Space Engineers

Space Engineers

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Odstarva567 Apr 24, 2023 @ 10:09am
Figuring out how to build large grid missiles
Hello everyone!

I am currently trying to build a large missile, but struggle to make it work at all.
Therefore, I ask your collective wisdom how to make a reliable chain of actions to make the missile work.

I try to build a large grid missile that launches from a vertical tube on the earth planet.
My missile contains so far:
Hydrogen trustees in all directions (back has a large one)
1x Event controller
3x Fusion blocks
2x timer blocks
2x Warheads
1x flight AI block with this set up:
- Block turned on
- AI behavior turned off
- Precision mode + collision avoidance off
- max speed set to 100 m/sec
- minimal flight high 0 meters
1x offensive block
- Block turned on
- Offensive AI behavior turned on
- attack: enemies
- enemy priority: nearest
- search interval: 5 seconds
- attack pattern: intercept

my procedure to launch the missile is:
1. missile being build
2. Battery is set to charge
3. Hydrogen tank gets filled
4. if Hydrogen tank is >= 90% trigger timer to release launchpad fusion blocks
5. Fusion block are turned off
6. event controller on missile triggers if fusion block are disconnected
7. Event controller trigger several actions:
- set battery to auto
- Turn hydrogen engines on
- Start timer block 1 on missile (10 seconds)
8. The missiles lifts and flies into the air
9. after 10 seconds (if an enemy is nearby) the missile will turn and point to it but no accelerate (going 2-3 meter per seconds instead of 100)

I am not sure where I made a mistake. If I try to create a simpler version like most of the videos show on YouTube, it seems to not work as easily. Furthermore. On YouTube, I have only seen small grid missiles. Is there a problem with large grid or even static grid systems?

Thank you in advance for your help! :steamhappy:
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Showing 1-8 of 8 comments
MG Apr 24, 2023 @ 10:40am 
set the combat block to INTERCEPT.

Check the combat block of the missile if it is flying so slow, and check what it is targeting.

Also, minimum height of 0 meters is too low for large grid. Set it to 1m.


PASTE a link to your world to download, Ill have a look
Last edited by MG; Apr 24, 2023 @ 10:46am
Odstarva567 Apr 24, 2023 @ 11:57am 
Thank you for your help!

https://steamcommunity.com/sharedfiles/filedetails/?id=2966788557

I have copy-pasted the missile on the runway
the launch tube is on your right side of the small hangar inside the mountain.
Last edited by Odstarva567; Apr 24, 2023 @ 12:00pm
MG Apr 24, 2023 @ 3:44pm 
I can't access the file
Odstarva567 Apr 25, 2023 @ 1:18am 
Oh it was set on hidden. Now it should work fine.
MG Apr 25, 2023 @ 9:14am 
I had a quick look. Problems I noticed

timer block Missile 1: activates A.I, warheads and triggers timer block 2.
You didn't activate the Thrusts, Gyro, turn hydro tanks stockpile off, or turn batteries from recharge to auto. Maybe this is activated when merged to grid?

Timer block Missile 2: increases thrust override, and starts timer block missile 2.
This will cycle 'increase thrust override' and 'A.I behavior On' for as long as the delay keeps ticking (every 10 s)
I don't think this will affect A.I behavior because it is already on
The A.I won't control a thruster that has thrust override.
Increasing Thrust override every 10s isn't practical.


Also, If you want to launch a Missile with thrust override, do the following:

(1) Set your Forward Thrust to maximum Thrust override
(2) Timer Block 1: Don't have it activate A.I behavior for the A.I Move block but Do have it activate A.I behavior for the Offensive AI block.
Why? You want it to find a target but not take control until thrust override is decreased to zero.
In preparation, Name a bunch of groups using the alphabet for 'forward thrust', i.e., *Forward Thrust (a), Forward Thrust (b), etc
(3) Timer Block 2: Set a Delay, i.e. 3 seconds
Now, fill every level with thrust decrease from a to z, and also set a trigger to activate A.I behavior for the Move block.
(4) The missile thrusts for three seconds before A.I takes control

Also, Offensive A.I has a detectable range. Check the block to see it searching. Put the missile within a kilometre of an enemy

If you need instructions to make an A.I Radar (to trigger missile firing), let me know
Last edited by MG; Apr 25, 2023 @ 11:24am
Odstarva567 Apr 25, 2023 @ 10:51am 
Wow thank you very much for your help. :steamhappy:
MG Apr 25, 2023 @ 11:12am 
One more thing. I was on your world and tested missile. It was targeting PARAGON quicker when set to target enemies+neutrals? Is it a mod thing playing up?
Odstarva567 Apr 26, 2023 @ 6:59am 
that is a good question. I am not sure to be honest. I try to play as vanilla as possible. I have dissabled the mods except for encounter, that spawn ships near the player
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Date Posted: Apr 24, 2023 @ 10:09am
Posts: 8