Space Engineers

Space Engineers

Guided torpedo carrier
52 Comments
Kevin Starwaster 29 Oct, 2020 @ 9:31am 
Why does it use reactors? Wouldnt batteries be enough? It's not going to live long
EinPunkt 23 Jan, 2017 @ 11:18am 
possible to get this with manual gps target? with out evade for turrets
Pennywise  [author] 11 Dec, 2015 @ 8:24am 
Отключили сейчас зум на камере. Может модовую надо ставить.
maxtim83 11 Dec, 2015 @ 7:34am 
Привет Макс. А как увеличивать зум на камере когда ты пускаешь торпеду. Колесиком совсем слабо прибавляет.
Pennywise  [author] 29 Oct, 2015 @ 11:39pm 
If you are interested in these torpedoes, check this item:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=543982976
it's next gen of this weapon. Lock-On fire mode was added. and many othe cool features.
Pennywise  [author] 28 Oct, 2015 @ 1:08pm 
"Vector" for guided and "Forward" for unguided
Erebus Alpha 28 Oct, 2015 @ 12:56pm 
I found the necessary 'start' and 'stop' arguments in the code for PBTrack, but I'm having less success with PBLaunch and the projectile-side programmable blocks. What are the arguments necessary to trigger PBLaunch's guided and unguided launch sequences?
Pennywise  [author] 26 Oct, 2015 @ 12:35am 
You can find this in code:
ShipName+"Gyro"
ShipName is Torpedo1,2,3,4
You can place additional gyro named Torpedo1Gyro2 (it must be placed in proper orientation).
Or u can set GyroMult to higher value. cause 1 gyro can be more powerful.
I'll make and publish a skeleton design easy to adapt for your planes, I just want to rewrite script in more pro style and add Lock-On fire mode.
So check my workshop later.
Erebus Alpha 25 Oct, 2015 @ 11:43pm 
I really like the idea of these manually-guided torpedoes, but I have not had success in applying the same code to my own custom torpedoes.

I did an experiment, removing and replacing the gyroscopes on the torpedoes; if renamed to match the default gyro names, the torpedoes work, but replacing the gyros without renaming them breaks the homing and dodging effect of the torpedoes, rendering them unsteerable. It seems that there is not much plug-and-play functionality in this script.

Curiously, the exact gyro name (torpedo1gyro) never even appears in the torpedo's programmable block, so I'm not even sure how the script can talk to the gyro at all, even if properly named.

To complicate matters, my torpedo weighs twice as much empty as yours does when filled with iron ingots, so one gyroscope isn't going to be enough, and placing two gyros on one of your torpedes (both named 'torpedo1gyro' breaks the guidance script and causes the torpedo to fly along unguided.
Pennywise  [author] 17 Oct, 2015 @ 12:11pm 
Abaddon you mean skeleton design? I'm going to make it in 2-3 days.
Abaddon 15 Oct, 2015 @ 7:07pm 
When are you going to get the tutorial world up? I'd love to use these on my destroyer.
Pennywise  [author] 14 Oct, 2015 @ 3:19pm 
If you guys like torpedoes, then you might also be interested in this one:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=535178926

It's homing missile, able to lock and follow target in autonomous mode.
Launch distance is up to 30 000m (can be even longer, but for now i've limited it to 30km).
It runs in vanilla, requires no mods.
Pennywise  [author] 14 Oct, 2015 @ 3:15pm 
Hans
Ok, I will experiment with explosives.
ondrasovka
Plane stores its viewmatrix in a block, torpedos read this matrix and go along my view vector.
::.:...:.:.::. 14 Oct, 2015 @ 1:34pm 
If the floating explosives are accompanied with an explosion shortly after impact, the target will be ripped in half. Just make sure to store the explosives in the containers in "stacks" of around 10,000 each.
Ondrasovka 14 Oct, 2015 @ 12:33pm 
How does the guiding works?
Pennywise  [author] 14 Oct, 2015 @ 1:01am 
I'm using iron ingots because half-year ago it was the best damage for lowest price. Stones had a bit less penetration, explosives were spawned just as floating objects and did not detonate.
If there are some changes, let me know. Maybe you can try various types of payload in container and find a better stuff then ingots.
Spaz 13 Oct, 2015 @ 9:41pm 
I love this idea and cant wait to try it out. But i have to ask, why the iron ingots? Would stone be less effective? What about putting explosives in the container?
leo312 11 Oct, 2015 @ 7:53am 
Really awesome system Pennywise!
Might I suggest a stationary system to attach to large ships as a torpedo tube.
Pennywise  [author] 11 Oct, 2015 @ 12:08am 
Good idea with projector.
You can also use those pipes, ive made in the wings to load new torpedoes with ingots
atomontage 10 Oct, 2015 @ 3:16pm 
the script is a serious hell of a job! Nice one, works like a charm! I would add a projector to it to quickly rebuild torpedoes once its back to the base though.
VirtualRageMaster 9 Oct, 2015 @ 2:49pm 
I'd be happy to wait. I think I know what the bomb feature could be :steamhappy:
Pennywise  [author] 9 Oct, 2015 @ 8:38am 
Just wait a couple of days, guys. It seems, I've found a "bomb" feature.
Which im going to implement.
And then i'll make a skeleton BP with explanation how to mount it to your own designs.
VirtualRageMaster 9 Oct, 2015 @ 3:38am 
Pennywise, maybe you could create a barebones essential-blocks-only version of this, like a platform with only the blocks necessary to launch the torpedos, that way we could see how it works easier, without having to chop up your ship to get at the functional parts!

