Space Engineers

Space Engineers

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WMI Komodo Guided Missile Destroyer MK 2
   
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Type: Blueprint
Mod category: No Mods
File Size
Posted
Updated
9.044 MB
25 May, 2020 @ 11:13am
11 Jan, 2021 @ 10:48am
17 Change Notes ( view )

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WMI Komodo Guided Missile Destroyer MK 2

In 1 collection by Whiplash141
WMI - Whiplash Military Industries
14 items
Description
Komodo Guided Missile Destroyer Mark 2
(Vanilla | Scripts | Survival Capable | 2523 blocks | 38737 PCU)




  Description

The Komodo Mk 2 is the next generation of guided missile platforms from WMI. This vessel iterates on all the features of the original design and sports significantly improved guidance systems.

The Komodo Mk 2 sports six (6) reloadable vertical launch cells with advanced active homing missiles controlled by my new guidance script: WHAM. Each missile can accelerate at a blinding 38.9 m/s² and can deliver devastating explosive damage with its 15 warheads. These missiles can be fired in three different modes:
  • Long range camera raycast homing (LIDAR)
  • Short range turret homing
  • Line-of-Sight Beam Riding

The Komodo has cameras on all 6 faces which allows her to establish and maintain lock at nearly all angles when painting a target using LAMP. Missiles behavior can also be changed mid-flight or even remotely detonated using the flight termination command.

The Komodo is also equipped with a radar system that will automatically display any targets being targeted by you or by friendlies that are also equipped with the radar script. Additionally, when a target is being painted via raycast, it will show up as a radar contact with a targeting box around it. This can vastly increase the situational awareness of fleets during combat.


  Basic Use lnstructions
To launch a homing missile using camera homing (LIDAR):
  1. Aim at the target
  2. Press [5] on toolbar 1 or 2
  3. Look at the status screen or listen for the lock-on sound to ensure you have lock
  4. Press [1] on toolbar 1 or 2 to fire

To launch a homing missile in turret homing mode:
  1. Press [4] on toolbar 2 until the "Turret" mode is selected
  2. Fly into turret range of a target
  3. Look at the status screen or listen for the lock-on sound to ensure you have lock
  4. Press [1] on toolbar 1 or 2 to fire

To launch a Line-of-Sight guided missile:
  1. Press [4] on toolbar 2 until the "Beam Ride" mode is selected
  2. Press [1] on toolbar 1 or 2 to fire
  3. Look where you want the missile to go. They will steer towards where you are aiming.


  Toolbars
Toolbar 1

  1. Fire missile
  2. Reload all missiles
  3. View Forward Camera (encased)
  4. View Forward Camera (middle)
  5. Toggle missile lock-on
  6. Rocket Launchers
  7. Toggle all turrets on/off
  8. Jump Drive (primary)
  9. Jump Drive (secondary)

Toolbar 2

  1. Fire missile
  2. Reload all missiles
  3. View Forward Camera (encased)
  4. Switch missile guidance mode
  5. Toggle missile lock-on
  6. Toggle missile precision mode
  7. Toggle missile spiral
  8. Toggle missile stealth (antenna broadcasting)
  9. Retask all missiles to current target

Toolbar 3

  1. View Forward Camera (middle)
  2. View Forward Camera (top)
  3. View Forward Camera (encased)
  4. View Forward Camera (middle-top)
  5. View Forward Camera (bottom)
  6. View Forward Camera (right)
  7. View Forward Camera (left)
  8. <EMPTY>
  9. Remote detonate all active missiles

Toolbar 4

  1. Switch lock on Port Connectors
  2. View Port Connector Camera
  3. View Stbd. Connector Camera
  4. Switch lock on Stbd. Connectors
  5. Toggle Primary Antenna
  6. Toggle Secondary Antenna
  7. Toggle Tertiary Antenna
  8. Toggle Gatling Turrets
  9. Toggle Rocket Turrets


  Stats
Komodo
  • Mass (dry): 2 784 381 kg
  • Acceleration (dry): 17.2 m/s²
  • Armament: 6 VLS Homing Missile Tubes | 6 Gatling Turrets | 2 Rocket Turrets
  • Length:142.5 m
  • Width: 47.5 m
  • Height: 25 m

Missile
  • Mass: 5 552 kg
  • Acceleration: 38.9 m/s²
  • Explosive Yield: 15 Warheads
  • Length: 6 m
  • Width: 1.5 m
  • Height: 1.5 m


  Scripts
This ship has several scripts that I wrote specifically for it. You are free to use them with the following conditions:
  1. Do not publish the scripts on the workshop (Using it in a build is fine, uploading my script on its own is not)
  2. Do not claim my work as your own
You are permitted to include the "Not Released" scripts in your builds, but I provide no warranty/support if they are hard to use.


  Missile Components
Component
Quantity
Power cells
20
Steel plates
226
Computers
112
Explosives
30
Small steel tubes
33
Construction components
43
Girders
15
Interion plates
2
Motors
5
Displays
1
Large steel tubes
11
Radio-communication components
4
Thruster components
15


  Author's Notes
I've been working on the Mark 2 for over 4 years, so I'm excited to finally get this thing out the door. Part of the delay was that each time I was ready to release, Keen changed or added new features like Inter-Grid Communication that I wanted to take advantage of.

Hope y'all enjoy!
96 Comments
Whiplash141  [author] 5 Jul @ 12:59pm 
Its an ion powered ship, of course it can't
karlaug 4 Jul @ 7:08am 
bruh i cant take off from a 1g planet
Flapjack117 29 Mar @ 5:08am 
@Whiplash141 Ah, thanks for answering.
Whiplash141  [author] 28 Mar @ 8:41pm 
the autofire_switch argument in LAMP. This makes it so that anytime a lock is acquired, one )or more) missiles will be fired. More details on the WHAM/LAMP guide located here: https://steamproxy.net/sharedfiles/filedetails/?id=2219526455
Flapjack117 28 Mar @ 12:16pm 
In the Missile Fire Control LCD, there is an "Autofire" option, but I cant seem to enable it. Is it functional? If so, how do I enable it?
Whiplash141  [author] 4 Mar @ 12:26pm 
yep thats fine
xterrylorakhx 4 Mar @ 10:43am 
Hiya Whip. I love your stuff. I built a ship recently and was considering publishing it on the workshop but I kinda pulled what II think is your design for a decoy launcher from your ship and stuck it into mine so I wanted to make sure it was ok with you before I did it? I'd of course credit you for the decoy launcher and CPU Core ideas. Thanks! Lookin forward to what you do next!
Samino2 26 Feb @ 3:15pm 
Hi, your ship look sick but I can't make it work, all the screens are blue and I can't fire the missiles
Whiplash141  [author] 28 Sep, 2023 @ 11:01pm 
Those programmable blocks are not meant to do anything, so it is fine if they lack a Main() method
re206 28 Sep, 2023 @ 2:09pm 
Привет. В программном блоке (Komodo) Program - Empty выходит ошибка:
метод main не найдет. Пожалуйста добавьте метод 'Main' в скрипт. Я как понимаю ошибка просто на метод,который не влияет на работу?