Space Engineers

Space Engineers

Long Range Homing Missile
82 Comments
Vanidas 3 Oct, 2016 @ 2:37pm 
Are the links in the description links to the newer versions?
Pennywise  [author] 3 Oct, 2016 @ 1:08pm 
this is old rocket, it doesn't work any more. There are newer versions in my workshop.
Vanidas 3 Oct, 2016 @ 12:03pm 
A few quick questions:
1. How well does it work? Does it have a satisfactory kill rate?
2. Are warheads attached to the blueprint as it is?
3. If you fire the missile in the wrong direction(IE, straight up when your target is in front of you), will it still home in?
CID 6 Aug, 2016 @ 2:23am 
impressive...
Mitarashii 3 Jan, 2016 @ 12:46pm 
Большая версия, для больших кораблей)
yokmp 11 Dec, 2015 @ 6:32am 
good work!
but please fix your link to the small grid version (it currently includes a star like *htttp ...)
FPC 8 Dec, 2015 @ 3:41pm 
Seems to be fixed. Not been having that issue anymore. I had it for about a month.
Pennywise  [author] 8 Dec, 2015 @ 3:24pm 
I've made new lock on algorithm. Now I'm finishing air2ground missiles, and i can make large missile too, but haven/t check collision bugs. Does large missile disappear in collision without damage like previously? Or Keen has already fixed this?
FPC 8 Dec, 2015 @ 11:42am 
Hows it going Penny? Still working on a large grid update?

It would be cool to combine features of alysius two missile guidance scripts and your missile guidance script here.

What I really want to do is lock several targets with the launching craft, and then fire a barrage of 3d printed missiles and have the target lock "hand-off" from the launching craft to a remote on the missile itself.

That way I could launch, say, 10 of these at 5 different targets, and then jump away before the first hits. True fire and forget ability.

Alysius script seems close to being able to do this, but not quite- and it cant avoid incoming fire like yours either since the flight pattern of your program helps the missiles avoid getting shot down.
FPC 4 Dec, 2015 @ 11:00am 
Wow! That would be a big advance in programming!

I was wondering if speed measurements or floating point errors were causing some of the issues.
Pennywise  [author] 4 Dec, 2015 @ 10:39am 
FowlPlayChiken I now can analyse source code of GFD func, so i want to make maximum reliable and stable lock func before publishing new implementations. Current func is glitchy with very large objects because of unstable speed measurement.
FPC 4 Dec, 2015 @ 5:59am 
Been doing some testing and despite outdated code, this is still the most damaging stock weapon I have ever encountered. Two hits guts most ships from stem to stern.

Making a version of this that can be 3d printed with stock welders + has updated code will end up forming the basis of the next ship our 50 person fleet builds. ;)
FPC 3 Dec, 2015 @ 1:54pm 
Awesome!!


The only way I have found to improve locking function is multiple remote control. That way one can handoff to the other when lock is broken. They have to be space away from the body of the craft however
Pennywise  [author] 3 Dec, 2015 @ 11:42am 
i wanted to improve locking func first, if i succeed, i'll publish a large vers in 2-3 days. and update small one.
FPC 3 Dec, 2015 @ 10:40am 
Any chance of updated large grid code or should I just use alysius script?
Nilz 25 Nov, 2015 @ 7:16pm 
hay in the first video you were able to make the ship point without need of the player at something a great distance away.

i was wondeirng could you make a very simple way to do this for a missile director that uses lazer guided targeting script (we already have this)

that way the missile director we can point at the target and this script can follow said target.

