Space Engineers

Space Engineers

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The Potato Sep 6, 2014 @ 6:04am
Proximity mines
With the new warhead controls and the sensor, it is now possible to create mines that detonate based on proximity rather than relying on an impact. The sensor would require power, but that can be easilly supplied by a solar panel, as long as the mine is oriented properly. So, without further adue, let us discuss. What could these proximity mines be used for? Specially made survival maps? Traps hidden under your base's floor? What would you do with proximity mines?
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Showing 1-15 of 25 comments
Double Helix Sep 6, 2014 @ 6:18am 
Originally posted by The Potato:
With the new warhead controls and the sensor, it is now possible to create mines that detonate based on proximity rather than relying on an impact. The sensor would require power, but that can be easilly supplied by a solar panel, as long as the mine is oriented properly. So, without further adue, let us discuss. What could these proximity mines be used for? Specially made survival maps? Traps hidden under your base's floor? What would you do with proximity mines?

Ive made some really bad concepts of this on my workshop actually, they are only small ship ones however and i have found out that two warheads touching a large ship with light armour does so little damage, you would litterally need a ball of death with everything covered by warheads o do much damage.
The Potato Sep 6, 2014 @ 6:25am 
Hmm, interesting, because when I tested with the respawn ship on the "asteroids" map, half the ship blew up. I then tested it with a ship of my own design (using light armor) which was broken almost in half. How were your mines set up? Mine were a warhead with a sensor set to 5 meters in all directions with a large-small ship rotor and small ship solar panel. The warhead and sensor were a large ship, I used a method that lets you put the small rotor head onto the large rotor to make the solar panel a small ship. Were your large warheads large ships or stations, and were they powered?
Da Warptrekka Sep 6, 2014 @ 6:33am 
i made a Sensor Mine just 5 minutes ago. It is Solar powered and has a sensor range of 10 meters and a count down of 10 seconds (but you can adjust that)
Da Warptrekka Sep 6, 2014 @ 6:43am 
the problem is with rotors that the sensor detects it as other ship
The Potato Sep 6, 2014 @ 6:45am 
Originally posted by Ragnar Yager:
the problem is with rotors that the sensor detects it as other ship
that's why I use the large-small rotor trick, because my mines are meant for the large ships that can't speed away from them in ten seconds. I just disable the small ship detection because any decent small ship could get away in ten seconds.
I'd prefer sensor-detonated missiles...
The Potato Sep 6, 2014 @ 6:55am 
Originally posted by EvilDylan:
I'd prefer sensor-detonated missiles...
This would be much more difficult because unless you were launching from a station, the missiles would react to your own ship, and like mines, warhead-based missiles are pretty useless against small ships, and can't easily be carried by small ships.
Da Warptrekka Sep 6, 2014 @ 7:08am 
@ The Potato: yes sounds reasonable. or you change the bottom sensor to 1.

i tryed sensor activated spherical torpedo as target marker and artificial mass torpedos as homing-like. But i have to manage the exact gravity strengh. but it looks quite awesome XD
xx Sep 6, 2014 @ 7:49am 
Originally posted by The Potato:
Originally posted by EvilDylan:
I'd prefer sensor-detonated missiles...
This would be much more difficult because unless you were launching from a station, the missiles would react to your own ship, and like mines, warhead-based missiles are pretty useless against small ships, and can't easily be carried by small ships.
Can you have chained sensors so one terns on a second?
Sensor 1 Proxity do nothing, leave proxity turn on senor 2
Sensor 2 proxity trigger warhead.
So like with some missiles and torpedos today there is a minimum arming distance to stop them going of acidently.

Not played with them yet, so not aware of the options.
Last edited by xx; Sep 6, 2014 @ 7:49am
InFusIon Sep 6, 2014 @ 7:51am 
man this game updates way faster than i can even play. i cant even build the stuff as fast as they make it.
Da Warptrekka Sep 6, 2014 @ 8:27am 
Originally posted by xx:
Originally posted by The Potato:
This would be much more difficult because unless you were launching from a station, the missiles would react to your own ship, and like mines, warhead-based missiles are pretty useless against small ships, and can't easily be carried by small ships.
Can you have chained sensors so one terns on a second?
Sensor 1 Proxity do nothing, leave proxity turn on senor 2
Sensor 2 proxity trigger warhead.
So like with some missiles and torpedos today there is a minimum arming distance to stop them going of acidently.

Not played with them yet, so not aware of the options.

ehm. maybe. i havent checked that before... but the problem will be, that you have to tell sensor 1 to only react on things behind him. after leaving the torpedo bay it gets out of range and activates via de activation sensor 2.

sensor 1 active = sensor 2 inactive ; sensor 1 inactive = Sensor 2 active. this shiuld work eventually.
xF4LC0NxPUNCHx Sep 6, 2014 @ 10:12am 
I think what you'd want is two sensors. Sensor one is the "safety" with a large sensing range. Once the missile (or whatever you're using) is far enough away from the launching ship/station, then it's "action" is to turn the power on to sensor two, which is now your proximity sensor for detonating warheads or whatnot.
Da Warptrekka Sep 6, 2014 @ 10:14am 
At this state the sensor does not differ friend or foe. so it would deactivate just after getting in the range of the target
xF4LC0NxPUNCHx Sep 6, 2014 @ 11:27am 
Alright, I just tested what I said a minute ago, and it seems to work fine. Sensor one has range set to max in all directions. Once my missile gets far enough that nothing is in its sense range, it turns sensor 2 on. Sensor two's action detonates 3 warheads when something comes within range.
xx Sep 6, 2014 @ 12:07pm 
Originally posted by Ragnar Yager:
At this state the sensor does not differ friend or foe. so it would deactivate just after getting in the range of the target
only if you set the first sensor's action when it moves in to proximity to deactive the second sensor. They trigger the actions set, not trigger and reverse the same action.
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Date Posted: Sep 6, 2014 @ 6:04am
Posts: 25