Space Engineers

Space Engineers

Twin Missile Launchers (DX11)
182 Comments
Megakep 21 Feb, 2018 @ 9:57pm 
but still great mod
Megakep 21 Feb, 2018 @ 9:57pm 
Only if someone could do the gundam/macross style missles (a.k.a. Missle Massacre) guided vairants of these would rock if it's even possiple for SE to run that
space_artist_4real 11 Jan, 2018 @ 6:19am 
I like this one, I hope it still works!

I really like that alpha style :)
DogwaterGaming69 4 Jun, 2017 @ 2:12am 
thanks you for all your mods
Cmdr. DoomForge™ 17 Oct, 2016 @ 10:06am 
Thanks!
Mesmerizer  [author] 17 Oct, 2016 @ 6:06am 
Permission Granted
Cmdr. DoomForge™ 17 Oct, 2016 @ 4:11am 
I am well aware of what was in the description. my request however was either if a mod variation could be made that was seperated from the rest of the twin missiles with only the small fixed ones buffed to around 50-75% of the vanilla missile damage in order to make them a better support weapon, or if I could get permission to use only the small grid fixed rocket pods and make the mini mod variation myself.
Mesmerizer  [author] 17 Oct, 2016 @ 1:34am 
Description copy/paste:
Note: Micro Missiles are designed for dogfighting of small ships, they do NEGLICTABLE damage on even LIGHT (Large) ARMOR, but still packs a punch on Heavy (Small) Armor.
Cmdr. DoomForge™ 16 Oct, 2016 @ 9:46pm 
I have a bit of a request I was wondering about. Something I'd really like to see or even try is having the fixed position rocket pods set so that they do damage more on par with the vanilla rockets since this is the only type that is compact and properly fits into fighter builds using small conveyors.

It doesn't have to be done to the large grid rockets, just having a seperate mini mod of this with only the small grid micro rocket pods using similar damage to vanilla pods would be enough. Would it be alright to do that with only the one weapon from this for that purpose?
delleds 24 Aug, 2016 @ 10:40pm 
underappreciated mod, thank you
Mesmerizer  [author] 11 Jul, 2016 @ 2:59pm 
More tweaks, I added the DeviateShotAngle and different reload times for the launchers
Not Erik 11 Jul, 2016 @ 2:42pm 
Nice! That will be very useful. Thank you
Mesmerizer  [author] 11 Jul, 2016 @ 2:03pm 
ShotsInBurst="number"
after <MissileAmmoData RateOfFire="120" ShootSoundName="WepTurretMissileShot"
in Weapons.sbc
Not Erik 11 Jul, 2016 @ 12:29pm 
I just have one question: how did you setup the burst fire?
Mesmerizer  [author] 11 Jul, 2016 @ 12:24pm 
nice feedback, seems well balanced now.... for heavy armor use the vanilla missiles ;P
Not Erik 11 Jul, 2016 @ 12:09pm 
Works pretty well against components like reactors, thrusters and cockpits. Far better than gatling but waeker than launchers.
Against heavy armor it's really inconsistent, even in a single layered wall.
Not Erik 11 Jul, 2016 @ 12:03pm 
Alright, tested. Looks balanced to me (compared with the gatling gun, the closest weapon)

Twin Micro Missile (Reloadable):
-one hit to destroy a single block in a single layer small light armor, against 2 hits from a gatling)
-2 hits to destroy a single block in a double layered small light armor, against 2 hits from a gatling
-against heavy armor I had some variance about damage, I had some one hit to destroy and some two hit to destroy. some even more. I need to test more.
-against shields, it did around 90~100 damage per shot, against 78 from gatling.
-remember that gatling have 700 RPM, far faster than your missiles.

Looks ok to me. But it's up to you. I can test it out for more results if you want to
Mesmerizer  [author] 11 Jul, 2016 @ 11:40am 
damn, so it worked also previously and now i've unbalanced the damage on same grid... Test it please, I can revert back the changes
Not Erik 11 Jul, 2016 @ 11:40am 
I received your msg after I send you saying about it XD
Well, that's ok then. Thanks for you attention and for the fix 0/
I'm sorry for the trouble I gave you. By now (after I realized large armor problem) it's working as intended. Somewhat before wasn't even damage small light armor. Good work btw
Mesmerizer  [author] 11 Jul, 2016 @ 11:37am 
NO DAMAGE on Large Grid armors from Small Grid Launchers IS INTENDED
Mesmerizer  [author] 11 Jul, 2016 @ 11:36am 
tested small launchers on small grid armor: it does damage
tested large launchers on large grid armor: it does damage
tested small launchers on large grid: NO DAMAGE on armors, but good damage on components
tested large launchers on small grid: ..... LOL
Not Erik 11 Jul, 2016 @ 11:35am 
Oh, I'm sorry. I found the problem. First of all, I'm sorry, it's really working and it was my mistake. But the bad news is that is only working with small blocks.

