Space Engineers

Space Engineers

Crotalus Mk.I Vertical Launch Missile System
181 Comments
Sloo 30 Mar, 2024 @ 4:12pm 
It keeps spinning my ship
TigerWrath 19 Sep, 2019 @ 2:44pm 
Director will not slew left and right.
Killingowl 12 May, 2019 @ 8:47pm 
I keep having an issue where the camera won't turn and when I unlock the gimbal it flys up or down. when I try to make the camera turn with new groups I make in the toolbar the head breaks off and flies into space. Please help
Sir. Hugo Nachtigall 23 Jun, 2018 @ 11:02am 
so the camra wont respond to my imput and just keeps spinning any one know why and dose any one know if the auther will update the plane with the welders off so they dont fuck the whole thing up as soon as you spawn it
WaviestBow6 19 Jan, 2018 @ 8:42pm 
Right now all you can do is pause the game, go into spectator, and then depower the blueprint. Otherwise it welds everything to the grid
Whiplash 18 Nov, 2017 @ 1:09pm 
@Gnvenus, Diferent whiplash, Whiplash141 is who writes the guidence scripts
Wolfphoenix3d 5 Sep, 2017 @ 7:28am 
I had to tweek the Projector X/Y and forward positions so the welders didn't weld the reloads to the frame, but other than that it works great... Out side of the target designator being a pain in the but to work with.
Malacanth 26 Aug, 2017 @ 5:35pm 
Whiplash, I am building something similar to this and am using your missile script, but i am having issues with it flying forward for about 3 second before kicking in the navigation, could you help me please?
iDrinkSoup 16 Aug, 2017 @ 4:38pm 
@ralboal have you tried to manually trigger the "Missile "x" ignite" (replace "x" with correspondant missile number) timer block once the doors are opened ? Missiles didn't launched to me aswell in the first place and this solved the issue
iDrinkSoup 16 Aug, 2017 @ 4:31pm 
I fixed the mess with the welders and incorrect projector values on spawn, missiles do launch know but unfortunately the script seems out of date to allow some precision to the missiles.
Maybe repost this build (which is awesome and would perfectly fit my new moddable ship concept) with the most recent updates ?

Please ? :steamhappy:
Magazinul Lidl din Aviatiei 14 Jun, 2017 @ 1:28am 
The missle wont launch, plz halp
Whiplash 25 Mar, 2017 @ 1:53pm 
Fixed the Projector allignment issue; Projectors 1,2,4,5: (Horz=-1 Vert=-3 Forw=3) Projector 3: (Horz=-1 Vert=-3 Forw=4) you will have to clean out the mess first but those are the adjustments....i could post a fixed version(if this isnt a blueprint issue) and maybe see about switching it to whiplash141's updated script but i will need permission first.
Londo 18 Dec, 2016 @ 3:52pm 
Hey just trying to set this up, currently the projectors arnt alligned and it just fills up the system with blocks. cool stuff otherwise.
GladiusDias 29 Nov, 2016 @ 5:43am 
Can you make a single Vertical Launch Missile System Blueprint,so i can mount this on my Ship.:steamhappy:
Lady Artificer 27 Sep, 2016 @ 8:44pm 
From what I can tell the projector coordinates have been corupted. I am going through and trying to clean out the double missiles. I would suggest you update the blueprint with the power shut off. That way it wont build the missiles until it's fixed.
Whiplash141  [author] 14 Jul, 2016 @ 5:45pm 
@Reno:
This uses a 6 month old code. My code has been updated very recently with a bunch of configurable launch parameters here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=546494746
Tzeentch's Aeldari Spirit Stones 12 Jul, 2016 @ 8:24am 
is it possible to change the script so that the missiles dont adjust its course so violently as it launches?
Vitória, History Witch 4 Jul, 2016 @ 10:58am 
It really isn't reloading. From what I can get, the merge blocks which get made first aren't merging with the fixed ones, so the newly-built merge block floats off and the welders can't construct the rest of the rocket.
gutsygiant30 19 Jun, 2016 @ 5:35pm 
wont reload missiles for some reason. anyone had this issue?

