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Hivebender Missile Cruiser (Decommissioned)
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
Updated
5.184 MB
11 Oct, 2015 @ 7:17am
15 Dec, 2015 @ 1:22am
22 Change Notes ( view )

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Hivebender Missile Cruiser (Decommissioned)

Description
As GFD is permanently removed, this lock-on method is no longer possible.



Hivebender Missile Cruiser

The Hivebender carries 40 hammerhead homing missiles and 36 decoy sensor drones, all deployable by a touch of a button. It is fully survival ready, with all the required connections in place. While the Hivebender itself is insanely expensive to build, the hammerhead missiles are fully survival friendly and designed to maximize destruction to cost ratio. The Hivebender is designed to operate at a range of more than 3km.

This is a vanilla ship, no mods are required.


Beginner's Quick Guide

Watch Hivebender Tutorial video at:
https://youtu.be/c7GY3XNaBNM

For quick operation, follow the steps below:

1) Enter Control Station located at the back of the ship.
2) Click Bar #1 Button #7 to start all computers.
3) Switch to Bar #8.
4) Click Button #9 to enter front camera (Light is Blue to indicate computers are started).
5) Click Button #4 to select long range targeting.
6) Click Button #3 to start target seeking (Light turns Green).
7) Aim at target until light turns Red (Target Locked).
8) Click Button #1 to launch one missile (Click again for more).
9) To launch decoy drone, click Button #2.
10) You can toggle locking by clicking Button #3 (Light is Blue if unlocked).

You don't need to maintain aim at target as the target is tracked automatically. However, you must have line of sight to the target, including edges. Target must also be in front of the ship. Don't turn to the side. For moving targets, maintain lock until missile impacts.


The Hivebender Features 3 Types Of Locking

Remote Locking

Lock on targets up to 100km away. Clear line of sight required from cruiser to target. After the initial locking via pointing ship nose at target, the cruiser is free to point and lock on other targets. Up to 5 targets can be locked at a time, depending on your CPU power. This locking quite CPU intensive.

Ansible Locking

A swarm of decoy sensor drones are sent out to a fleet of enemy ships. When the drones carry the sensors near to the targets, it tracks up to 30 of them. Once the lock command is engaged, the largest 10 ships are selected and missiles can be launched based on the 10 targets. This locking requires the initial difficult task of guiding the drone swarm to with sensor range of the targets. This locking is extremely accurate and not susceptible to decoy diversion. *Sensor API changed, no longer working*
[/strike] *Sensor API changed. Ansible lock-on no longer working*

Turret Locking

Two turret beams are used to triangulate the enemy ship position and missile is launched towards it. This is a last resort targeting and is susceptible to decoy diversion. If you are using this, you are basically screwed.


Torpedo Specifications

Type: Mass Impactor
Speed: 0 to 104.5 m/s in ~5 seconds (5k rocks)
Turn Speed: 180 degrees in 0.5 seconds
Agility Class: Extreme
Grid Type: Small ship
Dimensions: 5 x 5 x 11 blocks (2.5m x 2.5m x 5.5m)

Tips: Either move away at max speed or pull 1.5Gs (~15m/s2) to avoid torpedo.


Cost Per Torpedo

The Hivebender Missile Cruiser has 40 missiles for pure destruction fun. The component cost to build each missile:

117 Steel Plate
12 Thruster Components
22 Computer
15 Motor
20 Power Cell
4 Small Steel Tube
9 Large Steel Tube
56 Construction Component
77 Interior Plate
2 Display
5000 ~ 42229 Stone

When broken down to raw materials, the material cost to build each missile:

4449.5 Iron Ingots
115 Nickel Ingots
34.4 Silicon Wafers
120 Cobalt Ingots
12 Gold Ingots
4.8 Platinum Ingots
5000 ~ 42229 Stones


Platform Control Station Toolbar Setup

Toolbar #1

Btn #1 - Jump Drive #1. Used for setting and jumping into enemy territories.
Btn #2 - Jump Drive #2. Used for preset for emergency home jump.
Btn #3 - On/Off Gatling Turrets.
Btn #4 - On/Off Missile Turrets.
Btn #5 - Open/Close Missile Bay Hangar Doors.
Btn #6 -
Btn #7 - Start all onboard computers. Activate this every map load.
Btn #8 - View Bridge Camera. This is for viewing status display panels.
Btn #9 - View Front Camera. Used for aiming Remote Targeting system.

