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Space Engineers

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Rdav's Guided Missile Script
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46.984 KB
2018年8月3日 12時34分
2019年5月6日 10時37分
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Rdav's Guided Missile Script

解説
My new guided missile script is designed for the everyman out there, easy to use with exceptionally effective guidance (same as the AIM-9 sidewinder)
With a bare minimum setup and designed and optimised for multiplayer engagements, I'm hoping to make missiles both commonplace and viable in dogfights.

Also be sure to also check out my MIG-15 used in the trailer: Here




About The Script

This missile script is designed for the masses and multiplayer, with a core focus on easy use, effectiveness, and performance friendliness, with no raycasts or cameras needed:

~ Easily installed system with intergrated instructions and useful diagnostics,
~ Advanced interception algorithm capable of hitting small fast accelerating targets
~ Readily built with, missiles are all the same, can be copied, pasted welded, no individual setup
~ Barebones missile requirements means missiles are cheap


Installation Of The Script Into The Programmable Block (PB)

This is not a blueprint like my previous scripts, this ultimately makes it easier to directly install.
To install a workshop script do the following (there is an image at the top of the page that shows these steps)
- Open the pb's terminal
- Press 'Edit'
- Press 'Browse Scripts'
- Find This script and click OK
- Click OK again

The scripts runtime indicator ( a small moving indicator) will now be seen along with the version number and a few other bits of useful information.
the PB is now set up and will give further instructions by itself.




Basic Installation Of The Script

To set up the remainder of the script the code will help you as best it can, and will tell you if you have any blocks missing or if a missile failed to fire and for what reason etc.
However at a glance all missiles require these blocks:

- Forward thrusters (really go wild with the forward thrust)
- Gyro
- Power (reactor/battery)
- Merge Block

Everything on the missile should be called #A# (or have in the name), if in any doubt you cannot go wrong by calling everything on the missile #A# the missile will sort itself which blocks it needs and which it does not.

To set up the launching ship will require:
- 1 turret (also called #A#)
- The programmable block
- a cockpit or button set with a toolbar option set to to 'Run' the Prog block with the argument 'Fire'

In Addition To These Components:
Missiles can have warheads (call these #A# and they will be proximity detonated), side thrusters to help them corner or stop dropping in gravity.

A sound block is used to trigger a 'lock-tone' when you have a target lock. it's use is not compulsory but advised. The code will select the first sound block it can find.




Basic Usage Of The Script

Move to engagement distance (800m), a distinctive target lock beeping will sound from the sound block. (if installed)

After you have target lock 'Run' The programmable block with the argument 'Fire' this will launch the next available missile. this action can be bound to the toolbar of any cockpit.
The missile will move away from the ship and once clear will engage guidance and seek in.

Missiles will target what the turret called #A# targets, thus keep an eye on the turret to see what your missiles are trying to engage.





Hints Tips And Tricks

Performance Tips:
The system uses the same tracking algorithm as the AIM-9 sidewinder Air-to-air missile, thus it is very good at taking out Light ships in arial dogfights and engagements. The algorithm also is effective at large ship combat using simple large grid missiles.

To Make the system work best ensure your missile has adeqaute acceleration, as a rule of thumb acceleration needs to be at least 2x that of your target to ensure a good hit rate, more is better though!
If missiles are failing to hit the target it is usually an issue with inedequate acceleration.

You can put lateral (sideways) thrusters on the missiles for better handling and gravity correction, although the code will work adequately without them.

Generally only 1-2 warheads are good for small fighters & dogfighting. for hardened targets usage of hard penetrating blocks are more advisable.


Usage Tips:
ID'ing of a target has to be done with 'common sense' the system locks whatever the seeker turret does, thus manual confirmation of target can be done by looking at where the turret is currently firing.

You can fire a missile without any lock and it will be guided by the direction you point your ship, thus if you have a turret on the missile you can wire guide it to engagement/lock range from a safe distance.

Turret Settings Can be changed to change how far the missile locks from (range) and what it will lock

Missiles have a proximity fuse that will arm and detonate any warheads when close to an enemy ship, this makes these missiles exceptional at taking out smaller fighters or missile interception.




