Space Engineers

Space Engineers

GPS guided torpedoes with launcher. Spiral trajectory to avoid turret defence. Penetration > 10 heavy armor layers. No mods
108 Comments
Kevin Starwaster 17 Oct, 2020 @ 5:51am 
Do they float?
Charlysub 7 Oct, 2015 @ 8:25am 
Oh ok Thanks !
Pennywise  [author] 7 Oct, 2015 @ 8:10am 
Charlysub
Thanx for comment.
This is an old item, new one is here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=531161469

New torpedoes with guidance system.
Charlysub 7 Oct, 2015 @ 6:41am 
Awesome ! Just tried and the torpedo are devastating.
One problem though, the 1st torpedo work properly but the 2nd is really slow !
Dynd 24 Aug, 2015 @ 3:26pm 
Could you try and fix?
Maloo 10 Aug, 2015 @ 1:40am 
ah I see, I cant wait till there fixed I love the idea.
Pennywise  [author] 9 Aug, 2015 @ 11:41pm 
yes, after update 1.093 they need to be rebuilt. container mass needs more thrusters.
Maloo 9 Aug, 2015 @ 8:18pm 
I done everything the Instructions said, but the Torpedoes just shot off like are bunch of drunks and dont seek there target
Werewolf 17 Jul, 2015 @ 10:41pm 
My C# skills are decidedly lacking otherwise, I'd try myself. I look forward to seeing your prototype and code.
Pennywise  [author] 17 Jul, 2015 @ 9:27pm 
The only way i knew was using laser antenna connection. it's slow and a bit unstable, but i gonna try it to make torpedo guided.
Werewolf 17 Jul, 2015 @ 7:42pm 
So, here is a question for you; Is it possible (do you know) to transmit the target data from a remote targeting apparatus to another grid?

I did a little looking through the community API but did not find an answer. I ask because it would allow one to 'paint' even moving targets for any number of torpedos/missiles to attack. The same logic could be used to more precisely target remote turrets.
Comet 16 Jul, 2015 @ 8:57pm 
wooooo!
Pennywise  [author] 16 Jul, 2015 @ 1:00pm 
After last update it works again.
Chibi_Senpai 29 May, 2015 @ 7:11pm 
looks almost like my design lol then again anything is almost the same
Zenkari 14 May, 2015 @ 5:07pm 
there is something you need to add in the description. it really only works on stationary targets. oh once i pressed 5 before 4, the torpedos launched went out to 500 meters turned back around and both hit me so lol
Comet 20 Apr, 2015 @ 1:23pm 
Regardless, I'll keep an eye out for any developments on the container break physics. These things are just too cool to give up on.
Pennywise  [author] 20 Apr, 2015 @ 12:57pm 
i wonder myself if it's bug or not.
it became so after update with decompression effect on floating objects. so i hope, it's just a bug wich will be fixed sooner or later.
also just guess what happens to moving cargo ship if one of containers get destroyed.
Comet 20 Apr, 2015 @ 11:06am 
Does anyone know if the new objects from the container spawning with zero momentum is a bug or a specific fix?
SievertChaser 18 Apr, 2015 @ 3:07am 
We need radar so much now!
BlackRedDead 16 Apr, 2015 @ 11:30pm 
wow, very amazing! :-)
but if the target moves the missles will flow into themselfes?!
is it possible to add an "autolock" function to lock them to the nearest target after a certain distance away from coordinates or after a certain fly distance (to avoid self locking^^)
so basicly the request is a homing missle :D
DOESNT MEAN YOU WORK ISNT AMAZING!!! :)
would try to build some anti station turret missles with it^^
Orinoco 16 Apr, 2015 @ 1:03pm 
Thanks!
Pennywise  [author] 16 Apr, 2015 @ 3:03am 
yes, there function calculating intersection of 2 beams (actually, not intersection but the point, where distance between 2 beams is minimal, cause it's impossible to target the same point)
you can check the target gps calculation tool here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=407007925
Orinoco 15 Apr, 2015 @ 9:13pm 
I'm curious about how you manage to get the GPS coordinates just from looking through a camera. Do you use some kind of triangulation method?

