Space Engineers

Space Engineers

SF - Modular Missiles
150 Comments
thesnowfox84 17 Mar, 2024 @ 6:36am 
any plans to update this?
darinreynolds90 30 Jan, 2022 @ 8:38pm 
any word on the pylon issue i really love the silos
Wightsquall 15 Jan, 2021 @ 9:58pm 
Also.. Why have atmospheric thrusters if you dont have atmospheric RCS???
Wightsquall 15 Jan, 2021 @ 9:19pm 
How do you actually use Silos there's NOTHING and NOTHING in your page. As well as no tooltips. How do you expect people to use the mod?
FancyMcLad 27 Sep, 2020 @ 8:32am 
How do i load the reactor?
Chaos Uncensored 22 Jul, 2020 @ 3:57am 
Any chance this mod is getting an update soon? Best missile mod to date by far, really hoping it gets fixed/updated soon seeing as no other mod offers such a nice system.
Bertin 5 Jun, 2020 @ 12:36pm 
@SandFlakes hey i hope you are OK with all this stuff of corona, did you get time to check the stuff i sent u? thanks
LORD THOMPSON 30 May, 2020 @ 3:11pm 
How do you assemble these? I would like to have them on my Ballistic missile submarine ship i'm working on
Big Bean 2 Apr, 2020 @ 12:08pm 
Hey i was just wondering on how you load stuff into something like a missile silo because i have no clue on how to do it
Sandflakes  [author] 7 Mar, 2020 @ 10:05am 
Hey Bertin, yes i have tried it quickly and it seems to run fine but i would like to perform some further testing before i publish it. Unfortunally i have been very busy recently and not had time to do so but I will publish it as soon as i have time! Thanks again for taking your time!
Bertin 1 Mar, 2020 @ 2:23pm 
Hey Sandflakes, had you tested the mod?
Sandflakes  [author] 20 Feb, 2020 @ 10:41am 
@Bertin, Hi I apologize for taking so long to respond, been quite busy with work recently. I will check your fixes out as soon as I am able to and apply them as soon as possible, with credit you of course! Thank you for sharing your changes.

Also for your previous message, one of my goals with the new mod is to enable mass production of missiles without the requirement for messing too much with connectors. I do realize that this mod is currently missing interfaces for the conveyor system.
Bertin 20 Feb, 2020 @ 7:54am 
@SandFlakes didnt hear back from you, here is the link to google drive
https://drive.google.com/open?id=1v1FLRummQ5CKTsHwlT9YYcjCaacWX_Mx
I added a blueprint definition so your parts will appear in the production tab (assembler) in the large/small sections, also tweaked some settings, you can now detach the pylons from the mount just by turning off the block (its not a keen fix), i use that as local mod, and i dont play multiplayer so i could just not shared those 4 hours of work, but i think other users will benefit from such cool mod you made. If you have any problems or questions im here.
Bertin 16 Feb, 2020 @ 7:15am 
That was fast, good to see you are active, i know you commented the mount point in the cube definition, i obviously had to uncomment that, i also tweaked some settings like the gyro (too much power), ion and RCS i gave them more power, in planets not even atmo could fight gravity very well, i gave more capacity and raw power to the batteries, but well that was my choice for the local mod, you can only put the fix (of course it lets the pylon demerge from the connector, that was the error i fixed) and forget about the other things, i will upload a youtube video showing u, and if u want the fix i upload it to google drive, thanks for taking the time to improve this great mod, in my opinion anything that needs a connector is difficult, for example the hydrogen stuff or uranium if you want to mass produce it and just print it to keep firing, but if u do i will surely like it, i also made some scripts to manage multiple missiles and guide them to objectives.
Sandflakes  [author] 16 Feb, 2020 @ 3:44am 
@Bertin, Hey! Thank you for reaching out! If what you have done is to add mount points on the surfaces, check if you are still able to detach them. I had to remove the mount points because of a bug which prevented the merge blocks from detaching. If it is possible then keen has finally got their thumb out and fixed that bug.

