Space Engineers

Space Engineers

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VXM-08 Multi Launch Missile System
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Type: Mod
Mod category: Block
File Size
Posted
Updated
43.528 MB
3 Sep, 2022 @ 2:09pm
19 Feb @ 3:15pm
8 Change Notes ( view )

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VXM-08 Multi Launch Missile System

Description
Adds in the VXM-08 Multi Launch Missile System for Large Grid. Fires VXM-08 HE Missiles and VXM-08 Decoy Missiles
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Extended Info/Lore
The newest edition to The Iron Orders weapon pack. The VXM-08 M.L.M.S came about after a growing need for a cheaper and smaller missile system was needed. While the Trident Torpedos are effective they lack in tracking and speed and the system needed to launch them far to big. The MLMS is able to launch 6 missiles in rapid succession before needing to reload. It has far better tracking and speed then the tridents at the cost of less armor and a lesser warhead

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Stats
Reload: 30sec
ProjectileRange: 5000m
MagSize: 6
ROF: 0.13 (reload is factored in)

HE Missile
DamagePerShot: 3000 (100 = 1 steel plate)
HP: 5
Explosive Radius: 5
Explosive Damage: 7000
Secondary Boost stage at 1500m from target will cause missiles to stop moving around and charge directly at the target. The missiles gain a speed boost at this phase
Shield damage modifier: 4x

Decoy Missile
DamagePerShot: 2500 (100 = 1 steel plate)
HP: 5
Secondary Stage at 2750m which produces 2 additional missiles per missile to fly around the target and distract PDC systems

*Stats may change as feedback comes in*
Other info:
These are fully colorable/paintable
Passive Power Draw of 10MW

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Most Recent Update Log
VXM Missile System Update
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Fixed target circling from HE missiles (Decoys may still do this but its a feature now)

HE Missiles are now much more aggressive and have better tracking resulting in much better accuracy

HE Missiles have a higher chance of not perfectly hitting. This was a value of 1 and is now 4. (still much more accurate due to increased aggressiveness and tracking)

HE missiles 1st and 2nd stage have had a speed increase of 200

2nd stage HE now activates at 1500m away from the target (was 2500m) this will make it more accurate in closer ranges but will make it more vulnerable to point defense in this stage

Decoy missiles are much more random both in direction and speed variance. Some will even linger around and circle the target
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This mod requires weaponcore
https://steamproxy.net/workshop/filedetails/?id=1918681825

If you would like to support me and more creations ;3
https://paypal.me/JacobLCollins?locale.x=en_US
https://www.patreon.com/KillersArmory

SUPPORTERS
Supporters now have access to a WIP pack which contains all of my in development weapons

Youtube Channel
https://www.youtube.com/channel/UCrjnvGDF9Vfv01LX4QDMd9A

Discord
https://discord.gg/5buf2myy3g
If you would like to see teasers,give feedback on current weapons and future projects and discuss what future weapons I shall make consider joining the discord. :3

If you like this weapon consider checking out my weapon pack which includes links to separate uploads of all my weapons

https://steamproxy.net/sharedfiles/filedetails/?id=2623116513

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Other Info:
The Torpedo Turret and APES has seen a massive rework consider checking it out!
https://steamproxy.net/sharedfiles/filedetails/?id=2559293991
https://steamproxy.net/sharedfiles/filedetails/?id=2491104114
250 Comments
GunMasterX11 15 May @ 1:22pm 
how do you use the launcher? I can't seem to get it to work.
Killerbee77  [author] 1 May @ 11:31pm 
It should auto add it but make sure you have animation engine in the world as well. If you still can't get it to work you might just have a bad version (corrupted) and will need to reinstall. Might could also try using the pack instead
Killerbee77  [author] 1 May @ 11:30pm 
You are doing this at 600m away? Trying going further out a few km. They have a 2nd stage that activates at around 1500m. They will rush in on a target and if they are to close they will probably miss/overshoot the target. Trying going out to around 2km-3km. I just tested myself on the rival platforms world and selected a target and launched and they all tracked the target with about 4 hitting out of 6 (the targets were somewhat obstructed from the asteroid)
DartTimeTime 30 Apr @ 5:30pm 
I forgot to say, I have all the blocks on the redship to pirates
DartTimeTime 30 Apr @ 5:22pm 
I save & quit. I add a speed mod. 8,000m/s

I fire and load 18 missiles. (3 rounds) Like before 1 hits, but the rest of the missiles are missing by a larger margin. I think speed mods may be an issue for this mod.

What's more, I found that when I targeted the redship, in the menu, the vxm launcher said it's target was "n/a" leading me to think that the targetting information isn't getting to the missiles.
DartTimeTime 30 Apr @ 5:21pm 
I tried this mod on a new world.
I forget the name, but it's one of the custom game pre-builds, with a red faction platform, and a blue one. I only installed weapon core, and this mod.

I stole the red ship and placed it a few km away from anything else, disabled the turrets, and built a platform for the vxm, 600m away. The ship is straight ahead, of the launcher.

I loaded the missiles, targeted the ship, and fired 6 times.
No hits. All seeming to curve down, *away from* the target.

I loaded 6 more shots, first 5 repeat this problem. Number 6, curves sharply to the left, then comes slowly back to the right, such that hits the left most side of the vessel. (From my perspective)

The next 6 miss as well.
Killerbee77  [author] 27 Apr @ 5:14pm 
Should be as simple as firing the weapon within range of an enemy. Works fine on my end but like I said here and there fellas say they won't track but I can't find any issues with them so I mark it down to some weird user error/world/conflict
DartTimeTime 27 Apr @ 4:46pm 
Okay...
What's the proper procedure to launch them?
Killerbee77  [author] 27 Apr @ 12:18pm 
I got this from someone every so often. Never been able to recreate the issue of it not tracking a target and I put it down to user error
DartTimeTime 26 Apr @ 11:44pm 
So, I can target grids, and even fire. I can't get the missiles to go to the target. It Seems to curve in the general direction of the target but it really doesn't seem that concerned about it. Am I missing something, or doing something wrong?