I'm also wondering if you've thought of export that it's own mod. It could be very useful to be able to get coords.
piraneous 12 Apr, 2015 @ 10:23pm 
thats a shame. that weapon was awesome!
Pennywise  [author] 12 Apr, 2015 @ 1:13am 
it seems, after last updates, when moving container is destroyed, items from container have zero speed. so ingots dont hit the target.
Null_Pointer_Exception 11 Apr, 2015 @ 7:47pm 
ARC TANGENTTTTTT
piraneous 11 Apr, 2015 @ 7:33pm 
have they nerfed this completely? doesn't seem to do anything to the target anymore
LtMadWolf 1 Apr, 2015 @ 11:45am 
I really don't recomend decoys at all any way
Pennywise  [author] 1 Apr, 2015 @ 1:23am 
but sometimes it still penetrates 12 heavy blocks.
i guess if we set anti-turret maneuvring off, it will be more stable, but there is no ship with even 3 layers of heavy armor, so i prefere to save on decoys.
Pennywise  [author] 1 Apr, 2015 @ 1:21am 
it's unstable.
i've noticed damage slightly decreased, now it's 5-10 heavy blocks.
LtMadWolf 31 Mar, 2015 @ 8:18pm 
Oh hey so just recently they made it to where you can not go 10 deep now. They have nerfed missles and warheads blast. You can how ever get through 5 deep now (Heavy Armour).
LethalOwl 31 Mar, 2015 @ 3:59pm 
Alright, thanks.
Pennywise  [author] 31 Mar, 2015 @ 10:33am 
Iron ingots in container. It's an old trick.
LethalOwl 31 Mar, 2015 @ 8:14am 
Code is not a mod, Mad - It's something you can simply add to computer blocks to get a special effect from it. But code or no code, how do you get 2 simple missiles to get through 10 layers?
LtMadWolf 31 Mar, 2015 @ 12:52am 
The code is a mod
Pennywise  [author] 30 Mar, 2015 @ 10:23pm 
no mods.
LtMadWolf 30 Mar, 2015 @ 8:12pm 
They are modded
LethalOwl 30 Mar, 2015 @ 3:09pm 
So.. How do these get through 10 layers, if they're not modded?
Hivemind_Alpha 30 Mar, 2015 @ 10:40am 
@Ultimationrogue, basically like a MIRV? (Multiple independently targetable reentry vehicle)
Ultima 29 Mar, 2015 @ 5:38pm 
This is a tough suggestion, but what if there was a torpedo that was just like this one, but larger and held two smaller torpedos on the inside, that weren't for penetrating armor but were instead decoys to confuse turrets / players? The smaller ones would launch on the player's command and would fly away from the torpedo slightly. I'm no good at explaining things so if this was too vague of an idea, just say so. I can try to explain it better if I have to.
Lynnuxx 28 Mar, 2015 @ 5:28pm 
Just tested it on my heavily defended target. One torpedo was damaged but still made a hole 3..4 blocks deep. The other one went through (my target has 6 layers). Was considering to have a decoy torpedo or two launched together with the normal ones but your demo shows this isn't necessary. Nice !
Pennywise  [author] 28 Mar, 2015 @ 12:37pm 
Yes, it's possible, you need to load torpedoes with iron after welding.
I gonna make a ship but need to try guiding via laser antenna first.
Mercury 28 Mar, 2015 @ 12:14pm 
Rad.. I'd like to build a submarine looking ship that launches from the deck, and then welds together a new set inside the bays hehe
Charles V+III=VIII+VIII=XVI 28 Mar, 2015 @ 5:22am 
ok i' ll try thanks (:
kampfratte 28 Mar, 2015 @ 4:50am 
this is so cool - thank you very much
Pennywise  [author] 28 Mar, 2015 @ 4:27am 
try delete/download world from workshop again
check if all blocks in ship and torpedoes are named in english after that.
if it don't works, check prog blocks, one of them should show exception in detailed info.
if there is smth about "block/entity not found" then problem is in blocks naming.
Charles V+III=VIII+VIII=XVI 28 Mar, 2015 @ 3:31am 
hi, i tried to launch my game in english, bu it don' t walks any more, doyou have any other idea ?
Pennywise  [author] 28 Mar, 2015 @ 3:03am 
i just hope to get free time this weekend for changing torpedo to vector guided. Everything should work ok, but need some testing.
crazysam 27 Mar, 2015 @ 5:26pm 
how is turning the missile into a vector guided one working out?
Charles V+III=VIII+VIII=XVI 27 Mar, 2015 @ 12:49pm 
strange, isn't it ? it don' t walks ):
if not, just go see in my creations (:
bye thankyou for everything !