I am actually working on a new version of this mod. New models, solid fuel boosters, fixed mounting etc. which I will release sometime in the future and mark this mod as obsolete for compatibility. Keep in mind that i do this in my spare time so don't expect anything too soon.
Bertin 15 Feb, 2020 @ 7:06pm 
Hey Sandflakes, i was looking at your script today and i love that silos, but the problem with the pylon + mount was killing me, putting two mounts was horrible so i look at your code and repaired it, now it works, i dont know if u still active so im gonna wait a few days for your answer or i will upload a new version to the workshop, im a curator of other scripts that authors have left the game (hope its not your case) maybe i will upload a youtube video so u can see the fix. Thanks for a wonderful mod.
Mobius 1 15 Feb, 2020 @ 8:13am 
use the script from missile guidance block mod
LordBUM 8 Jan, 2020 @ 9:33am 
now if only someone would make smart bombs
mr tau354 28 Dec, 2019 @ 7:40am 
im trying to fire missiles out of silo but dont know how
Wolfs_JagerTTV 12 Dec, 2019 @ 2:19pm 
I cant put the missile on the pylon
Wolfs_JagerTTV 4 Oct, 2019 @ 9:14am 
where can i find a script for homing missile
Mobius 1 3 Sep, 2019 @ 8:39pm 
pistons that slider the missile into the silo
Wolfs_JagerTTV 3 Sep, 2019 @ 7:00am 
how do i load the silo?
Nahfahlaar 25 Jul, 2019 @ 8:35am 
Ist this broken, i dont see my Missile Parts in Kreativ mode?
G658244 29 Jun, 2019 @ 7:58am 
ah that's what you meant by that. hmm going to have to do some experimenting with button layout then. I need to get a new pair of glasses.
Sandflakes  [author] 28 Jun, 2019 @ 4:25am 
@Grenadier I recently got a new computer and does not have the modding tools setup so unfortunally I can not perform a quick fix on that.
About the pylons and mount pieces, i wish that was possible but due to a limitation / bug in the game engine two different types of blocks can not have mount surfaces on the merge side or they will not be able to detach.
G658244 28 Jun, 2019 @ 12:15am 
hey, i know you are planning a major overhaul soonish, but as a quick usability update could you please add some sort of mark on the camera nose texture so i can tell which way the camera is orientated. I've fucked up so many runs because my camera was telling me to pull down but that was actually left or something similar. Thanks
oh and anyway we can get it so we can place the pylon and mount piece together from the start? I dont really want to build a loader craft for them
/\OCOCb | JustASalmon 22 Jun, 2019 @ 2:26am 
How does it work?
Appeltaart 20 Jun, 2019 @ 10:58pm 
Is this stil working?
PixelatedIdiot 29 May, 2019 @ 6:10pm 
Holy shit those missile silos are kick ass
woostyboy 26 May, 2019 @ 2:52pm 
Thanks Sandflakes.
Sandflakes  [author] 26 May, 2019 @ 10:59am 
The plan now is:
1) Fix the attachment method as mergeblocks are broken and I am investigating other methods including connectors, pistons and rotors.

2) Fix the power balance of the blocks, battery storage, reactors, gyros etc. I am Likely to remove ion thrusters and add a solid fuel (scripted) booster and/or hydrogen thrusters.

3) Remodel some of the blocks to fit in more with the theme of the game.

4) Continue working on the list of Planned features.
Sandflakes  [author] 26 May, 2019 @ 10:59am 
@woostyboy, I agree with you on the military style. I've changed my mind about the design and when i get time (Probably in this summer) i will put large focus in remodeling the blocks with a more rugged military look. After i get the attachments to work that is.

@Hellforge Actual, I apologize for the issues you are having. This mod has been put on ice for a while due to a glitch with the mergeblocks. Reason you are having the missiles glitch out is due to the mergeblocks releasing the blocks when the grid is changed and unfortunally there is nothing I can do to fix that until Keen fixes their game engine. The gyro is primarily designed to be operated using programmable blocks, where you control the rpm. An easy fix would be to reduce the power slider. I have not had these issues with the explosives, make sure you arm the warhead before impact. As for the camera, i will add an indicator for the orientation after i get the merge working properly.
Hellforge Actual 25 May, 2019 @ 5:35pm 
Oh boy where do i begin.

The mod is extremely difficult to work with in atmosphere. the Locking silos are janky at best. the Gyro is overpowered for it (a single gyro will make my mouse seem like 100% sensitivity). its impossible to tell if the Camera tip is upright or not. The explosive warheads dont work as they should as they need to be MANUALLY DETONATED. The missiles, by the time you get them decently functioning will glitch out on any base you build and start fucking up blocks.

I've been trying for months to figure out how to work around the issues with this mod but it just can't be done. I've even tried reinstalling the mod.
woostyboy 10 May, 2019 @ 1:38am 
Thanks for you efforts on this Sandflakes, looking forward to a usable 'pylon' (merge block) to hang missiles on.

FEATURE REQUEST - Could we have some less fancy, more military looking blocks please?

Many thanks in advance,

Woostyboy.
Sandflakes  [author] 8 May, 2019 @ 10:25am 
@California, I have come back to Space Engineers and I plan to do a full balance when I get the time. Current issue I need to solve is an alternative to the merge blocks which are currently acting up due to the game engine... I do have a couple ideas but we will see if any of those work.
QualityPen 7 May, 2019 @ 7:29pm 
The thrust imbalance could be solved by making the missile blocks lighter, decreasing thrust, and increasing power usage.

