Space Engineers

Space Engineers

Guided Missiles Reloaded
MrEvan312 16 Apr, 2016 @ 11:58am
Any bugs?
Just post here if you find something that is acting up and I'll work on getting it to Yajiedesign.
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Showing 1-15 of 23 comments
Comrade Tea 17 Apr, 2016 @ 6:14pm 
This mod is making my game crash when i try to add an item to my hotbar. due to the load of mods i have loaded i will just give you my world. when i remove this mod from my world it does not crash any more.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=640841968
MrEvan312 17 Apr, 2016 @ 10:56pm 
I looked at it myself to see what's going on, the sidewinders seem to only have 200m range. I did not suffer a crash, and this world had plenty of other mods going at the same time.
Also, the custom model for the targeting turret is broken. THe base is fine, but the turret head is just a tiny texture-less ball hovering a couple meters above the base.
Comrade Tea 17 Apr, 2016 @ 11:53pm 
Originally posted by MrEvan312:
I looked at it myself to see what's going on, the sidewinders seem to only have 200m range. I did not suffer a crash, and this world had plenty of other mods going at the same time.
Also, the custom model for the targeting turret is broken. THe base is fine, but the turret head is just a tiny texture-less ball hovering a couple meters above the base.
I was not using the mod at the time. What happened was i just built a cam on the front of my ship and tried to put it in the hotbar. as soon as i placed it into the slot i wanted the game crashed.
dominicawb 19 Apr, 2016 @ 3:27am 
Lol so the odd sidewinder range is a bug then, what about projectile speed? it seems slower as well.
Wolf (2nd) 3 May, 2016 @ 5:50am 
Hello my good Sir !
I didn't search for that in the comments, so you may allready know that problem.

I've putted 28 Longbow launchers on an old carrier of mine, all of them integrated in the exterior deck floor. There are around 20 timers that are acting as a sequencer (waiting for a program to replace that), so the missiles are launching by 2 or 4 at the same time.
After a certain amount of launch, the sim speed drops slowly (moreover, the launchers are on a 14k blocks ship, it's not helping) and when it's under 0.5/0.3 the missiles start exploding immediatly when they're launched, destroying the launchers in the process.

I tried to elevate the launchers of 1 block outside the deck floor, and also to remove the doors that are covering them, but it still bug.

Here are two pics, on both it shows when i'm using the firing sequence (timers) and also that some of the destroyed launchers.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=677177303
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=676956418

I can make a video of that if you wish, tell me.
Last edited by Wolf (2nd); 3 May, 2016 @ 5:54am
daemonreaver 10 May, 2016 @ 8:09am 
Started getting serious FPS problems and the VRage log for DX11 got up over 150MB.. Checked it out and there is tons and tons of these:

2016-05-10 10:59:33.345 - Thread: 11 -> Missing or invalid texture: D:\BC\SpaceEngineers\Missile\MissileMod\Models\Textures\FireControlRadar_2_cm.dds
2016-05-10 10:59:33.345 - Thread: 11 -> Missing or invalid texture: D:\BC\SpaceEngineers\Missile\MissileMod\Models\Textures\FireControlRadar_2_ng.dds
2016-05-10 10:59:33.345 - Thread: 11 -> Missing or invalid texture: D:\BC\SpaceEngineers\Missile\MissileMod\Models\Textures\FireControlRadar_2_add.dds
2016-05-10 10:59:33.431 - Thread: 11 -> Missing or invalid texture: _cm.dds
2016-05-10 10:59:33.431 - Thread: 11 -> Missing or invalid texture: _ng.dds
2016-05-10 10:59:33.431 - Thread: 11 -> Missing or invalid texture: _add.dds
2016-05-10 10:59:33.638 - Thread: 11 -> Missing or invalid texture: Textures\Models\Cubes\armor\default_grey_ng.dds
2016-05-10 10:59:34.173 - Thread: 11 -> Missing or invalid texture: Textures\Voxels\Woods_needles_add.dds

Seems someone's left a local filepath reference in there ;)
Comrade Tea 11 May, 2016 @ 1:03am 
Originally posted by daemonreaver:
Started getting serious FPS problems and the VRage log for DX11 got up over 150MB.. Checked it out and there is tons and tons of these:

2016-05-10 10:59:33.345 - Thread: 11 -> Missing or invalid texture: D:\BC\SpaceEngineers\Missile\MissileMod\Models\Textures\FireControlRadar_2_cm.dds
2016-05-10 10:59:33.345 - Thread: 11 -> Missing or invalid texture: D:\BC\SpaceEngineers\Missile\MissileMod\Models\Textures\FireControlRadar_2_ng.dds
2016-05-10 10:59:33.345 - Thread: 11 -> Missing or invalid texture: D:\BC\SpaceEngineers\Missile\MissileMod\Models\Textures\FireControlRadar_2_add.dds
2016-05-10 10:59:33.431 - Thread: 11 -> Missing or invalid texture: _cm.dds
2016-05-10 10:59:33.431 - Thread: 11 -> Missing or invalid texture: _ng.dds
2016-05-10 10:59:33.431 - Thread: 11 -> Missing or invalid texture: _add.dds
2016-05-10 10:59:33.638 - Thread: 11 -> Missing or invalid texture: Textures\Models\Cubes\armor\default_grey_ng.dds
2016-05-10 10:59:34.173 - Thread: 11 -> Missing or invalid texture: Textures\Voxels\Woods_needles_add.dds

Seems someone's left a local filepath reference in there ;)
How did you fix it?
Lord Raso 17 May, 2016 @ 9:30am 
The turret for the lasers designator seems to look wrong. It appears as a floating ball over some sort of incomplete base. Is anyone else having this issue? Haven't had the time to trouble shoot it but I don't think any of the mods installed along side it should've been a problem.
Avelius 19 May, 2016 @ 12:23pm 
Hey each time when I try to place a target painter (the turret one), the game crashes and the error log is as following:

2016-05-19 21:19:13.044 - Thread: 1 -> Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
at GuidedMissile.GuidedMissileScript.GuidedMissileSingleton.UpdateBeforeSimulation()
at GuidedMissile.GuidedMissileScript.GuidedMissileCore.UpdateBeforeSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass1.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
Avelius 19 May, 2016 @ 12:24pm 
@Lord Raso Me too. I think its an place holder model idk but its annoying for lots of my ship designs.
FoxHawk 19 May, 2016 @ 12:31pm 
/\ same
Spartan X58 22 May, 2016 @ 6:07pm 
Game is crashing when I place the Targeter Turret, and that thing looks damn weird.
CLN 6 Jun, 2016 @ 7:26pm 
As I'm sure your aware, last week's update has broken the mod. All the blocks are still placeable but the static target painter as well as the target painter turret no longer mark/paint their target. Instead they just fire a normal SE missile. Without the target painters the guided missiles just become normal missiles that only fire in a straight line. Please do everything you can to fix this quickly, since I know that I am not the only one who is experiancing this and feels this way. Good Luck, this is an amazing mod that should be incorperated into the vanilla game.
dominicawb 9 Jun, 2016 @ 10:18pm 
The Sidewinders are also just normal missles.
dominicawb 16 Jun, 2016 @ 11:32am 
Nvm, it seems the sidewinders started working again, might be possible keen undid something on their end
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