Space Engineers

Space Engineers

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4x4 ClusterMissileLauncher
   
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1.041 MB
25 Apr, 2023 @ 7:22am
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4x4 ClusterMissileLauncher

Description
4x4 Small grid cluster missile launcher.
Uses no scripts, no mods, DLC's are optional (exhaust pipes)
2 photos included with components required to build the missile (taken from the Space Engineers Calculator app), warning these photos don't include the components necessary for the four exhaust pipes!
You can turn on/off the production of missiles with a built in button.
The missile used in the projector can be modified to your preference (I recommend downloading the missile itself from my workshop).
For planetary use I recommend setting the MissileTimer2 to 4-5 seconds, so the missile can fly higher up before the AI gets turned on.
For survival use, because the missile takes much more time to build and fill with hydrogen I recommend setting the MissileLauncherSupportTimer to around 60 seconds.
Finally the button that operates the missiles production can be set to turn on/off the other MissileLauncherTimer, which will change the behavior of how the missiles are operated.

Feel free to ask any questions, as well as modify and publish the missile/builds that use this missile to your liking, however do give me some credit if you do so :)

Enjoy!
7 Comments
F8Code  [author] 15 May, 2023 @ 3:21am 
Hey there, it's been 2 days so you've probably figured it out, but here's my take on this problem:
As it is right now, the missile gets built and launched via 2 timer blocks that turn the merge block of the launcher on/off. When the merge block is on, the missile gets built, when it's turned off the missile launches.
To modify the launcher so that the missile always gets built, and then launched with a button press, I'd recommend having the merge block always on, and the having a button linked to 2 timers, that turn the merge block off and on in a quick sentence (1 sec delay on both should be enough).
I believe this modification should work the way you want it to!
-_Tyger_- 13 May, 2023 @ 10:29am 
For survival, I'd like to change the sequence so that it prints a missile cluster, but doesn't launch until the button is pressed (or is activated by another block). I've looked through the event controllers and timers on the missile cluster, but I think I'll have to create a flow diagram in order to figure it out.
Any tips to make this change easily? Basically I want to always have a missile cluster printed, but then launch when the button is pressed and keep printing and launching until the button is pressed again. I think it's a relatively easy change based on the event of the base merge block being on or off, but I can't narrow down which block to change.
Droid Commandos 1 May, 2023 @ 12:02am 
What the app are you using in second and third screens?
F8Code  [author] 29 Apr, 2023 @ 5:15am 
For survival there are 2 factors you need to worry about:
1. The missile needs to be fully built
2. The missile needs to be fueled up to some degree
To take care of the first issue you need to set the "MissileLauncherTimer Start/Stop" to a specific time that allows the welders to fully build the missile. Sadly the missile can't check for whether it's fully built, so you better be stocked up on resources to allow the complete construction.
To take care of the 2nd issue you can change the parameter of the "MissileEventController check" that allows the missile to depart only when it's filled with fuel above a certain treshold. However this is not much of an issue since the missile will usually fully fuel up before it is finished building (unless your launching platform doesn't have hydrogen at the time - than the missile will wait as mentioned)
GATQS 28 Apr, 2023 @ 9:31pm 
In survival will there be a delay between launches to allow the tanks to fuel up?
F8Code  [author] 26 Apr, 2023 @ 8:38am 
It's an adroid app called "Space Engineers Calculator", as mentioned in the description :P
Survival Ready 26 Apr, 2023 @ 6:26am 
:steamthumbsup: Where are the screenshots taken from?