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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).
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
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.
I've never seen this occur and I've fired hundreds of missiles out of this particular platform.
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.
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.
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.
Be sure to check out the official Keen SWH discord's programmable block channel for help and resources :)
I threw together a script that can do that:
https://github.com/Whiplash141/SpaceEngineersScripts/blob/master/Released/projector_timers.cs
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.
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.
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.
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.
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.
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.