As my main testing range use large blocks, didn't work at all. Damage output is ok and is hit shields on small blocks (So 100% working on small blocks).

Did you tried with large blocks?
Mesmerizer  [author] 11 Jul, 2016 @ 11:29am 
dont shoot on armor, try to shoot on other blocks.... see the difference....
Mesmerizer  [author] 11 Jul, 2016 @ 11:24am 
i'm testing it now like you do
Not Erik 11 Jul, 2016 @ 11:23am 
Hum... I will test it again. But did not even damaged small light armor blocks. I know that is a low damage weapon (and I liked the idea) but somehow it isn't working. Hold on a minute.
Mesmerizer  [author] 11 Jul, 2016 @ 11:21am 
and i meant: it's impossible
Not Erik 11 Jul, 2016 @ 11:21am 
I meant no damage at all. Exactly 0 damage.
Mesmerizer  [author] 11 Jul, 2016 @ 11:20am 
damage / backkick
Mesmerizer  [author] 11 Jul, 2016 @ 11:19am 
Ligador, there is damage, it's now set to 50 / 50 and 100 / 100
This mod is intended for light cheap missle damage, not to devastate in 2 hits
Not Erik 11 Jul, 2016 @ 11:17am 
Just tested it. Burst is working (btw, how did you set burst?) but no damage yet.
Mesmerizer  [author] 11 Jul, 2016 @ 11:11am 
Done, read UPDATE11 in description, test it please, thanks for your hints
Not Erik 11 Jul, 2016 @ 12:35am 
I've opened the code and tried some settings. Adding explosion damage (125) make it a 2 hit to destroy a single light armor block. I found that backkick force include some kinectic damage on it, so get these 2 values to 50 + should fix all weapons. Balance it's up to you, but for an example: 125 explosion damage and 10 backick force is less than 2 gattling gun shots, but with spash damage. Against shields is around 127 total damage per shot and a normal missile from a vanilla reloadable rocket launcher is 393 total average damage per shot for about half of RateOfFire (400 of yours vs 240 of RRL). I hope I helped you somehow o/
Not Erik 10 Jul, 2016 @ 10:00pm 
I've been testing a lot of weapons in the steam workshop for a project, and I found a major bug in your rockets. They do absolutely no damage. Not even in energy shields. It's pretty sad because I really like it.

There is just (that I found) 2 mods (3 with yours) that create new rocket launchers. One of the uses a broken custom conveyor system but it's really balanced, the other one is far too big (And overpowered). Your mod works well, reload, and even have a 1x1x1 turret! But no damage at all.

I tested it in 3 ways:
-Large Grid with Energy Shield
-Large Grid without Energy Shield
-Small Grid without Energy Shield.

There is no deformation and no damage. I used each one of your small grid rocket lauchers (including turret) against a target wall made with light armor blocks around 20m far from them.

If I can help somehow to fix it, pm me on steam o/
Mike Loeven 22 Feb, 2016 @ 10:42am 
I dont want reloading to be eliminated just for the number of shots before reloading to match the number of tubes. try the keen forums i guess
Mesmerizer  [author] 22 Feb, 2016 @ 4:07am 
@Mike Loeven and also the vanilla are rockets then, they're not guided. Reload is something I dont know how to eliminate in that weapon. If you know the method, tell me please ^_^
Mike Loeven 21 Feb, 2016 @ 10:13pm 
not sure if this is intended or not however the models for the fixed micro missile launchers have 16 tubes but must reload after 4 shots

also technically since the micros are dumbfire they are rockets not missiles
Mesmerizer  [author] 14 Feb, 2016 @ 3:11am 
@Mike Loeven you're right... update incoming!
Mike Loeven 13 Feb, 2016 @ 10:31am 
You should remove the platinum requirement from the mini and micro missiles as these cannot be fabricated on the starting planet with this requirement i would suggest replacing this with either silver or gold assuming it is used for electronic components

