or even more if you don't have all the components. Using a Timer to determine when the build phase is done, is not really practical. You have to watch the projector's build progress. Whip wrote a script that can do that (see further below).
s3m989 18 Feb @ 8:56am 
I've tried to use this but after reloading the hydrogen tanks on the missile aren't put on stockpile so they aren't loaded with hydrogen.
By add stockpile on for a group for all the missile hydrogen tanks on Timer Block/Missile Reload 2 End and stockpile off on Timer Block/Missile Fire this seems to fix it but i haven't had change to test it fully.
I could also just be using this wrong
r4v1n6 14 Dec, 2024 @ 3:08am 
Well, I think it has contributed in a number of misfires for me. Disabling it made it happen less though it still happens (it's what usually ends the fight). The launch platform pilots itself using AI blocks (with evasive on) while I do the firing. Or I set it to auto and go say hello in person with a grinder.
I did try increasing the guidance delay, but maybe I need to increase it more. Leaving the silo hatches open during the fight also helps. As long as I can keep the distance and use a missile or two as a decoy, it usually ends well. Often the Factorum drones spawn in very close though.
Whiplash141  [author] 14 Dec, 2024 @ 1:21am 
"The connectors on the mount (and also the missiles) had the default strength set."

I've never seen this occur and I've fired hundreds of missiles out of this particular platform.
r4v1n6 14 Dec, 2024 @ 12:42am 
@Whip You are right, min/max were set (although braking torque weren't). I guess it's safe now to set them to the same value to fixate a joint.

In the past Clang dropped by whenever I tried that, so I learned to give it a few degrees wiggle-room and use the brake and lock instead. The first thing I do when building a hinge/rotor is to copy the default torque into braking so that it doesn't flop around as I finish building it. I do it even on ball turrets. Then if they are supposed to move and there's a risk of it pushing against something, I lower the active torque to about 1/10 of the default value to prevent it from breaking itself.

Btw looking at my install notes, there were one other thing. The connectors on the mount (and also the missiles) had the default strength set. During trials I found that it was enough to prevent the missile from escaping the silo in some situations.
Whiplash141  [author] 13 Dec, 2024 @ 11:50pm 
Oh you will also probably want a longer guidance delay if you are in gravity, this is pretty finely tuned for zero-gee launches. Double the guidance delay from like 1.5 to 3 seconds and you should get solid separation from the launch platform
Whiplash141  [author] 13 Dec, 2024 @ 11:48pm 
"Out of the box it will only be aligned and stable as long as it is powered."

Not correct. The hinge min and max limit are set to 90 deg. The subgrid can't physically move regardless of power state.

Also verified that the platform is fully functional with recent updates.

One thing to check though, @smiLe, is that the small subgrid that the missiles are mounted is not a station. When I pasted the platform in the ground, the small grid was converted to a station along with the large grid base.
r4v1n6 13 Dec, 2024 @ 1:41pm 
@smiLe Missile getting stuck in the silo during launch (which eventually self-destruct) seems to be a fairly common failure mode for these type of systems, and not just this one. Usually it happens because the launch platform moves around too much before the missile manage to leave the silo.

It doesn't sound like your issue is caused by this though, having the launchers stationary. One thing you might want to check is the Hinge that the missiles are mounted on. Out of the box it will only be aligned and stable as long as it is powered. You need to set the torque when powered off to something above 0 or it could get misaligned.

Also check that the missiles get fueled. Without, they will eventually explode inside the silo after "launch".

Also both LAMP and WHAM have been updated since this was posted. I don't know if that matters as I haven't noticed any issues using the older scripts. Only the Radar was broken by the last game update.
smiLe 10 Dec, 2024 @ 11:46am 
Been trying set this system p on my base. Have used the older ion system on ships of mine before. That's why Im confused why this stream lined version isn't working for me. Have the missiles on a hill side and control seat in main base. When i fire it just blows up. Checked custom data of doors and fire control group. Works on default seat but even if i Copy/Paste it. still goes kamikaze.
MK84 14 Oct, 2024 @ 8:46pm 
Awesome to see this updated. :D
Whiplash141  [author] 9 Oct, 2024 @ 5:15pm 
Love to hear it!

