Space Engineers

Space Engineers

[RETIRED] Whip's Optical Missile Guidance Script
1,046 Comments
Whiplash141  [author] 18 Nov, 2021 @ 1:00pm 
See the comment below yours
Bear 18 Nov, 2021 @ 9:48am 
No main thruster found. It works randomly
Whiplash141  [author] 25 May, 2020 @ 11:27am 
This code has officially been retired and replaced by WHAM: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2108743626
Readtext 20 May, 2020 @ 7:21pm 
Oh) Everything works) Why it didn’t work before) Magic)
Whiplash141  [author] 20 May, 2020 @ 7:42am 
missileSpinRPM or something similar in the custom data
Readtext 20 May, 2020 @ 7:18am 
I checked this and everything works)) We need rotation along the axis, without displacement of the rocket. It is necessary for super heavy missiles with baits removed on 5-6 blocks
https://wiki.freecadweb.org/File:Tache_Placement_Roulis_fr_Mini.gif
Whiplash141  [author] 19 May, 2020 @ 9:50pm 
"How to add torpedo rotation?"

enableSpiralTrajectory
spiralDegrees
timeMaxSpiral

in the custom data
Readtext 19 May, 2020 @ 6:15pm 
How to add torpedo rotation? Lures on long beams die from turrets in direct flight. Rotors are not built by projection ((
Jaeger 1 May, 2020 @ 8:10pm 
might just be the script is disabled or something on the server. tho it loads fine
Jaeger 29 Apr, 2020 @ 7:40pm 
the same blueprint works fine in singleplayer. https://youtu.be/mUaYfFdyJQQ but in multiplayer they just twist around in the same spot in space kind of erratic jerking aruond
Whiplash141  [author] 29 Apr, 2020 @ 6:02pm 
That sounds like the remote is not pointed forward. The little colored upsidedown T denotes the front of the remote.
Jaeger 29 Apr, 2020 @ 3:40pm 
tried that. it keeps freaking out in one spot then i got close and it flew at me and blew up half my ship lol. tried beacon and antenna
Whiplash141  [author] 29 Apr, 2020 @ 12:19pm 
That is the server sync distance coming into play. You can add an active beacon or antenna to the missile to force the server to sync the missile grid to you more often.
Jaeger 29 Apr, 2020 @ 3:34am 
Works great in single player but on a non local server with good sim and ping the missiles act very erratic and arent able to be controlled. any ideas?
Whiplash141  [author] 28 Apr, 2020 @ 4:31pm 
Sorry to hear that.
Jaeger 28 Apr, 2020 @ 4:22pm 
so i have a large number of torpedos i want to launch in rapid succession... god i wish there was an easier way to just make the script select the nearest one instead of having to rename hundreds of blocks. granted your rename script helps but still very very lengthy process because each torp has to be fired at an exact order
Whiplash141  [author] 23 Apr, 2020 @ 10:03am 
Nope, not possible with this script
Chroma 23 Apr, 2020 @ 4:03am 
Forgive me if this has been asked before (would be nice if the comments had a search function), but is it possible to have the missile be guided by a different grid to the launch grid? For example, if I've got a launch platform on the ground, but a drone pointing at the intended target a little distance away to actually guide it in.
Whiplash141  [author] 21 Apr, 2020 @ 7:33am 
> im having a detach issue it seems that it just skips the detach thrusters
Have you configured a detach duration in the custom data?
sargety10 21 Apr, 2020 @ 12:12am 
yeah that's what I'm thinking as well. I'm hoping there isn't a memory leak but the reason i posted here is cause it only happened after i started using the script so i didn't know if someone else had a similar issue after using it or not
V L A X 20 Apr, 2020 @ 11:22pm 
It's likely something else since I've had no issues.
sargety10 20 Apr, 2020 @ 10:26pm 
also it seems that whenever my missile impacts no warhead or any thing it crashes my dedicated server do you think it could be the script or something else at play
sargety10 20 Apr, 2020 @ 8:50pm 
so im having a detach issue it seems that it just skips the detach thrusters and goes strait iv tried playing with the settings but dosent seem to want to work for me
sargety10 20 Apr, 2020 @ 7:48pm 
ah got it
sargety10 20 Apr, 2020 @ 7:42pm 
im getting no untriggered missile programs were found what did i do wrong ?
V L A X 17 Apr, 2020 @ 1:02am 
I was worried that missile batteries set to recharge wouldn't be turned back to auto when launching... glad it worked out!

