Space Engineers

Space Engineers

Easy Radar Homing Script (Decommisioned)
451 Comments
MrFox 26 Jun, 2024 @ 6:52am 
SO edit this listing for this and hit "hide" or delete.
Foundation 26 Mar, 2019 @ 3:09am 
can you recommend other good scripts for this ?
Alysius  [author] 29 Jun, 2017 @ 11:04pm 
Nope, the GetFreeDestination method that is thr basis of this script is already removed from in game script access for quite some time now.
Floppa 29 Jun, 2017 @ 10:35pm 
does this script still work?
Alysius  [author] 1 Dec, 2016 @ 3:51am 
@William Sorry accidentally clicked delete while replying. The GFD method used by this script is removed in DEV. ita only a matter of time before it is propagated to Stable. So this script is about to be retired.
Alysius  [author] 25 Nov, 2016 @ 5:03am 
Going to release the camera lock on script soon, but there will be not much tutorials. No urgency at all, probably will release in 3 months time.
Alysius  [author] 25 Nov, 2016 @ 5:01am 
@Shala Camera and cruise mode still works after some tweaks.
TATAKAE 21 Nov, 2016 @ 1:40pm 
So, are the "laser Guided Missiles" still working?
Lynnuxx 21 Nov, 2016 @ 1:36pm 
Great work, Alysius. RIP, GetFreeDestination() (in in-game scripts) !
SKEED ETO 21 Nov, 2016 @ 11:29am 
i would much appreciate that i really love ur script and would be a shame if it be lost for this time
Alysius  [author] 21 Nov, 2016 @ 5:54am 
@Chernoalpha Actually i already have the Lidar homing script available but i dun have the tutorials and videos ready. I can put conditionals to make mode 3 and 4 still work, as for now.
SKEED ETO 21 Nov, 2016 @ 2:53am 
@Alysius when they remove GFD wil you be abel to make Mode 3/4 stil work Camera guidance / GPS i have seen a russian team release a script il wil add link on a solution to finding target maby it wil help you out a little bit .. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=801737720&searchtext=
Alysius  [author] 18 Nov, 2016 @ 2:47am 
Yeah, a recreation is required now. Also the behavior will be completely different too.
CONS 18 Nov, 2016 @ 1:53am 
Yep figured it out, just in time to deep test the script on my ship :) How lucky I am :D
AlexD 17 Nov, 2016 @ 8:59am 
@Trozzo The GFD seeking method is now gone so Alysius will have to rewrite parts of the code. It may take a while
CONS 17 Nov, 2016 @ 8:42am 
Hello! Great script but the today patch 1.162 (develop) messed up the script... can you fix it? :)
commie._.tears 16 Nov, 2016 @ 4:15am 
Alright, I'll try it out. Thanks!
Alysius  [author] 16 Nov, 2016 @ 4:10am 
@William You can try to mount an antenna or beacon named:

<D>

And it will read the status and aim coordinates for debugging purposes. All homing modes will add 10 to the displayed mode, meaning Cruise mode should show as Mode:13
commie._.tears 15 Nov, 2016 @ 6:09pm 
It's defective. Whenever i launch the GPS/Cruise missile mode, it just goes up. Same with every other setting. Please help me
Frix 15 Nov, 2016 @ 9:08am 
@Alysius how would i go about making the missile into a bomb. like say have it wait 15 seconds before starting engines???
Frix 6 Nov, 2016 @ 7:26am 
@Alysius i got it to work... well i wrote GPS coordinates in the actually text panel not the public title...
Frix 6 Nov, 2016 @ 7:24am 
@Alysius ok.. well so far i have manually set the launch mode in the script.. im trying to get Mode 4 working.. missilelaunchType=4... and the waitforcommand the "LOCK" thing is false.. so it should home in on the GPS coordinates right away? But it doesnt.
Alysius  [author] 6 Nov, 2016 @ 3:29am 
@destor So far the script is does not have side thruster control built in. To have the spin, you need to manually override a side thruster to constantly fire. To build in thruster controls will take some work, which I am intending to introduce it only when the camera lock on is out. GFD lock on is going to be removed, its only the question of when. Therefore I am holding off from major upgrades to this script atm.
Alysius  [author] 6 Nov, 2016 @ 3:26am 
@CCU Oh didnt realise that. Actually you can use the missile launch script to pass in the mode to the missiles. Allowing you to use same script for different launch modes.
DSD 6 Nov, 2016 @ 12:46am 
Could you add a way for it to spin like in whiplash's script so it can avoid turrets? I like yours because it is fire-and forget.:steamhappy:
Frix 5 Nov, 2016 @ 1:37pm 
@Alysius sorry i fixed it now im a complete idiot.. I didnt change the fire mode in the script... I build and launched a few balistics.. i think i got it now...
Frix 5 Nov, 2016 @ 2:08am 
@Alysius will do..
Alysius  [author] 4 Nov, 2016 @ 8:20pm 
@CCU Paste your problem world as separate workshop item.
Frix 4 Nov, 2016 @ 11:40am 
@CCU Nahh typing works fine.. well.. everything is just broken for me.. maybe ill reinstall my PC need to do that soon anyway
Alysius  [author] 4 Nov, 2016 @ 11:23am 
@CCU So far never encounter this. if you type in the coords, will it crash?
Frix 4 Nov, 2016 @ 9:52am 
@Alysius does your game crash when you try to copy GPS coordinates?? Mine does.. no clue why.
Alysius  [author] 4 Nov, 2016 @ 9:39am 
@CCU Could be an issue with batteries again.Camera lock on is supposed to be the most workable, usually other mode fails first.I need to test it on Dev again.
Frix 4 Nov, 2016 @ 9:13am 
@Alysius actually the battery turns of when i connect the missile to a ship.. odd.. however turning it back on doesnt do anything.. R_CAMERA launch still doesnt work for me.
Frix 4 Nov, 2016 @ 9:05am 
@Alysius well.. it flies straight now. But not much else.. The R_CAMERA doesnt really do anything but turn off the battery.. Which mode do i need to utilize in order to control it in flight by changing where i look?
Frix 4 Nov, 2016 @ 9:04am 
@Alysius no nothing check boxes..
Alysius  [author] 4 Nov, 2016 @ 8:59am 
@CCU Battery bug is back again? It should not be in Recharge checkbox
Frix 4 Nov, 2016 @ 8:55am 
And also does anyone else's game crash whenever they try to paste or copy coordinates?
Frix 4 Nov, 2016 @ 8:55am 
@Alysius well now that main thrust is the rear it works... but the camera launch mode does not.. I have a camera named R_CAMERA i look through it.. but when i fire the missiles battery just turn off.. it's wierd.
Alysius  [author] 4 Nov, 2016 @ 8:39am 
@CCU Right side has more thrust than ur intended forward. Are you using torpedo mod? The side thruster has way more thrust in those, for space thrusters. Script assumes the side with most thrust value as the main engine. Use strDirectionRefBlock by putting the name of the remote control block of the missile there, and have that remote face ur intended forward direction
Frix 4 Nov, 2016 @ 8:25am 
Im sure i set everything up correctly but the missile just goes to the right... i made the remote control on the ship face forward.. i did the same with the missile just in case.. and yet the thing just goes directly right.
TATAKAE 22 Oct, 2016 @ 6:47am 
@Alysius : RE Torp mod problem.