Be sure to check out the official Keen SWH discord's programmable block channel for help and resources :)
Xantus 9 Oct, 2024 @ 4:31pm 
Actually, through your source code, I am learning how to create scripts for SE. All great work, you are the finest, man!
IronEagle144 19 Aug, 2024 @ 1:40pm 
any trick to get this to print in survival?
Whiplash141  [author] 23 Jun, 2024 @ 5:34pm 
Radical, happy to hear it :)
r4v1n6 23 Jun, 2024 @ 12:56pm 
Thank you again, the script works great! I outfitted my version of the Red Ship with it.
r4v1n6 23 Jun, 2024 @ 10:12am 
:D Wow! Thank you! I will try it ASAP.
Whiplash141  [author] 23 Jun, 2024 @ 9:21am 
"No, Event controllers doesn't have that option."

I threw together a script that can do that:
https://github.com/Whiplash141/SpaceEngineersScripts/blob/master/Released/projector_timers.cs
r4v1n6 22 Jun, 2024 @ 9:40pm 
Btw when the missiles get built (in survival), most of the parts start in the Off state, even though the blueprint were made while them being On (Merges, Connectors, Tanks, PBs). Don't know if this is normal behaviour or caused by one of the mods. (Using Digi's Projector Preview and BuildInfo but those doesn't seem to be the culprits?)

Most blocks turn On when the PBs with WHAM gets turned On, but not Connectors and Tanks which causes some issues with refueling. It doesn't seem possible to turn On the connectors AND Lock them with one Timer block, so I think I need to add a third Timer for post build stuff.
r4v1n6 22 Jun, 2024 @ 11:59am 
No, Event controllers doesn't have that option. The closest is checking Block integrity (on some missile part like the PBs), but that only works for specific blocks. You can't assign a group for it to check, and when that specific block gets disconnected it soon gets forgotten and won't be remembered when the block gets rebuilt.

Also as the name implies, they listen for specific events and can easily get out of sync. If only you could tickle them to make them reevaluate conditions... as it is now they are almost useless.
Whiplash141  [author] 22 Jun, 2024 @ 11:17am 
No, LAMP can not. LAMP will, however, ignore any WHAM program blocks that are turned off. I haven't looked at event controllers in much detail, but do they have a "projection built" event? If so, maybe you could use that to turn the WHAM programs on once fully built?
r4v1n6 22 Jun, 2024 @ 9:06am 
@Sarge You can make a shopping list with the script Projector2LCD. Then use either Isy's Inventory Manager or maybe Projector2Assembler (haven't tried that) for production.

Something else I'm wondering though, can LAMP watch the status of the projector and trigger timer blocks accordingly? Using timer countdown in survival is not reliable.
Whiplash141  [author] 15 Jun, 2024 @ 12:34pm 
<3
r4v1n6 15 Jun, 2024 @ 8:38am 
Works great! Managed to install it into the current Red Ship without too much trouble.
Damion Wolf 27 May, 2024 @ 10:37pm 
Bottom text.
Sarge The Pilot 11 May, 2024 @ 1:11pm 
So what resources do u need to make the missiles in survival?
McTec Ind. 6 May, 2024 @ 8:07am 
Nice.^^
[LC] 🍪Pe4enyka🍪 6 May, 2024 @ 2:58am 
txet mottob
hans 5 May, 2024 @ 5:10pm 
bottom text
mhwyoshi 25 Apr, 2024 @ 2:39pm 
“"is there a way to get multiple of these working together on one ship through linking them and is there a way to get multiple of these working together on one ship through linking them and removing any conflicting script blocks?"