Toolbar #2 *Sensor API changed. Ansible lock-on no longer working*

Toolbar #3 *Sensor API changed. Ansible lock-on no longer working*

Toolbar #4 *Sensor API changed. Ansible lock-on no longer working*

Toolbar #5

Btn #1 - Toggle Lock/Unlock of Remote Target #1.
Btn #2 - Toggle Lock/Unlock of Remote Target #2.
Btn #3 - Toggle Lock/Unlock of Remote Target #3.
Btn #4 - Toggle Lock/Unlock of Remote Target #4.
Btn #5 - Toggle Lock/Unlock of Remote Target #5.
Btn #6 -
Btn #7 - Unbind all missiles targeting Ansible Targets.
Btn #8 - Release and re-detects all Ansible Targets.
Btn #9 - Toggle Lock/Unlock of Ansible Targets. (Select top largest set of ships and output coordinates)

Toolbar #6

Btn #1 - Reset Remote Target #1.
Btn #2 - Reset Remote Target #2.
Btn #3 - Reset Remote Target #3.
Btn #4 - Reset Remote Target #4.
Btn #5 - Reset Remote Target #5.
Btn #6 -
Btn #7 - Reset Ansible Sensors. (Release and re-detects all Ansible Sensors)
Btn #8 -
Btn #9 -

Toolbar #7

Btn #1 - Toggle Lock/Unlock of Turret Targeting.
Btn #2 - Select Target #16. (Turret Target)
Btn #3 -
Btn #4 - Control Manual Targeting Beam.
Btn #5 - Decrease Manual Beam Distance by 100m and recalculate coordinates.
Btn #6 - Increase Manual Beam Distance by 100m and recalculate coordinates.
Btn #7 - Recalculate coordinates based on targeted direction and distance.
Btn #8 - Select Target #17. (Manual Beam Target)
Btn #9 -

Toolbar #8

Btn #1 - Launch one missile.
Btn #2 - Launch one drone.
Btn #3 - Toggle Lock/Unlock of Remote Target #1.
Btn #4 - Select Target #11. (Remote Target #1)
Btn #5 - Toggle Lock/Unlock of Remote Target #2.
Btn #6 - Select Target #12. (Remote Target #2)
Btn #7 - Toggle Lock/Unlock of Remote Target #3.
Btn #8 - Select Target #13. (Remote Target #3)
Btn #9 - Target Aiming Camera.

Toolbar #9

Btn #1 - Toggle On/Off Exterior Lights.
Btn #2 - Toggle On/Off Interior Lights.
Btn #3 -
Btn #4 -
Btn #5 -
Btn #6 -
Btn #7 -
Btn #8 -
Btn #9 - Toggle On/Off Missile Projectors.


Workshop Links

The test world can be found at:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=533481166

This Hivebender Missile Cruiser uses the following scripts:

Bumblebee Script, for controlling drone swarm to send sensor near enemy ships:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=532923105

Ansible Dispatcher Script, for tracking detected ships by the drone swarm and output them to Targeting Text Panels:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=532920131

Remote Targeting Script, for long range target locking:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=539072596

Cruise Missile Script, for controlling the homing missiles when Targeting Text Panels receives coordinates:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=420552937
8 Comments
Alysius  [author] 2 Nov, 2015 @ 12:45am 
Ty! Hope there will be battles where every capital ship has homing torpedos.
BlindMonkey 31 Oct, 2015 @ 11:05am 
You sir, are a real live Thor. This is hammer of the gods stuff. Yours are the best implementations of guided weapons by miles. No fleet (when SE can support MP fleets) will be competitive without some variant of your work providing heavy fire support. Hats off. Two thumbs up. Standing ovation. ...I'll show myself out now
Alysius  [author] 24 Oct, 2015 @ 9:01pm 
The drones can be fired the same way as missiles. , using Button #6 instead of #8 (Bar #2 to Bar #4 has them). Only thing is drones will carry the sensors to the enemy ships. Once the bottom row of indicator lights turn green (some targets detected), press Bar #5 Button #9 to lock. To select the missile for launch on the targets, you can use Bar #2 Button #1 to #5 to select the target, then #8 to launch.

Ansible targets need drones to be 50m within range of enemy (quite difficult for moving ships), but once locked it is extremely reliable and cannot be interrupted, decoyed or confused by any means, except destroying the cruiser.
jetsetsoaper 24 Oct, 2015 @ 1:33pm 
i am so confused, but this is an amazing build, i got it to fire, but i cant seem to figure out what ansible targets are and how to lock em, also, i couldnt get any drones to fire, only missiles, i think.

but this is an amazing build, its so satisfying watching 40 missiles pop out the side then track targets. all in vanilla, amazing job, keep up the good work
Raelsmar 23 Oct, 2015 @ 9:17pm 
Thank you so much for your help. The quick sequence you posted worked perfectly!
Alysius  [author] 23 Oct, 2015 @ 5:24pm 
Maybe you can try this quick sequence:

1) Bar #1 Button #7
2) Bar #5 Button #1
3) Aim at target until top left LCD is solid red
4) Bar #4 Button #1
5) Bar #4 Button #8
6) F8 spectator mode to see destruction
Alysius  [author] 23 Oct, 2015 @ 5:18pm 
After the target is locked, still need the Bar #4 Button #1 to select the Target as missile target (must be clicked before missile trigger). As for the flickering, it means the system has trouble locking on to the target, usually when too small. Theres some limitation in the API calls and im trying to fix this at the moment.
Raelsmar 23 Oct, 2015 @ 4:30pm 
I'm not following on how to fire these off. I'm trying to follow your button sequence, but I'm getting flashing red and green target lock indicators on the LCDs. I can't seem to get the drones or the missiles to release. This seems so cool, though. Forget figuring out how to do this myself, I can't even wrap my head around firing.