Space Engineers

Space Engineers

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Missile System
   
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25 Feb, 2020 @ 10:43pm
12 Aug, 2020 @ 1:45am
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Missile System

Description
        Description
    It's a part of triade of my scripts relaited to missile surface to surface launchers. This is a missile script that controls over it's systems and navigation.

        Deployment preparation
    First time you run this script it won't work at all. You will need:
Put and rename remote control block as "Missile Control". It must be placed facing of missile tip.
Assign forward thrusters to a group "Missile Thrusters".
Assign gyroscopes to a group "Missile Gyroscopes". They must be placed same way as remote control block facing a missile tip and it's top where is remote top facing.
If you have Cluster missile you must build a timer block and name it "Missile Trigger". Place and assign gatling guns to a group. Then assign this group to shoot in Trigger tool bar. And Assign this trigger to trigger itself.


        Settings
    The first time you run this script on your craft, it will write pattern data in its programmable block custom data.
Address: 142404332620329923 System group: Missile Systems State: 0:0 Flight altitude: 3500 Deploy elevation: 1500 Fuze: 0 Trigger Delay: 1 Target: {X:0 Y:0 Z:0} Origin: {X:0 Y:0 Z:0}

Address: is an address of programmable block of this missile;
System group: is an nam of blocks group from wich script would be initialized;
State: current state, and flight state. System values;
Flight altitude: flight altitude;
Deploy elevation: elevetaion for cluster and cargo missiles, where they will start to detach warheads/cargo above it's target;
Trigger Delay: delay that will be set to a timer block. Because it just wont to save it in timer between blueprints.
Fuze: fuze type of missile. You must choose: 0 - Default, 1 - Impact, 4 - Cluster, 5 - Cargo, 6 - To Space.
Target: Target position.
Origin: Shoot position.

        Manual input
    Manual input commands:
  • launch - manual launch for missile. When under any circumstances it's impossible to shoot it from launcher automatically.
  • orbit elevation: number - will set flight elevation.
  • deploy elevation: number - will set deploy elevation.
  • GPS:NAME:X:Y:Z: - Pattern of GPS point for manual assignment target.
  • fuze: number - command for setting fuze.
  • delay: number - will set timer activation time;

    If you wanna try cargo missiles. You should put timer block and build detachable part. Or You can make it solid. But you sould set timer so it would disable all system group. Gyroscopes, Thrusters, Missile System programmable block. And put button that would trigger another one that would turn them back on. But don't forget: missile must be aligned before return launch.

    For space carrier missile. You should disable all carried stuff. You can use missile trigger to enable it back. And you can also use several triggers if you don't have enought space on missile trigger toolbar.
9 Comments
Prellentor  [author] 4 Nov, 2022 @ 11:03am 
@buvin456 this script not meant to be used on ship witout this scrip . It wont detach by itself.
buvin456 2 Nov, 2022 @ 2:41pm 
the description doesnt tell me how to actually launch it towards something or detach it from my ship
Stevros1903 30 May, 2020 @ 8:02am 
Yer surpose with way u allow selecting of targets it doesn't make any diffrence o e of things that realy appealed not seen any other script like it.
Prellentor  [author] 30 May, 2020 @ 7:46am 
I don't see any difference in any other types of missiles but in between impact/cluster. It's more about fuze. Impact or middle air.
Prellentor  [author] 30 May, 2020 @ 7:44am 
Ohh. I get it .. It's bug. I know about that, but think it would be fixed someday. yeah can do that.
Stevros1903 30 May, 2020 @ 7:41am 
And may I also suggest some classes of missiles. I have a plan for a build with 4 types 1. Kenetic for breaking through armor 2. Explosive for max damage inside. 3.Decoy for distracting turrets from others. 4. Nukes a combo of 1 and 2 but using large blocks and a lot more expensive bug good for use against heavy armored turrets
Stevros1903 30 May, 2020 @ 7:26am 
The ones in rdav script are guided but do so without need for PB or antenna because of some clever code that allows grids that were merged to communicate after separation.
Prellentor  [author] 30 May, 2020 @ 7:04am 
I had idea like about unguided ballistic missiles. So, probably.
Stevros1903 29 May, 2020 @ 4:38pm 
Hi there. seen some of the videos of this script in action looks amazing was wondering if you had considered makeing it so the missiles themselves dont have to have a PB on board like RDav's Missile Script? as love the idear of picking multiple lidar targets from a distance then firering a volly of Diffrent missle types at various targets. but server i play on limits me to 2 programable blocks.