From The Depths
G1izzyGod Jun 30, 2019 @ 10:51pm
[SOLVED] Need Help with Laser Guided Missiles
The Problem:

I've got this awesome cruise missile silo going on in my creative world, but I can't get them to fly towards the enemy.

I've set the heads of the missiles to Laser Designator Receiver, along with the setting "Use lasers from my teamates". I've put down a little laser aiming station for testing purposes so that the missles have a laser to follow.

The little station has a Laser Pointer Block, a Missile Control Block connected to that, a Local Weapon Control block connect to that, and an AI Master Block connected to that, along with a little 360 camera to detect targets with.

Now I've gave the AI the "Point and Keep Distance" behavior, which tells the AI to look at it's current target. I've also placed a practice dummy, and the AI points the targeting laser right at it perfectly.

Back at my Silo, All I have is 6 Missile Pods connected to a Missile Control Block. When I'm sitting inside, I'll tab and move the camera to look at both the dummy and silo in view. Proceeding to manual fire will cause a rocket to fly out the top and fly away into the horizon, even when there is a laser pointing right at the enemy target! The missile refuses to turn towards the target and I don't know why. What am I missing?


The Solution:

So there were two problems with my craft that was causing my missiles to not follow their targets:

1. Not only do you need to set the Laser Designator Head to follow your team's lasers, you also need to set the laser emitter to guide all of your team's missiles as well. (Thanks to FourGreenFields for pointing that out :D )

2. Don't use turning Turning Thrusters to guide your missiles! Use Fins instead. For some reason, Turning Thrusters on their own will not guide missiles to their target (as of 2.4.7.2 at least). By replacing my Turning Thrusters with actual fins, I was able to get my missiles to turn on their own.

I'll keep the discussion up for any other new players just in case they have the same issues, so that they can learn from my mistakes. Thanks again to everyone who replied for you insight and assistance :)
Last edited by G1izzyGod; Jul 1, 2019 @ 3:14pm
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Showing 1-5 of 5 comments
nobl3fire89 Jun 30, 2019 @ 11:25pm 
I think missiles are just broken. It happens for every missile type I use, however torps still seem to work.
FourGreenFields Jul 1, 2019 @ 1:15am 
Did you set both the laser designator on the designating vehicle to direct all friendly missiles, and the missile's laser designator receiver to follow all friendly lasers?
Draba Jul 1, 2019 @ 1:16am 
Could you upload what you have here: https://brilliantskies.customercase.com/forums/bug-tracker ?

In the meanwhile, try it against something else than a practice dummy and let us know if that changes anything. Deep Water Guard's Marauder ship is a nice slow blob for this purpose.

Originally posted by FourGreenFields:
Did you set both the laser designator on the designating vehicle to direct all friendly missiles, and the missile's laser designator receiver to follow all friendly lasers?
Definitely check this first though.
Last edited by Draba; Jul 1, 2019 @ 1:17am
Ohm is Futile Jul 1, 2019 @ 11:24am 
I've done some testing and posted on the tracker.

Under normal circumstances, laser designators worked fine for me, even using laser emitters on different missile subassemblies. The issue is that laser emitters can fire in any direction currently and will happily paint your own vehicle as a target, causing your laser designators to launch, go around in a big circle and whack the vehicle that fired them.

EDIT: this happened in every case for me even if some laser emitters were actually properly on target. If ONE emitter points at your vehicle, all your missiles go for your own vehicle.
Last edited by Ohm is Futile; Jul 1, 2019 @ 11:25am
G1izzyGod Jul 1, 2019 @ 1:26pm 
Update:

So I didn't notice that there was option in the laser emitter to change what missiles they guide. I've changed it to target for all team's missiles, but the missiles still refuse to fly towards the target. To further isolate the problem, I strung a chain of missile connector blocks out directly from the Missile Silo itself, attached a laser emitter, Manually aimed it at the target, and proceeded to fire. The Missiles still refused to fly towards the target. I cycled though all 3 of the different settings, from "My Missile Controller Only" to "My Team's Missiles / Lasers" for both the emitter and missiles themselves, so the problem doesn't seem to be with the scope of control.

In the meantime, I'm going to see if I can post to that link you shared. Maybe some screenshots too if that helps.

Update 2:

I've officially found the problem! And now my missiles are following the dummy target happily. Apparently, after fumbling around with a bunch of other missiles systems in general, I found out that turning thrusters on their own do not turn missiles. I replaced them with fins and now they are working perfectly.
Last edited by G1izzyGod; Jul 1, 2019 @ 2:51pm
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Date Posted: Jun 30, 2019 @ 10:51pm
Posts: 5