ive been trying to find the setupt you used for the ship in the first vid but i cannot find it
Dragonspride1995 11 Nov, 2015 @ 5:47pm 
Hello, We are recreating a 1x1 scale USS Intrepid class star ship, we are looking for a "proton" torpedo to be shot using a small to large ship rotor, I am trying to contact you by adding you on steam, and I would like to get your opinion on the consept.
FPC 8 Nov, 2015 @ 9:19am 
I will playtest it a bit - but sounds great Penny! Very exciting.
Pennywise  [author] 8 Nov, 2015 @ 12:36am 
I've almost done universal script for large and small torpedoes. Will publish new large torpedo and update small ones. But i've noticed yesterday, it's not so effective against large armor as previously. Maybe last patch changed collision calculations. Does someone experience the same?
FPC 7 Nov, 2015 @ 7:09pm 
sultin - dont think it has been adapted to large grid yet.
SultonMRP 7 Nov, 2015 @ 7:04pm 
FPC 2 Nov, 2015 @ 6:45am 
Nothing better than this vs moving targets. You are both my SE heroes. Lol keep up the evil work.

By the way, been playing with some variations on hydrogen missiles. Testing them manually however. You can make one small enough to print and fire with stock welders- barely. Its almost too big.

Keen needs to add a smaller large ship hydro tank x_x
Pennywise  [author] 1 Nov, 2015 @ 9:34pm 
Yes:)! Thats what evil clowns do:steammocking:
I just hope, it will be just a pandora box, not server shotdown box.
Alysius 1 Nov, 2015 @ 7:40pm 
@Pennywise Apparently more and more people is adapting to the GetFreeDestination to get long range targeting. Its your fault now, you just opened a Pandora's Box!
FPC 1 Nov, 2015 @ 1:36am 
Mocked together a hydrogen version of this; but does not work. Cant figure out why. Have tried a ton of varients. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=545884261
FPC 31 Oct, 2015 @ 8:03pm 
By the way - totally random question. Might it be possible to target with one ship, and fire the missile with another, via laser or normal antenna? This missile has 100km range, theoretically; If you could drop a small ship in within render range, lock and target it, and then fire the missile from a remote location 50km away, it would be terrifying. Only good against stationary targets, of course, but still. Disposable targeting ships would be very small and hard to spot at range, and cheap if they died - unlike a missile cruiser.
Pennywise  [author] 30 Oct, 2015 @ 11:18pm 
in small torpedoes code requires some blocks, large ones do not have.
to make em more accurate you would better try to change thrusters to hydrogen.
the reason, they miss is recent patch, that removed overpowered dampening.
hydrogen thrusters are 3x more powerful, and they are cheap, so if you replace 4 lateral ion thrusters with 5-6 hydrogen, they will be much more accurate.
FPC 30 Oct, 2015 @ 8:58pm 
managed to get your original large missile design to print on a cruiser with stock welders. Had to trim the fat a bit. Still inacurate but works vs stationary and slow targets. Can I pull the code from the small ones, or does it not work one to one?
Pennywise  [author] 30 Oct, 2015 @ 1:55am 
If you are interested in these torpedoes, check this item:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=543982976
FPC 26 Oct, 2015 @ 8:55am 
Thats great!! Looking forward to integrating your updated code with the existing cruise missile design (or a new large block one). Let us know when you make the update on steam! :) very exciting
jetsetsoaper 24 Oct, 2015 @ 2:59pm 
awesome!
overwerk 24 Oct, 2015 @ 11:18am 
i'm happy that, with the new multiplayer, those constructions might get useful
Pennywise  [author] 24 Oct, 2015 @ 10:37am 
not yet, in a couple of days.
overwerk 24 Oct, 2015 @ 10:22am 
so the dampning thing is fixed?
FPC 24 Oct, 2015 @ 5:32am 
amazing! I will take time tonight to update the zumwalt.
Pennywise  [author] 24 Oct, 2015 @ 12:36am 
OK, it seems, i've made new lock-on function. It's based on Alisius's method of reflected beams. I've changed it a bit, tested and it works very reliable and is about 10-20 times more CPU-friendly then my first lock-on script. And what is most important, it is independant from torpedo orientation, and that allows me to make small dodging torpedoes and many other things.
FPC 23 Oct, 2015 @ 6:29am 
Awesome! Looking forward to it :D
Pennywise  [author] 23 Oct, 2015 @ 6:29am 
yes, i'll probably make various torpedoes. and skeleton BP for easy combining with custom ship designs.
FPC 23 Oct, 2015 @ 6:27am 
Ahhh I see!! Well that would be awesome :) Can you do a large block version as well as a small - or leave instructions for adapting it to your current large block missile here?
Pennywise  [author] 23 Oct, 2015 @ 6:23am 
I mean his recent script based on more reasonable usage of GetFreeDestination();
I want to adopt it for my next missiles.
It should be more presize in detecting target current position, have less probability of spoiling lock and it's much less CPU consuming.
FPC 23 Oct, 2015 @ 6:15am 
Penny- I cant code, but looking at alysius missiles, he does not seem to have a method of targeting without manually entering coordinates or using a turret (which has 800m range). Your design is better, with its 1-30km range.

