Space Engineers

Space Engineers

[Archive] Rdav's Guided Missile Script
 This topic has been pinned, so it's probably important
Rdav  [developer] 1 Apr, 2020 @ 7:24am
FAQ and Diagnostics
I decided to write an FAQ for commonly asked questions and answers, I'll update this as new questions are asked, some commonly Exhibited problems and setup issues are at the end.


Q - Does the script support using rotors as detachable methods?
A - No, this is because keen balancing issues mean that small grid rotor heads are heavier than merge blocks, (they weight the same as large grid) therefore I had a number of testers flag that the missiles dropping like a stone and acting sluggish using rotor heads was a bug, this is not the case but to prevent confusion and make debugging easier the functionality was culled.

Q - Can I use Gatlings to detach missiles?
A - Not as default behaviour, however it is possible to modify the code to do so relatively easily, I am considering releasing a fully bug-tested version that does this in the near future.

Q - Can I use modded turrets to extend the tracking range?
A - Yes, however not all turret mods support this behaviour, look for ones that use vanilla targeting/tracking AI as this is what the script uses to lock-on/identify a target.

Q - How do I use turrets on the missiles for extended tracking range?
A - This is possible, but requires turrets on the missiles themselves to have a -nouse- tag in their custom data, this prevents bugs, but it's worth nothing the feature isn't entirely bugproof.

Q - How do I make my missiles travel straight for a set distance (ie firing/ launching from tubes)?
A - Do this by going inside the code and changing the 'Launch distance' variable that is towards the top of the program, note that this is the distance the missiles are *from the programmable block*, before engaging tracking, not the distance from their initial launch point.

Q - Does this script use raycasts from cameras? Can it use cameras?
A - No, raycast detection is pretty generally performance heavy for fast-active target lockons, and most scripts that use them have both performance issues and stability problems, thus they were not included in this script for the sake of reliability and performance.
However saying that I do have a basic mid to long range performance script in the works, (I'm also aware that whip might have one coming too) so to whet that particular appetite you will have to wait for those.

Q - Do the turrets require ammo? can be off? etc?
A - No, the turrets need to be actively tracking a target, in recent versions of SE this means turrets need to have ammo, and also a LOS to the target, but this behaviour does vary wildly, and you can have an ammoless turret hidden inside a ship and have it track fine (sometimes).


// help sections below--------------------------


HELP: My missiles drop and hit the ground before hitting the target when I fire them in gravity?
A - Missiles that are heavy often will exhibit a strong dip when being launched, as this is how the algorithm works, to prevent this even when aiming at ground targets aim slightly upwards initially and they will arc down onto targets from above.
In addition you can correctly add the missiles weight to the gyros name (as described in the custom data instructions)


HELP: My missiles are firing all the thrusters of all the missiles after I fire one?
A - This is due to a (still unfixed) game bug,where it automatically sets thrust overrides.
The problem is rare, but if it happens to solve the problem turn OFF all the thrusters of the missiles, when you fire one it will automatically turn on thrusters *on that missile only* correctly,


HELP: Missiles are flying off in not right direction when I am trying to use TOW?
A - the 'forward' direction used for point and shoot/fly by wire/ TOW targeting that the script uses is the forward direction of the first control seat it finds, in large ships this can not be your main cockpit and can be cryo beds, remote controls, seats, or most of the dlc 'seats' so get rid of excess of these when debugging.
Getting rid of other seats on the grid apart from forward facing ones will solve this problem immediately after recompilation, otherwise ensure all seats on the grid are facing the same (forward) way


HELP: I'm pointing my turret at the target and my missile is not following?
A - The missiles ONLY use the turrets if the turrets are detecting a HOSTILE target, and does not fly in the direction the turret faces, so pointing turrets at an enemy or friendly ship will not make the script lock-on.


HELP: my missiles are not working!? [Generic]
A - To help you answer this I really need to know everything special about your setup that makes it different, what is actually happening? what have you named?, what have you not named? are there mods in the world? the more information you can provide the more likely and faster I can help find a fix.

Last edited by Rdav; 9 May, 2020 @ 1:49pm
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Rdav  [developer] 1 Apr, 2020 @ 7:30am 
######## It's worth noting, do not leave messages here, I will be more likely to read them and answer in the dedicated help discussion #######
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