Space Engineers

Space Engineers

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Viper Vertical Launch System
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Type: Blueprint
File Size
Posted
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5.234 MB
Mar 30 @ 10:44pm
Mar 31 @ 3:07am
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Viper Vertical Launch System

Description
Viper Vertical Launch System

  Description
Howdy!

The Viper Vertical Launch System (VLS) is a reloadable, 6 shot WHAM/LAMP guided missile launch platform. It is designed to be an easy-to-use technology demonstrator that can also be relatively easily integrated into a ship.

This is the spiritual successor to the Crotalus Mk.I Vertical Launch Missile System (hence the name "Viper"), but now it uses the latest generation of my homing missile guidance script suite.

Important Limitation
You can not use multiple of these VLS cells onto a single ship as they will conflict due to how WHAM/LAMP works.


  Features
  • 6 vertically launched homing missiles with 5km range and ~100 m/s² acceleration
  • Self-reloading mechanism
  • Pre-configured missile designation custom turret
  • Easy to paste onto an existing ship
  • Fits within a 7 x 5 x 3 block volume



  How do I use this?!
Setup is essentially as simple as cutting off the yellow sprue and pasting the components onto a ship, but follow the detailed instructions on the blueprint itself (because I hate duplicating documentation lol). You can also just use this as a standalone demonstration platform.

Flight Seat Toolbar Setup
  1. Fire missile
  2. Reload all missiles
  3. Control Custom Camera Turret
  4. Switch missile guidance mode
  5. Toggle missile lock-on
  6. Toggle missile precision mode
  7. Toggle missile spiral
  8. Toggle missile stealth (antenna broadcasting)
  9. Kill all active missiles

Basic Firing lnstructions

First, get in the provided flight seat. Then...

To launch a homing missile using camera homing (LIDAR):
  1. Aim at the target with a camera
  2. Press [5] to initiate camera lock-on
  3. Look at the status screen or listen for the lock-on sound to ensure you have lock
  4. Press [1] to fire (Can only fire when locked on)

To launch a homing missile in turret homing mode:
  1. Press [4] until the "Turret" mode is selected
  2. Fly into turret range of a target
  3. Look at the status screen or listen for the lock-on sound to ensure you have lock
  4. Press [1] to fire a missile (Can only fire when locked on)
Note
This blueprint is only equipped with the attached custom turret controller as a turret. To add more, simply add more custom turret controllers or AI turret blocks into the "Fire Control" group.

To launch a Line-of-Sight guided missile:
  1. Press [4] until the "Beam Ride" mode is selected
  2. Press [1] to fire a missile
  3. Look where you want the missile to go. They will steer towards where you are aiming.


  Authors Notes
This is intended to primarily be a technology demonstrator for WHAM/LAMP. This was created to satisfy a relatively common request from users to provide a simple example platform for dissection.

I used the old school red ship in the thumbnail and literally just cut a 7 x 5 x 3 hole in the butt and pasted the VLS cell in there.

I made this in a couple of hours, so I hope it works for someone other than me. Feel free to use, modify, and/or publish this thing on your ships! This is meant to be a utility, so modification is encouraged :)
64 Comments
Whiplash141  [author] Jun 23 @ 5:34pm 
Radical, happy to hear it :)
r4v1n6 Jun 23 @ 12:56pm 
Thank you again, the script works great! I outfitted my version of the Red Ship with it.
r4v1n6 Jun 23 @ 10:12am 
:D Wow! Thank you! I will try it ASAP.
Whiplash141  [author] Jun 23 @ 9:21am 
"No, Event controllers doesn't have that option."

I threw together a script that can do that:
https://github.com/Whiplash141/SpaceEngineersScripts/blob/master/Released/projector_timers.cs
r4v1n6 Jun 22 @ 9:40pm 
Btw when the missiles get built (in survival), most of the parts start in the Off state, even though the blueprint were made while them being On (Merges, Connectors, Tanks, PBs). Don't know if this is normal behaviour or caused by one of the mods. (Using Digi's Projector Preview and BuildInfo but those doesn't seem to be the culprits?)

Most blocks turn On when the PBs with WHAM gets turned On, but not Connectors and Tanks which causes some issues with refueling. It doesn't seem possible to turn On the connectors AND Lock them with one Timer block, so I think I need to add a third Timer for post build stuff.
r4v1n6 Jun 22 @ 11:59am 
No, Event controllers doesn't have that option. The closest is checking Block integrity (on some missile part like the PBs), but that only works for specific blocks. You can't assign a group for it to check, and when that specific block gets disconnected it soon gets forgotten and won't be remembered when the block gets rebuilt.

Also as the name implies, they listen for specific events and can easily get out of sync. If only you could tickle them to make them reevaluate conditions... as it is now they are almost useless.
Whiplash141  [author] Jun 22 @ 11:17am 
No, LAMP can not. LAMP will, however, ignore any WHAM program blocks that are turned off. I haven't looked at event controllers in much detail, but do they have a "projection built" event? If so, maybe you could use that to turn the WHAM programs on once fully built?
r4v1n6 Jun 22 @ 9:06am 
@Sarge You can make a shopping list with the script Projector2LCD. Then use either Isy's Inventory Manager or maybe Projector2Assembler (haven't tried that) for production.

Something else I'm wondering though, can LAMP watch the status of the projector and trigger timer blocks accordingly? Using timer countdown in survival is not reliable.
Whiplash141  [author] Jun 15 @ 12:34pm 
<3
r4v1n6 Jun 15 @ 8:38am 
Works great! Managed to install it into the current Red Ship without too much trouble.