Sentinel_Wraith 9 Jun, 2016 @ 3:18am 
Possible glitch: I built a ship around the core of the missile system, and upon copy pasting it I discovered that the missiles jammed by making themselves larger than the openings, and the center missile actually merged with the ship. Carefully deleting the connectors and the missiles seems to get them reset and built properly, but the center missile refuses to rebuild itself.
braciszek 1 May, 2016 @ 10:31pm 
Would be nice if this was updated... These kinds of missiles were extremely effective and useful.
Comet 6 Mar, 2016 @ 7:12pm 
Update on the buggy missile flight paths: I've noticed two things, either the missile cannot find the shooter reference block in the programming block. Make sure that the director remote control is the same ownership as the missiles. Right now it's set as "hidden" in the terminal, so you'll need to unapply the visibility filter to get at it if it's set differently.

Secondly, even if the missiles are correctly finding the director block, there was a recent bug introduced to small ship gyros that Whip found (http://forum.keenswh.com/threads/1-124-007-small-ship-gyros-the-heavier-a-ship-is-the-faster-it-rotates-with-gyros-overridden.7380788/#post-1286948816) that causes the missiles to perform poorly when initiating course corrections.

Hope this helps...
Comet 5 Mar, 2016 @ 9:55pm 
I've noticed that the welding of merge blocks has been broken for many different designs I have recently. I don't know if it's always been the case, but the blueprints that the projectors are putting up are for missiles that have no access ownership. This means that if you own the launch system, the merge block of the new missile will be created, but will not merge (the access rights are misaligned). This causes it to float in the launch tube and jam up the reloading sequence. You have to make sure that the launcher and the missile blueprint have the same ownership applied.

As for the beam riding, I'm actively researching. Most likey has to do with another cross grid ownership issue, bug, or the fact that they closed the programming loophole used in Whipp's Missile Guidance script to capture the remote control reference in the missile's programming block. Will update here if I find anything.
Shallowfish 3 Mar, 2016 @ 4:34pm 
I think this update broke it. It won't work, the missiles just fly straight ahead and they don't re-weld.
I have to say, when it worked, it was a masterpiece!
flori1994 12 Feb, 2016 @ 2:12pm 
first of all your system is great
but can you make a 1 missile bay system that can fit into a 1x2x"X" space? i want to use them as a forward placed missile system for ship to ship combat
Schadwe 8 Feb, 2016 @ 9:14pm 
Blueprint does not work in survival. Says cannot import grids of different sizes.
I'mElite 24 Jan, 2016 @ 11:33am 
@Static Silence: Check your ownership settings, merge blocks cant join together if they are udner different owners, this includes your own merge blocks trying to connect to neutral merge blocks.
Static Silence 13 Jan, 2016 @ 8:33am 
The Reload Function seems to be broken for me. the welders build the merge block first and then stop, the merge block does not stick to the one already attached to the frame, the end result is the merge blocks floating around. Not sure what happened, it was reloading just fine a while back. If anyone has a fix please let me know.
FreshAsIce 21 Dec, 2015 @ 7:41am 
i have recently the same issue with the merge block ? it worked fine before no idea why it doesnt anymore any conclusions?
FreshAsIce 10 Dec, 2015 @ 6:38am 
is there a way to also use it without the laser ? so by entering a gps coordination?
Granjor 29 Nov, 2015 @ 9:34pm 
the relaod system doesnt seem to work
th merge blocks just seem to float away and not atach
Nilz 25 Nov, 2015 @ 6:11pm 
i think this needs a new missile director. the current one shakes which makes it very difficult to aim at long ranges.

also a antena should be added to the missile director so while using it you can see enemy antennas
mmille14 22 Nov, 2015 @ 9:15pm 
@laci4321, I ran into teh same problem. Everything was working great until I merged it on to my frame. Had to replace the welders as well, odd. Thanks for posting you fix, saved me some time.

