Space Engineers

Space Engineers

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How do you launch Decoy's?
I have tried a few ways.
Seen an old video useing merge blocks. Guess its been fixed.
Tried Projector/Welder/Grinder but on a small ship for small parts the welder and grinders are to big.
Tried Connecters but there connections broke before I was able to try them.
Tried Landing Gear. Pain to get a system setup for it and can bug out and start moveing your ship forever. But the Only way I know of doing it.

http://steamcommunity.com/sharedfiles/filedetails/?id=437616088
http://steamcommunity.com/sharedfiles/filedetails/?id=437616107

How do you do it?
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Showing 1-7 of 7 comments
ce_cox May 7, 2015 @ 10:36pm 
Haven't done much with it, but building them on rotor tops and disconnecting them works and is slightly more compact and much less expensive.
Kraft51 May 7, 2015 @ 10:42pm 
i was going to suggest a rich man's method, it may be expensive but its effective.

attach a battery and a mass block to the decoy, make a blueprint of it. the set up a projector and a couple welders to print them off, have a gravity generator set up so that one the decoy is finished printing and detached from the projector you turn on the grav gen and send the decoy hurtling into space :)
Okim May 8, 2015 @ 12:30am 
Or you can stay with merge blocks which are 3x3x1 for small ships (2 blocks shorter than your connector setup). You can even put heavy armour around the decoy to make it last longer (to fill the extra space around the decoy). No drag, no random disconnects, no power dependency, easy to undock.

Note, however, that decoys MUST be the first thing in the gun`s arc of fire. Otherwise they will have all the chances to be ignored with the current turret`s target switching (introduced not so long ago with turrets targetting toggles).
Last edited by Okim; May 8, 2015 @ 12:32am
Quickhand69er May 8, 2015 @ 1:01am 
Originally posted by Okim:
Or you can stay with merge blocks which are 3x3x1 for small ships (2 blocks shorter than your connector setup). You can even put heavy armour around the decoy to make it last longer (to fill the extra space around the decoy). No drag, no random disconnects, no power dependency, easy to undock.

Note, however, that decoys MUST be the first thing in the gun`s arc of fire. Otherwise they will have all the chances to be ignored with the current turret`s target switching (introduced not so long ago with turrets targetting toggles).

I cant disconnect a merge block. I tried. I even have some pointed in different directions in the picture. How did you disconnect yours?


Vectura May 8, 2015 @ 12:46pm 
Make sure that nothing else but the merge block is touching.
Okim May 8, 2015 @ 12:51pm 
What Vectura says + disconnecting merge blocks is done via shutting them off.
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Showing 1-7 of 7 comments
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Date Posted: May 7, 2015 @ 10:08pm
Posts: 7