Show us what your craft can be reduced down to.
Aerzaal 8 Oct, 2015 @ 10:52pm 
Yeah, what RageMasterUK said. I wanna mount this system on a large ship, with the tracking system built into a small-ship mast attached via rotor, which a gunner aboard the ship would control. So I guess, what's the minimal distance needed between the GPS lights for triangulation, and are there any blocks other than the Timer Clock, SignalLight, GPS lights, and <Transmitter> that need specific names?
VirtualRageMaster 8 Oct, 2015 @ 6:09pm 
Also...

Does the tracking system have to be on the same grid that the torpedoes are launched from?

Can the torpedo be launched from a separate craft to the guidance system?
Can the torped be fired from a standing start in free space?
VirtualRageMaster 8 Oct, 2015 @ 6:06pm 
I have a few questions...

Can I add more than 4 torpedoes to the system?

If you have more than one ship that has your torpedoes, will they interfere with each others tracking?

Is the torpedoes effectiveness reduced by having less ingots?
E.g Could you do "economy" payloads? Have you experimented with different loads?

Thanks.
VirtualRageMaster 8 Oct, 2015 @ 5:46pm 
Discovered that I can fit these to the rear weapon hardpoints on my fighter craft.
Thank you for this. Its just what we need to defeat deathcubes :D
Excellent design. So easy to blow things up at range. Well done!
Pennywise  [author] 8 Oct, 2015 @ 11:17am 
Navy920 you can make design with torpedo pilons(merge blocks), i could help to add torpedoes
𝓡𝓮𝓱𝓵 8 Oct, 2015 @ 7:08am 
How it seems difficult
Pennywise  [author] 8 Oct, 2015 @ 4:45am 
Navy920 you want to attach torpedoes to your own ship? Yes, it's possible.
𝓡𝓮𝓱𝓵 7 Oct, 2015 @ 2:53pm 
Is it possible if u can make a guided missle system for a ship on the workshop
Pennywise  [author] 7 Oct, 2015 @ 1:49pm 
It was "foreach" cycle. Didnt knew it's faulty in Space Engineers.
Charlysub 7 Oct, 2015 @ 1:31pm 
Works perfectly !
Awesome destruction :D
Pennywise  [author] 7 Oct, 2015 @ 12:36pm 
It can happen if launch func does not find a block "Torpedo1" or 2-3-4. thess are names of torpedo antennas.
if u could launch a 2-player game on your computer, i could join and check whats wrong in place.
Charlysub 7 Oct, 2015 @ 12:20pm 
The weird thing is you successfully launch the torpedoes in my world while i can not
Charlysub 7 Oct, 2015 @ 12:10pm 
No merge blocks do not detach, nothing is happening while pressing 4 and 5
Pennywise  [author] 7 Oct, 2015 @ 12:07pm 
i'm still confused with script not working in your game. tryed many things, it works by me.
i've asked my friend to check this BP, and everything is working.
Does merge block detach when you press 4?
Pennywise  [author] 7 Oct, 2015 @ 12:05pm 
its only 30 tonn. easy for large thruster. It produces 144kN thrust, so they have 4.8m/s acceleration.
Charlysub 7 Oct, 2015 @ 11:57am 
By the way, how did you manage to make those incredibly heavy torpedo move with so few thrusters ?
Charlysub 7 Oct, 2015 @ 11:50am 
Just tried, it did not work
I noticed that :
PB_reserve script is empty

Programmable_2
Programmable_3
Programmable_4 just have " void Main ( string argument ) { } "
Pennywise  [author] 7 Oct, 2015 @ 11:34am 
recompile all programm blocks, press 2, 4,4,4,4 and check if some of them throws any exceptions
Charlysub 7 Oct, 2015 @ 11:14am 
Nope, "4" and "5" do nothing even in your world :/
Pennywise  [author] 7 Oct, 2015 @ 11:12am 
no effect, lang in my client is english too.
try to load my old testing world:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=530309401
will it be functional?
Charlysub 7 Oct, 2015 @ 11:07am 
Language is English, what effect could this have ?
Pennywise  [author] 7 Oct, 2015 @ 10:45am 
I've checked and it's functional in your world.
what language is set in your game? this should not have any effect, but just in case.
Charlysub 7 Oct, 2015 @ 10:19am 
Pennywise  [author] 7 Oct, 2015 @ 10:11am 
yes, scripts must be allowed.
but if red light is on, they are allowed.
can you publish your world temporary, so i could check whats wrong?
Charlysub 7 Oct, 2015 @ 10:11am 
Red light is on, and there is some Uranium in reactor.
I'm playing in creative mode, so Uranium would not be a problem anyway.
I checked "script allowed" in game configuration
Pennywise  [author] 7 Oct, 2015 @ 9:54am 
i've checked, it works. comment, if you havent got rid of problem with launch.
Pennywise  [author] 7 Oct, 2015 @ 9:28am 
is red light on?
and uranium in torpedo reactors