Well i tested tons of things now and managed to gather some information considering the torpedo mod...

Found some compatibility issues with the mod and which blocks cause them.^^

If you want, you can PM me via steam and i will tell you everything i found out.


Building Vanilla missiles works like a charm though and is insanely good ! Really amazing script!
Lyze_of_Keil 22 Oct, 2016 @ 12:02am 
Ah, nvr encountered that one before, but in my case the ship has no landing gear and have nvr been attached to another ship before.
Alysius  [author] 21 Oct, 2016 @ 5:55pm 
@Lyze Have encountered glitched world once, about 1 year back.

There is also a time when orientation is bugged, not sure if it still exists. What happened is when your ship has landing gears and you activate it to attach to a carrier ship, the orientation will be changed to align with the carrier ship instead. So if you attach facing left of your carrier ship (which means the right side of the missile is facing the carrier ship's forward direction), the missile tries to aim Right side while flying Forward, causing spiraling confusion.
Lyze_of_Keil 21 Oct, 2016 @ 11:27am 
so rather than using the main thruster on maxoveride it was using the bottom facing side thruster.
So this forced the get direction refernce string to be changed, i made it the name of the remote control on the torpedo. Boom they fly straight again. and sure enough they were also targeting correctly on targets. So all this testing has led me to assume that the orignal world is glitched in some way as an identical replica of it is working as it should ina different saved world that is otherwise identical.

Thanks for the help Alysius, just thought i'd share my findings here incase you hear a similar story of non-locking, and random flight direction torpeodes.
Lyze_of_Keil 21 Oct, 2016 @ 11:27am 
PART 2 - So with all the parts being of the DX-11 torpedo mod set they still functioned normaly in the earth world. they would lock on and do theirr propper thing, fly straight without adding a direction reference block in the script. One thing i did notice is if my plane was going over the ~75 m/s range they would not lock on no matter how long i held them on target they behave as camera guided with no homing but once i slow down to below thaat range the lock on.( I dont think that is correctable behavior from the script's side of things just something i noticed) So i went back to a brand new version of the original easy start 2 in space map. took the working atmospheric plane and swapped the thrusters from atmospheric to ion to work in space. Test fire 1 went like this --> (forward was suddenly up towards the plane's belly instead of actual forward,
Lyze_of_Keil 21 Oct, 2016 @ 11:12am 
So Alysius i did some testing, the results of which are VERY strange to me. I took the ship i was designing in the original easy start 2, the one with the base on the asteroid, to the new easy styart 1 on earth. first i loaded the basic easy start 1 and built a test ship with a missile using vanilaa blocks it workled like normal. I then slowly added the 6 mods form the old world one after another testing if adding any one of them breaks the script.... they do not. Then i started adding torpedo parts onto the torpedo and testing each step of the way. it should be noted when i reached the fully modded torpedo i change the vanilla merge to the small merge and i put the script in detatch mode 99 and use the timer to seperate the torpedo as the script seems to not recognise the modded merge as a canidate for seperation by default. so the new torpedo uses the atmospheric main thrustewr and atmos payload thrusters for dampening SEE PART 2
Alysius  [author] 21 Oct, 2016 @ 12:55am 
@Raziel The mode is currently exclusive, mid flight change homing mode is not included as it will complicate the initialization process.
Raziel 21 Oct, 2016 @ 12:38am 
Do you can programm it that the Missle fly to a Coordinate an after this search and hunt Enemys wit a turretaim (ride on the beam)? The idea after tis is an Interplanetary or intergalaxy Longrangemissle.