Space Engineers

Space Engineers

Renegade Tactical Destroyer M2 [Modless] Survival Ready
Questions
I was wondering about a few things about the build of the Marauder missiles V2MK3. 1st the front Light looks cool and all but why not a camera or sensor? (Camera for remote flying aka Manual "Tow Missiles" style guildance)[Sensor for Enemy homing?] cause I am having trouble wrapping my head around the fire & forget "programing". Mosly in its useage. {For Example: from Reading Steam workshop page. Spot an Enemy 10k-ish out, hop into "Flight Seat" Manually maneuver ship to point at target enemy, start tool bar tab 1 --->1,2,3,4,5? .. 6,7,..8?,9 (if needed) then tool bar tab 2 to fire? {5? Jump Drive [still learning] is this a manual jump? or is it "computed" some how?} Next at looking at the inner building of Marauder missiles V2MK3 I see you've placed 3x small cargo w/ 100k of Iron Ingots? for Mass? I would guess in Survival Mode to reduce cost 3x small armor blocks?
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Showing 1-7 of 7 comments
Ro-Mon'Gerr 6 Jun, 2017 @ 10:37am 
"{5? Jump Drive [still learning] is this a manual jump? or is it "computed" some how?}"
Tested its Manual 5k Blind jump.
SKEED ETO  [developer] 6 Jun, 2017 @ 4:01pm 
on ur first question the missile uses the missils guidance script wich in term needs the l_lidar camera on the ship to guide it in or lockon there ar difrent methods of missile lock with this script the reason wy i took homing is so that when u fire ur missile engages the enemy and freely engage another target lock him and fire another missile without thinking about ur first missile tow missile is fun til u engage enemys who ar flying away at the same speed as the missile max speed 100ms ish this script compensates that the target flys in a angle by steering its trusthers into the angle it predicts the target wil fly with a certain speed and angle and is updated hole the time
SKEED ETO  [developer] 6 Jun, 2017 @ 4:06pm 
the best method so far is basicly turn of ur antenna fire missile from lets say 5km and wait til the right screen with missile data confirms target lock than move to ur other target . same aproach follows on next target , the ship uses raycast to lockon so how further the target away how longer the laser designator takes to lock target u can best move around mouse a lil bit over target to be sure of a lock . u got distance , automated lockon , and stealth as ur advantage wy not use it ;)
SKEED ETO  [developer] 6 Jun, 2017 @ 4:07pm 
for the jump drive its a normal jump drive set on 5km just basicly so u can jump around a target firing missiles from difrent angles of attack increases hit chances and confusion
SKEED ETO  [developer] 6 Jun, 2017 @ 4:09pm 
in survival you could just use stone in the cargo holds increasing mass wil increase penetration and stone is easy to mine
Last edited by SKEED ETO; 6 Jun, 2017 @ 4:09pm
Ro-Mon'Gerr 7 Jun, 2017 @ 6:30am 
Cool, Awesome Thank you, I'll give it a try.
PS I didn't see a blue print for the missiles.
I am also Guessing the the projector is loaded w/ ship BP for repairs.
Great Job, 2x Thumbs Up
SKEED ETO  [developer] 7 Jun, 2017 @ 12:51pm 
Thank you for ur Feedback and on the blue print for the missile me and a friend where working on a big release of some stuf u wil like if u like this system one of them is a blue print for the missiles. and indeed the blueprint is updated for repairs :) u can see in K menu "Ship menu" a ship repair option just turn it on and it should work Give me a heads up if u find bugs Cheers :)
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