Honestly I really wish Keen had given us missile blocks like these in the base game. It's rather silly that in the 22nd century space combat is being fought with dumbfire 200 mm HE rockets and barely functional gatling guns, and everything happens at <800 m.

The only way around is through gimpy exploitation of the game's engine such as Lidar and turret guided player made weapons, which in most cases look more like refrigerators than missiles... Or mods.
uglydisease 14 Feb, 2019 @ 5:20pm 
To be fair the Mk2 Large ship torpedo's thrusters are overpowered as well. You can use the hybrid thrusters without any hydrogen and if you alter the speed limit you will see just how fast a hybrid(hydrogen) Mk2 torp thruster is.
χђєภ ಳ್oђรđαoภ 1 Jan, 2019 @ 12:34pm 
Happy new year ^^ The MK2 large ship torpedo mod works like that with a guidance block. You could give inspiration of this mod, the only thing i find better with your mod is 2 merge cylinder could be mounted and triggered to detach. So it means you can mount Sabot or Heat missile type, my dream is a guided missile with detachable merges parts to have a first anti armor hit with an artificial mass and the second part with delayed warheads which enter the hole and blast inside enemy hull ship. ;)
Maddus_ 25 Oct, 2018 @ 2:50pm 
Umm... how do you set up these properly so they actually work?
Victoria, Angel of the void 25 Sep, 2018 @ 3:46pm 
To top it off, Most people actually follow the rule of thumb with thruster componant math, while this mod does not. In fact, one thing I thought about doing with this mod is using the thrusters as main ship engines because they're SO INSANELY overpowered and use less energy than actual ship thrusters. On top of that topic the gyro is about 5 times more powerful than it needs to be. I have to limit even my largest missiles that I made to about 20 - 25% gyro strength for them to even be useful as guided missiles. They do however make great gyroscopes on my carrier! (Not that I'm going to keep this mod installed.)

Anyway, I'll keep an eye on this more, but as for a review, I feel I've summed up my opinions quite well. Neat looking, but MASSIVELY unbalanced and barely usable as inte
Victoria, Angel of the void 25 Sep, 2018 @ 3:46pm 
Well, I'm going to just come out and say these missiles are the most, "Lolwut" things I've ever used in my life. Allow me to explain...

I decided to try out a missile and launch it into a rock. Seems fair right? Well, I forgot to arm the warheads and only realized it after launching. I said to myself, "Well damn. At least I get to see it smash into the rock."

Well, It hit the rock and made a big fucking hole as if it had exploded. I thought, "What the hell?"

It turns out any, and I mean ANY impact against say rock... (Which is all I tested this with so far.) makes a hole like I hit it with a warhead. Even non-explosive heads. And to cap it all off, The actual warhead took NO DAMAGE. Not a single bit. This is of course also after I rammed it FULLY through a solid chunk of at least 60m rock.

When a missile can plow through about 60m of rock touched and leave a bigger hole than most of my turret weapons, I think it's time for a different missile mod.
Mobius 1 26 Aug, 2018 @ 2:47pm 
Can someone please explain to me how I attach missiles to these Pylons? Ive built the entire set up just like the demo shows but I cant get the Missiles to attach. Am I supposed to build off of the pylons or do i manually load them with a smaller ships?? Any help is appreciated
!Master_Conquest! 8 Jul, 2018 @ 12:19am 
can I buy a banna bomb and a holy hand grenade. then with my awesome science skills combinde them togethor and +++ = )==0==( divide buy zero.
nsr.andy 13 Jun, 2018 @ 1:29pm 
Having a lot of fun with these but I can't get the sensor block to do anything. The missiles smash into the target but I can't do things like proximity detonations.
De/Code 5 Jun, 2018 @ 9:01am 
im having no problems with pylons but for some reason locking silo part never detects the missile, even when the missile is not connect to pylon and is a seperate object, wont lock even manually
De/Code 5 Jun, 2018 @ 8:47am 
You said that the point is to share scripts between players, but im not really finding any good scripts that work with these, i might try and make a version of the guidance block that fits these
TungstenCube 28 Apr, 2018 @ 1:41pm 
plz make a ditoreyol
Lt.Fars 28 Apr, 2018 @ 8:09am 
do not work antena. Just don`t mount in hub or others blocks
Tanus11 28 Apr, 2018 @ 3:04am 
@Wx_Sgt Sorry for the late response
Yeah you'll have to put the the block on launch delay on about 2 seconds but it should work
i toyed around with it a bit never inplanted in a base or a ship