Space Engineers

Space Engineers

Vanilla Homing Missiles
Eggsy 18 Feb, 2022 @ 12:41pm
Gatling Defense Fire
First things first: Nice mod!

I was playing around with it (in search for a new mod set for an dedicated server), and it worked very well.

Except one thing: Gatlings are no longer able to destroy those rockets. It seems like they never hit. Is there a way to fix this? Because this is a huge balancing-issue.
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condottiere 15 Apr, 2022 @ 12:32pm 
Does this mod alter missile acceleration? B/c AI can't track/lead targets with changing acceleration/velocity; AI can only lead a target moving at constant velocity in a straight line.

EDIT: just checked this mod's folder, and all the missile stats in Ammos.sbc are commented out, meaning Vanilla Homing Missiles mod makes no changes to the base missile performance. I think?

I have 2-3 vanilla weapon rebalance mods, and one of them is changing initial velocity and adding acceleration. Combined with a high relative top speed (1000+), this makes the missiles high/hypervelocity since they'll keep accelerating up to whatever their speed limit is set to (my world's grids are limited to 1400, but the .sbc fiiles I can find for loaded mods affecting vanilla missiles show 20000 desired velocity?! :P 2 km range is only 5-10 seconds flight time and isn't enough time to reach that velocity, so it's irrelevant).

In spectator, I'm seeing the missiles accelerate steadily and slam into their target, with gatling/interior fire constantly trailing behind the missile.

I'm playing around with .sbc variables for the missile ammo, but I think ANY acceleration is no good -- missiles will have to be set to no acceleration, constant (and fairly high) initial/fixed velocity.

EDIT: Yeah, confirmed. Missile 100 m/s velocity + 10 m/s^2 acceleration had zero missiles shot down. But 100 m/s velocity and 0 accel saw 90% of missiles shot down. Test case was a large grid corvette w about 9 interior turrets, 1-2 gatlings. Attacking ship had 2 large grid rocket launchers, putting out 38 missiles per burst/salvo.

I'm using and editing Const's Cannon Rework Weapon Rebalance mod, in the ammo.sbc file. Setting missile accel 0 makes PDCs work as intended. ANY acceleration on the missile throws off the PDC lead. Set missile initial velocity equal to maybe half the world speed setting? i.e. with the above test, if a ship gets up to my world speed max of 1400 m/s, it'll outrun the missiles. But starting from a dead stop, the missiles would have about 2-3 seconds to home in.

Having trouble finding the right syntax to make the missile initial velocity set to more than 100 m/s though.
Last edited by condottiere; 15 Apr, 2022 @ 1:20pm
DeltaWing 24 Nov, 2022 @ 4:26pm 
Gatlings are never able to destroy anything anyway
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