Automatic Firing

As of Update 1.05 The Script can now auto-fire missiles when a target is in proximity,
To enable this go into the code and set 'autolaunch' to true:









Thanks And Acknowledgements

Many thanks to my beta-testing team and discord who gave continuous support and testing along the way, if you'd like to be a part of the discussion you can join in at: https://discord.gg/MXz8Gkj
Also special thanks to: Aceman, Bruceleedleleedleleedlelee, DeeBee, Night Encoder, geniusface1234, Finianb1 yakubo and Ethan for helping film the flying in formation shots and being counter pilots in a few of the video clips!
And also special shoutout to bruceleedle for making the awesome airbase shown in the video: https://steamcommunity.com/sharedfiles/filedetails/?id=1464313989&searchtext=

In addition a MASSIVE thanks to my patreon supporters,
I work on these codes in free time holidays, and evenings, and have spent a great deal of time making these shenanigans for people to enjoy, if you feel like slinging me a few quid to allow me to further fuel my scripting exploits I have a patreon which can be found Here[www.patreon.com]


Bugs and Issues

Please get in touch with me (via the discord is best) with any bugs and issues you have with the script, I've put aside the next week only half time at work for any emergency bugfixes and tweaks so the code works well, this one has been a pet project of mine for sometime now so had been tested quite thoroughly but stuff might still exist, if you do encounter anything, let me know!
人気スレッド 全て表示 (3)
341
3月9日 8時01分
ピン留め: Bugs And Issues / General Questions
Rdav
1
2020年4月1日 7時30分
ピン留め: FAQ and Diagnostics
Rdav
0
2023年2月16日 16時27分
Missiles pick random launch direction
Cona6789
1,235 件のコメント
Spanker 9月1日 5時09分 
Thanks Rdav ! always having fun with your evil scripts :D
Here is my contribution to your work. Thanks !
https://steamcommunity.com/sharedfiles/filedetails/?id=3322322307&searchtext=
Natilus 8月28日 18時13分 
Hey @Rdav can you make this script compatible with Custom Turret controllers pleaaaseee
Rdav  [作成者] 8月7日 10時47分 
its strange its defaulting to picking this even after disconnection and recompilation, you can add a 'nouse' tag to the custom data of a block and the script will ignore it, this is probably the way to go
Ignignokt 8月7日 6時45分 
HI again, love the script, been doing all kinds of building with it, im only running into 1 problem with it now and its after the firing delay the missile turns right around and straight back towards the firing point, and i know exactly why its happening, i have a drone attached to the rear of my ship with a RC facing the way the missile is going after launch (no real other way to attach it to the ship BUT to the rear), i fix it easily by just unlocking it and locking again, but every time it recompiled through a reload of the save or manually it goes straight back to using the rear facing RC on the drone. point being is there any real way to specify ONE RC/seat to use rather then just the first one it finds? or posting a pin to the answer if already addressed? Thanks for the help in advance!
{H.K.}Warlama 8月3日 10時04分 
well i will hope against hope!
Rdav  [作成者] 8月2日 12時00分 
sadly I think it was an intentional change made in order to reduce network traffic, so I don;t think it will be reverted
{H.K.}Warlama 8月1日 16時30分 
i hope that gets fixed at some point, cause id love to be able to hear it. it would help greatly
Rdav  [作成者] 8月1日 13時20分 
the way it does the warning screech is is turns on the audio loop plays it then toggles it on and off rapidly to give a warning tone noise,
I believe keen may have changed some of the behaviour so it messed with the timing and sometimes you can't hear the warning lock on noise now
{H.K.}Warlama 7月31日 4時32分 
well im back, and i have a question. i have now sorted everything out, and my missles fire successfully at stationary targets, moving targets coming soon. but my question is about the sound block. i attached one and renamed it #A# and recompiled the PB. but i have noticed i cant hear anything from it despite me turning up the volume and range to max. the sound block also seems to switch itself off sometimes when the target turret is not on, or when not targeting an enemy. is this supposed to happen?
{H.K.}Warlama 7月29日 14時47分 
thank you for helping me with this. this script is too awesome to not have working for me. i appreciate it. if i have further issues or questions i will be sure to hit you up