@Krystal, yep it does sound like a monster :))
Lady Artificer 22 Nov, 2015 @ 7:58pm 
I knew about that, I just haven't gotten around to creating the 1-5 blue prints. It's a lot of work getting this monster I'm building to mesh.
mackattackreact 22 Nov, 2015 @ 7:56pm 
I am sure this is ingorance on my part but, when i paste this onto my ship the shift + 2 controls (preconfigured toolbar) do not appear on my hud... what am i doing wrong? Can i just create it manually?
mmille14 22 Nov, 2015 @ 7:33pm 
@Krystal, You have to create new blueprints for 1-5 so you have ownership as well. Then as, you may know by now, you have to sync up the missile components numbers with the launcher tube/projector and the component definitions in the script running by the computer program block. Then it's just a matter of loading the matching blueprint into its matching projector.
Lady Artificer 22 Nov, 2015 @ 3:42pm 
I have found a fix, of sorts, for the ownership problem. I had to create new blueprints for the the higher numbered missiles. That seemed to fix the problem, but I am unable to launch 1-5.
mmille14 22 Nov, 2015 @ 1:36pm 
The last update changed the ownership of the mod to the player. This works fine for launching the 1st set of missiles. The reload/printing fails because the blueprint does not have the same ownership. I was able to create my own missile blueprint with the correct ownership and it works, however, there are other changes that have to be made that matches up a blueprint to a specific launch tube. While it looks like simply matching up the missile component numbers to the tube/projector number I have not been able to get it to work.
laci4321 (HUN) 22 Nov, 2015 @ 9:54am 
Hi!
I noticed a problem, and a solution.
When I put this system into a large ship, the welders don't want to weld missiles blueprints. This problem has only one solution: need to delete welders, and replace them. (I do not know why :D )

I tested this system, and often saw when missiles didn't cause damage, just hit a little the armor. Then they simply want to go further. Could you add a feature that the missiles explode when the speed is reduced to near 0 suddenly? (Or a sensor detect an enemy's block.)
Lady Artificer 21 Nov, 2015 @ 2:20pm 
Hey MK84, I was wondering if you'd help me figure something out? I came up with an idea for a missile cruiser based off the old Ohio class sub. I am using your system as a base, but I am trying to figure out how to launch 16 standard missiles. Also I am trying to figure out a bunkerr buster missile. Will you give me a hand?
MK84  [author] 20 Nov, 2015 @ 8:21pm 
That is odd. You can try set the offset.
Fishsauce 20 Nov, 2015 @ 8:09pm 
no
it was stationary
MK84  [author] 20 Nov, 2015 @ 8:06pm 
If it prints only the merge block then it's an ownership issue.

Tyler, is the ship moving when it happened?
michaelp776 20 Nov, 2015 @ 5:51pm 
I am getting the same problem, designing a ship whose main weapon is this is very hard when it wont work and instead fills my world with merge blocks.
Fishsauce 20 Nov, 2015 @ 4:32pm 
i noticed that when i turn on the blueprint, its off center
maybe thats the problem?
Dungeonmaster 20 Nov, 2015 @ 1:12pm 
i think it's a problem with the pemission
Kadoodle 20 Nov, 2015 @ 9:28am 
I fired it at something and it barley scratched it
Dungeonmaster 20 Nov, 2015 @ 6:10am 
it doesn't reload when i put it on my ship : ((
MK84  [author] 20 Nov, 2015 @ 1:28am 
Try the latest version of the blueprint.
Fishsauce 19 Nov, 2015 @ 11:04pm 
isnt reloading, prints only merge block and i dont know what you mean by player owned. i owner claimed everything on it