being able to fabricate these on earth is pretty important as the micro missile are more usefull for tree removal than actual combat
Mesmerizer  [author] 4 Dec, 2015 @ 3:58am 
Missiles hp cant be raised. Fire rate has been slowed. Collisions inside the same volley should not be experienced.
MrEvan312 3 Dec, 2015 @ 8:53pm 
Hey Mes, I had a thought. I told you about how the missiles were largely reduced in effect by the first impact destroying the rest of the volley? What about you if you increased the HP of the missiles? This WOULD make them hard to shoot down but they're fast enough (and I use them en masse) that, even at max range, they're already near impossible to shoot down. Would upping their HP change this issue?
Mesmerizer  [author] 27 Nov, 2015 @ 10:58am 
Description updated
Cmdr. DoomForge™ 27 Nov, 2015 @ 10:18am 
By how much was the fire rate reduced? there's no mention in either the description or change notes. I ask because now I'll have to re-adjust my precision timers settings to match the new rate and maintain my barrage effects.
Mesmerizer  [author] 27 Nov, 2015 @ 5:52am 
Done :)
Mesmerizer  [author] 26 Nov, 2015 @ 4:28pm 
The only fix is to slow the rate of fire. I'll do it tomorrow. In any case I did not experience this problem locally.
MrEvan312 26 Nov, 2015 @ 2:38pm 
Well a large problem I'm having with the micro/mini missiles is that the first hit detonates the three+ missiles right behind it, giving each volley the effect of only 1 missile. This is even worse if the ship is armed with LOTS of Twins. only the first missile in each turret's volley actually hits. I would use the vanilla missile more if they had the 1x1x2, so that I can retract them into armor.
Mesmerizer  [author] 26 Nov, 2015 @ 1:58pm 
Continues from previous comment ->

The Micro version aims for the fighters offence/defence against each others, not meant to hurt a station, but some fragile exposed component or another small ship.

If the armour, even the light, now have more "hitpoints", it's the gameteam choice to make armour more "useful". In a planet scenario if I encase a ship in armour it's more protected... but it's also more HEAVY inside the gravity field... so it needs more engines etc.

Better to protect? Or best to be light?

Light fast target? My mod!

Slow heavy target? Vanilla ones!

I'm only filling a gap :)
Mesmerizer  [author] 26 Nov, 2015 @ 1:58pm 
Just checked the mod data.

1 MiniMissile (large grid) do 1/10 damage of 1 vanilla 200mmMissile and 1/10 the explosion ratius.
So you need 10 MiniMissiles to do the same damage pinpointed to few components. It makes 2,5 salvos of 4 MiniMissiles.

1 MicroMissile (small grid) do 1 1/5 damage of 1 Minimissile or 1/50 damage of 1 vanilla 200mmMissile and the explosion is 1/5 ratius of the MiniMissile.
So you need 5 MicroMissiles to do the same damage of 1 MiniMissile, or 50 (FIFTY) to do the same damage of 1 200mmMissile.

The mod aim to be in line with vanilla missile launcher and it's intended for a fast firing response against litlle fast flying targets (wanna waste a big slow 200mmMissile or it's better to try 10 times with faster MiniMissiles?).
MrEvan312 25 Nov, 2015 @ 4:20pm 
But I do agree with Forge, they've been even more nerfed than before because now almost all rocket weapons have nearly NO damage to even light armor grids. The large twin missile barely has an effect on even the small grid light armor block. Not saying OP them, please don't, but definitely up them ('cuz now they're almost useless except they look so cool.)
MrEvan312 25 Nov, 2015 @ 4:18pm 
I love the twin missile turrets! They make perfect "Archer Missile Pods" for my Halo builds. They fit in very well with the lore of the weapons, fired en masse, very ineffective, VERY cinematic, and even batter they're 1x1x2 so I can fit them back into armor. Good work, mate!
Cmdr. DoomForge™ 26 Oct, 2015 @ 2:33pm 
some slope tip launchers would look nice alongside the current reloadable launchers, but I still would like to recommend a small damage boost to these for the small fixed position launchers. Doesn't have to be too high, just enough to make it a little more viable against heavier armor so it can handle armored tanks when used planetside.