Space Engineers

Space Engineers

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WHAM | Whip's Homing Advanced Missile Script
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581.223 KB
25 May, 2020 @ 9:16am
3 May, 2024 @ 10:00pm
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WHAM | Whip's Homing Advanced Missile Script

In 1 collection by Whiplash141
Whip's Scripts
22 items
Description
WHAM | Whip's Homing Advanced Missile Script


  Description
WHAM is an advanced homing missile script that supports a variety of features. It is quite configurable offering users options to customize things from the launch staging to the navigation constants used in the homing algorithms.

The main homing algorithms it uses are also based off of the real world Proportional Navigation control law (or ProNav) which provides pretty robust interception capabilities.

When used in conjunction with my fire control script, LAMP, missiles can be fired in homing or beam-riding configurations.

This script also utilizes the new(ish) antenna communication API instead of exploits like some scripts used (including my old one). This permits more robust communication between the firing ship and the missile mid-flight and is less hacky/cheaty.

Note: This script supports camera raycast designation to a max range of 5km.

Example ships:


  Instructions
See the full guide for instructions.




  Author's Nodes
This code has been in development for around 4 years now. Hopefully that means it is super robust and well tested; however, if you notice any issues/bugs, please let me know.

Additionally, there is a lot of code, so I've had to compress the text. I've removed most unnecessary white-space, but preserved variable names, comments, and region tags. If you copy paste the code into Visual Studio or use an online beautifier, you can easily fix the formatting and get the indentation back

Also huge thanks to my testers: jonnytaco, Lord Commissar, 5URG3, Rose Minotaur, ToesPeregrine4, jphuffman55, and Marcelo! These guys helped me track down some crazy hard to reproduce bugs and gave me lots of feedback!

Enjoy!

(Also, this should also go without saying, but do not reupload without explicit permission from me, not even to mod.io.)

No this can not use the new targeting mechanics directly because there is absolutely no API for it.
Popular Discussions View All (1)
448
1
19 Jun @ 2:52am
PINNED: Help/Questions (WHAM)
Whiplash141
717 Comments
Whiplash141  [author] 3 Jul @ 9:20pm 
The script itself will not turn off the connector, but you can add a timer to the missile that can be triggered on any stage of the missile to execute whatever custom logic you desire
Based_Stickman 3 Jul @ 7:48pm 
i have an event controller on the launch platform to auto connect to any new missile to fill them and it sometimes will reconnect with the missile as its launches, which is why i wanted to know if the script cant just turn off the connector
Whiplash141  [author] 3 Jul @ 5:43am 
If it is in the middle group, the connector is disconnected on launch
Based_Stickman 2 Jul @ 12:31pm 
can Wham automatically turn off the missile connector or do i need to have a timer on my missile to do it?
Whiplash141  [author] 17 Jun @ 5:24pm 
@dead: I saw you posted in Help/Questions, so I'll move the discussion there
i cummed on roger 17 Jun @ 9:24am 
my WHAM and LAMP are showing no error but everytime i reopen my game my missile groups all switch to "missile 1" i have 6 missiles. When i manually switch them back and fire the missiles they dont disconnect or engage instead they just blow up after a while.
Whiplash141  [author] 16 May @ 11:08am 
It's a game limitation, you can only mitigate the effects, not prevent them
DazeyDream 16 May @ 5:29am 
Err, I'm not well versed in arcane speak, is this something I can do?
Whiplash141  [author] 15 May @ 6:44pm 
It is the programmable block compiling on the main thread. The way to mitigate is to stagger building of missiles to the scripts compile at different ticks.

Why do scripts compile on the main thread? Idk :(
DazeyDream 15 May @ 4:44pm 
version for below comment
Version="170.22.2" Date = "2024/05/03" CompatVersion = "95.0.0"