Space Engineers

Space Engineers

Hivebender Missile Cruiser (Decommissioned)
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.