Space Engineers

Space Engineers

[Archive] Rdav's Guided Missile Script
 This topic has been pinned, so it's probably important
Rdav  [developer] 4 Aug, 2018 @ 4:00am
Bugs And Issues / General Questions
Please post any bugs and issues here and I'll do my best to keep a moving record of anything that is fixed and what needs fixing!

Known Bugs:
- (not mine but still could cause problems) large grid batteries when welded from a projection do not hold charge in multiplayer causing a missile to appear to 'dud fire', solution or workaround is use reactors for creative battles, in survival this bug does not occur.
Last edited by Rdav; 4 Aug, 2018 @ 4:34pm
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Showing 1-15 of 342 comments
Rdav  [developer] 4 Aug, 2018 @ 4:58am 
Originally posted by Apollo:
I have a Question (another, I know), regarding the Forward seat/remote rider (when no target is present)

Can you select which block is selected as "Forward"? I currently have an upward facing Remote Control which it is using instead and was wondering if there was a way to choose which block it used? I can send a Craft File/Blueprint if you want.
You can't manually select at present, the way the code picks it is whichever one was placed onto the grid first :P (default search settings)
I will look into making a customdata tag or name that allows a user to select a specific remote, as Inow you've brought it up I can see this being a potential issue, I can imagine you use the remote for docking a connector or the like?
Rdav  [developer] 4 Aug, 2018 @ 5:51am 
Originally posted by Apollo:
I have Isolated the issue regarding the "(Forward)" naming, it only occurs when the player enters a control system (in my case, a flight seat)

I can weld and fire the missiles fine via Remote Access from a control pannel, but once I am in a chair, it names them (forward), so the script can't use them

I will look further
That shouldn't be an issue the renaming only happens at a visual level, the 'actual' names of the blocks should remain the same,
That is unless this other script you have running is also causing some confliction
pro100tv 4 Aug, 2018 @ 6:10am 
Questuion: Is there any possibility to replace merge block with rotor?

I`ve also niticed that this script cooperates perfectly fine with 2d/3d lidar mapping script which makes you see the target on the lcd screen
Rdav  [developer] 4 Aug, 2018 @ 6:27am 
Originally posted by pro100wryjtvpl:
Questuion: Is there any possibility to replace merge block with rotor?

I`ve also niticed that this script cooperates perfectly fine with 2d/3d lidar mapping script which makes you see the target on the lcd screen
Great to know about th other script!
Regarding the rotors it's something I've ummed and ahhed about however, rotor heads actually (thanks to keen balancing) weigh and cost more than merge blocks, so the only real advantage was size, so for simplicities sake I decided to cut them from the release version for the time being unless there was a strong demand for them
Hirodripto.rl 4 Aug, 2018 @ 7:25am 
Hey Rdav, ive got some small grid missiles hooked up to my large grid through a bunch of different rotors and merges etc, (i want to fire a large broadside without having to make a extremely large missile-cruiser) i fire a small-grid missile with 5 ion engines propelling forward, and i havent determined the speed, but it doesnt accelerate much after launch and getting onto the trajectory it needs to, meaning my blast door blocks dont do much damage :/ , am i doing something wrong? I have all the required things :/
Rdav  [developer] 4 Aug, 2018 @ 7:31am 
Originally posted by CaptainPixel:
Hey Rdav, ive got some small grid missiles hooked up to my large grid through a bunch of different rotors and merges etc, (i want to fire a large broadside without having to make a extremely large missile-cruiser) i fire a small-grid missile with 5 ion engines propelling forward, and i havent determined the speed, but it doesnt accelerate much after launch and getting onto the trajectory it needs to, meaning my blast door blocks dont do much damage :/ , am i doing something wrong? I have all the required things :/
5 small ions aren't especially powerful, for comparison, 1 ion can only put out the power of 1/8th of 1 atmospheric thruster and 1/9th of a small hydrogen engine, I always found that large ions are a lot more effective for small grid missiles
Last edited by Rdav; 4 Aug, 2018 @ 7:32am
Apollo 4 Aug, 2018 @ 11:00am 
Final conclusion of my "Dud Fire" Issue: it seems to be a Client vs Host issue as to if the batteries are charged on printing, adding a reactor or replacing the battery with a reactor appears to fix the issue, however this will not work for survival combat as the reactor will need to be plumbed and filled
Rdav  [developer] 4 Aug, 2018 @ 4:31pm 
Originally posted by Apollo:
Final conclusion of my "Dud Fire" Issue: it seems to be a Client vs Host issue as to if the batteries are charged on printing, adding a reactor or replacing the battery with a reactor appears to fix the issue, however this will not work for survival combat as the reactor will need to be plumbed and filled

This bug again! I thought Keen had fixed this a long time ago,
Yeah it's a pain in the ass mutliplyer bug with projectors, second time welding a battery and it fails to charge synch, ie on your end it looks charged, on the server it isn't sorry you couldn't get it working with batteries, but reactors should work a treat still, glad you got it working in the end,
interestingly only really found it happens with large grid batteries frustratingly

Also another note that bug doesn't occur in survival I've found, not sure why, it just doesn't
sorry I can;t helpo on it though, it's really for the deveopers to fix,
Last edited by Rdav; 4 Aug, 2018 @ 4:32pm
Starry 5 Aug, 2018 @ 12:01am 
has anyone had issues with the missiles not actually turning?
Rdav  [developer] 5 Aug, 2018 @ 12:05am 
Originally posted by SollyB:
has anyone had issues with the missiles not actually turning?
Not to my knowledge, by not turning you mean not tracking an enemy ship? Just following where your point the ship?
Starry 5 Aug, 2018 @ 12:07am 
yes
Rdav  [developer] 5 Aug, 2018 @ 12:12am 
Originally posted by SollyB:
yes
The turret on your firing ship, is it attacking the enemy you want to target?
Starry 5 Aug, 2018 @ 12:17am 
yes, it is also firing at a specific part of it, i have tried using a huge and small ship, no matter what it just goes forwards
Rdav  [developer] 5 Aug, 2018 @ 12:19am 
Originally posted by SollyB:
yes, it is also firing at a specific part of it, i have tried using a huge and small ship, no matter what it just goes forwards
Do you mind sharing a blueprint of your setup? So I can take a look myself, should be able to get back to you within a few minutes with a cause
Starry 5 Aug, 2018 @ 12:23am 
how would i share this blueprint with you
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