The issue isn't so much the duplication of scripts as it is duplication of the missile groups. Each missile needs a unique missile group name in order to properly define what a missile is.””

is there a way I can set this up with my own missiles and make it so it can handle a moving ship? Also please ad the previous information and answer too my question in the notes for people who want to know.
General Kenobi 14 Apr, 2024 @ 8:28am 
Bottom text 😅
Whiplash141  [author] 14 Apr, 2024 @ 6:01am 
Yes, and either one of those blocks to the "Fire Control group. The full guide covers all the features of when and lamp
Blaedin 14 Apr, 2024 @ 2:00am 
I like this blueprint I'm intergrating it into a warhammer 40k ship design I'm making. But, I'm asking out of inexperience, is there a way to transfer the missile info from the lcd to a control seat monitor or put the info on a 5x5 lcd?
PimpMyDog 9 Apr, 2024 @ 9:47pm 
Thanks a lot for confirming!
Whiplash141  [author] 9 Apr, 2024 @ 7:15pm 
Confirmed this in a fully vanilla world aside for the "Aerodynamic Physics" mod. The missiles behave exactly in the manner described. Backflips and loss of control, so the issue is indeed the mod.
Whiplash141  [author] 9 Apr, 2024 @ 7:11pm 
@PimpMyDog: Your mods are likely to blame, "Aerodynamic Physics" in particular because it applies external forces on the missiles that the script knows nothing about. It works fine in vanilla.
PimpMyDog 9 Apr, 2024 @ 1:03pm 
Of course as it happens when I recorded it, it wasn't that bad but I hope the video is somewhat informative. Sometimes the missiles start spazzing out near the target like they'd hesitate and not want to hurt themselves lol. Sometimes they start flopping as soon as they get out of they activate.
PimpMyDog 9 Apr, 2024 @ 12:36pm 
I have tons of mods but no other issues with them conflicting with anything so far. I used the test platform as-is. Did try to paste it multiple times fresh from blueprints just in case too.

Mod list was too long to write manually here so I uploaded screenshots:

https://imgur.com/a/T7fvG4Q

Also a little demo video of me trying:

https://youtu.be/gn8JQ95c_s8

I would appreciate the help a lot. I am trying to integrate it with my ship that I have been building quite some time but currently it seems the standard missiles with AI blocks behave better which they definitely should not in my opinion.
Whiplash141  [author] 9 Apr, 2024 @ 10:31am 
Also, are you using the provided test platform as-is when doing this testing, or is it modified? If it is modified, or integrated into another ship, precisely what was changed?
Whiplash141  [author] 9 Apr, 2024 @ 9:01am 
Any mods in your world?
PimpMyDog 9 Apr, 2024 @ 8:47am 
Any idea why the missiles don't fly like missiles here but flopping around in the air like fish out of the sea? Even on approaching the target and with all targeting modes and topdown on/off, stealth on/off etc. It's like the missile doesn't care which way is forward, it flies with whatever side it fancies at that moment. Also it's widely inaccurate at some times and very accurate in other times even if the conditions are same. I can upload a video if needed.
Guardian 9 Apr, 2024 @ 5:00am 
Nah its cool and thanks for the information as this is a really cool system and I wanted to see if you had any clue how it would be done as it would be really cool to have a missile cruiser with like 32 missile using this system and the system works like an absolute treat thanks for the hard work that no doubt was required to make this
Whiplash141  [author] 8 Apr, 2024 @ 3:52pm 
"is there a way to get multiple of these working together on one ship through linking them and is there a way to get multiple of these working together on one ship through linking them and removing any conflicting script blocks?"

The issue isn't so much the duplication of scripts as it is duplication of the missile groups. Each missile needs a unique missile group name in order to properly define what a missile is.

In order to have multiple of these silos, you'd need to:
1. Take a new blueprint of the missile rack subgrid
2. Rename all the groups in it that range from "Missile 1" to "Missile 6" to range from "Missile 7" to "Missile 12"
3. Load this new BP into a new silo
4. Remove the duplicated LAMP program
5. Update the silo door custom data to point to the new missile numbers

Its a manual process, but it isn't necessarily difficult. Due to the way that groups work, I sadly can't make this happen automagically for the user.
fobus 6 Apr, 2024 @ 10:21am 
Bottom Text
Guardian 6 Apr, 2024 @ 2:26am 
is there a way to get multiple of these working together on one ship through linking them and removing any conflicting script blocks?
Ian 5 Apr, 2024 @ 11:52pm 
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Syn 5 Apr, 2024 @ 12:54pm 
Bottom text
sora_soaring 3 Apr, 2024 @ 6:50pm 
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Ren 2 Apr, 2024 @ 7:20pm 
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Viper 2 Apr, 2024 @ 6:09pm 
amazing! Definitely wont be using... I mean borrowing