Thanks for your work on this.

...Is there a way missiles can be made to follow a smooth arc instead of initially whipping around in the air? I have the missile launch vertically from a car before guiding.
jhadley 12 Apr, 2020 @ 4:57am 
duh thanks :)
Whiplash141  [author] 9 Apr, 2020 @ 8:49am 
Shooter Reference is the name tag
jhadley 9 Apr, 2020 @ 3:10am 
Says no shooter block cockpit has Shooter in the name. what am I missing?
Beefxd 7 Apr, 2020 @ 6:57am 
I figured it out, I was a fool and didnt set rotor+merge+projector. Just plainly merge on station. Shouldnt play this game while tired
Beefxd 7 Apr, 2020 @ 6:09am 
Also double checked that it doesnt touch ground, blueprint is ship, doesnt project any blocks that should make it attached to launch station or anything
Beefxd 7 Apr, 2020 @ 6:08am 
Tried both on and off. Same results, no new actions or anything and stays as station. Both missile and station is large grids
JabberWocky 6 Apr, 2020 @ 3:04pm 
@Beefxd try to figure out if unsupported stations in your wold is toggled off or on
one setting makes stations movable
Whiplash141  [author] 6 Apr, 2020 @ 2:47pm 
A script can't fix that sadly. I think there is a world setting called "Unsupported stations" that you need to disable so that things that you detach become ships again
Beefxd 6 Apr, 2020 @ 11:49am 
I launch the missile from a station, missile stays as station and not transforming to ship causing it to just float there. Im doing something wrong or is this only working with ships? Im building missile platform at atmosphere
Whiplash141  [author] 28 Mar, 2020 @ 4:56pm 
Not at my computer to check, but I think this version does :)
JabberWocky 28 Mar, 2020 @ 11:05am 
Does it automatically arm warheads when after detaching?
Kittamaru 16 Mar, 2020 @ 4:02am 
... oh frack me haha. I am re-reading your "How do I use this" section... I completely missed naming the BLOCKS to "Missile #" and named the GRID "Missile #"...

Kids, don't space engineer when tired!
Whiplash141  [author] 15 Mar, 2020 @ 11:48am 
Are they named properly?
Kittamaru 15 Mar, 2020 @ 11:45am 
For some reason, the script is not seeing anything on my missiles? It doesn't see thrusters, gyros, etc.
Skallabjorn 21 Feb, 2020 @ 7:10pm 
ah well heres to waiting for the next version :D
Whiplash141  [author] 21 Feb, 2020 @ 6:37pm 
At least not in _this_ soon to be retired script
Whiplash141  [author] 21 Feb, 2020 @ 6:37pm 
There is no lock on, so nope lol
Skallabjorn 21 Feb, 2020 @ 4:22pm 
is there any way to add a Lock Tone Sound block to this?
Jockey_Strappers 19 Feb, 2020 @ 2:53pm 
sweet I needed it to be grav drive because apparantly grav drive driven projectiles tend to penetrate deeper than a normal thruster ram, decreasing the amount of armor needed to blow through for large ships. That and the natural way they veer off from the ship makes it seem like it's not a missile at all therefore reducing attention to it.
Whiplash141  [author] 16 Feb, 2020 @ 10:22pm 
"Is there a way to configure the code to exclude the need for forward thrusters"

Line 489:

if (mainThrusters.Count == 0)
{
Echo("[FAILED] No main thrusters found");
setupFailed = true; // <= remove this entire line
}

There will be no explicit support for gravity drives, but if you can figure out a way to make the script work for ya, sweet :)
Jockey_Strappers 16 Feb, 2020 @ 3:26pm 
Is there a way to configure the code to exclude the need for forward thrusters when I run it based off of gravity drives instead?
sierra101 12 Feb, 2020 @ 5:39pm 
i dont think so
Whiplash141  [author] 12 Feb, 2020 @ 5:35pm 
Is there an error that is prompting you to recompile? If so, what is that error?
sierra101 12 Feb, 2020 @ 3:46pm 
i have to go in the control panel and recompile this each time