Ide be more interested in a updated version of your large block torpedo, to be honest. So devastating!!
Pennywise  [author] 23 Oct, 2015 @ 5:24am 
yes, making torpedo lighter can be solution too.
I also will try to control from program blocks lateral thrusters.
but ultimate solution has already been made by Alysius.
More reasonable target lock independent from current torpedo orientation.
I'll make a new torpedo based on small grid in a short while.
FPC 23 Oct, 2015 @ 5:19am 
Penny - if loaded fully, you are correct that it lacks thrust. Last night I did some testing and fixing. Torps still function, but with fewer containers. I replaced two containers, and conveyored the remaining two together, so that a connector could load each with stone. With two small containers of stone it was able to hit fine. hydrogen thrusters would be an improvement but would likely make the torp larger...and as it is, its pretty big.

I cant figure out a decent way to print these torps without the twin welder mod,since they are one block wider than I can make the welder radius.

My ship design below uses the twin welder mod to get around that, but is otherwise stock. If the torp were "skinnier" by one large block, it could be done with stock welders.
overwerk 23 Oct, 2015 @ 2:19am 
but you need to use the MEGA BIG container of hydrogen if you want them to work
Pennywise  [author] 23 Oct, 2015 @ 12:37am 
I guess, I need to replace ion thrusters with hydrogen ones. After last update missile has too low lateral thrust, so it misses targets cause can not damp inertia. Hydrogen thrusters are very cheap and lightweight too.
FPC 22 Oct, 2015 @ 8:24pm 
Penny - Just updated the ship made to handle printing your missile. Still a glass cannon - especially on servers with modded turrets. Still, it stays at range, handles well, gets the job done; and only 1700 blocks.
Alysius 21 Oct, 2015 @ 7:53pm 
In survival, one will be fired first with short 500m range antenna "accidentally" turned on to show the missile's full name. So when it wrecked their base, they will know the name of the missile that hit them. Now launch 5 small ship (pranks) with antennas set to the same name at them and see them panic on high alert!
FPC 21 Oct, 2015 @ 6:00pm 
In my tribute to you, I have designed a survival and multiplayer safe (admitably somewhat ugly) guided missile frigate around your design. Requires one mod (twin welder), although it could be redesigned to be vanilla. Also reccomended: Automated inventory sorting mod by tysis. Not required however. Link here if you want to check it out. Works very well: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=539449601
Nilz 21 Oct, 2015 @ 11:32am 
VERY COOL!. i hope you make it simpler and perhaps as a module for other player torpedo designs. btw could you make a function for these torpedos so as to make the firing of them simple and easier to reload.

such as for example to have a script that will arm(lock on) a torpedo perhaps in order of number if it can be designated by one of the block names. AND if no number of torpedo can be designated to "arm" one torpedo even if by random.

and make another script to trigger the launch of said torpedos.

so basically you can have 2 scripts on your panel. the 1st to arm the torpedo (and if pressed multiple times can arm a number of torpedos. and the 2nd to lauch the said armed torpedos.
and perhaps a 3rd to disarm all torpedos :D

the point of these scripts is to allow the ability to have projectors replacing the launched torpedos so as to reload. in addition to being able to make the ability to slap these torpedo systems to any ship a easy task.



FPC 21 Oct, 2015 @ 11:13am 
Perfect thanks!!!