Space Engineers

Space Engineers

LAMP | Launch A Missile Program (for WHAM)
688 Comments
(WTH)Virion Jul 24 @ 3:09am 
Good to know.
Whiplash141  [author] Jul 23 @ 4:36pm 
Any change to what is being sent over the IGC network has ramifications for backwards compatibility. It will likely be published with the next major version of WHAM/LAMP which breaks backwards compatibility anyways.
(WTH)Virion Jul 23 @ 4:07pm 
Like...we already have name tags for both missiles and lamp
(WTH)Virion Jul 23 @ 4:06pm 
Thanks for the info. If the LAMP system could filter for missiles with the appropriate tag it would solve the " issue" .Cheers!
Whiplash141  [author] Jul 23 @ 3:32pm 
I can look into an optional filter you can pass to the autofire command, but it is low priotity for now
Whiplash141  [author] Jul 23 @ 3:31pm 
the remote fire system will attempt to fire any missile that is setup for remote fire. Since both networks are remote fire enabled, they are both candidates for being selected by the remote fire process.

There is not currently a way to set remote fire to only consider missiles of a specific name tag.
(WTH)Virion Jul 23 @ 11:19am 
Lamp Version:95.13.1
Wham Version:170.22.2
(WTH)Virion Jul 23 @ 11:00am 
Small Missile LAMP(custom config):
Fire control group name = SmallFireControl
Missile group name tag = SmallMissile
Optional reference block name tag = Reference

Small Missile WHAM(custom config):
Missile name tag = SmallMissile
Missile number = 1
Fire control group name = SmallFireControl
Detach thruster name tag = Detach

As you can see the missile number is duplicated. Still, as we talk about two different LAMP systems with distinc names I would assume they would work separetely, launching only missiles with expected names. It doesn't work this way, and LAMP with large missiles config launches also small missiles making the entire system a bit fucked up( My large ballistic missiles can now decide to autolaunch at a rover, that's a bit overkill ^^'').
(WTH)Virion Jul 23 @ 10:59am 
I need your help. Mainly, I need to know if yes or no what I want to do is even possible.
I want to create 2 different LAMP and WHAM networks.

The idea is simple.
1: One network with LARGE missiles , remote fire on, will only be launched manually by a crewed ship.
2: One network with SMALL missiles, remote fire on , auto fire on also, and as such a network of multiple vehicles and bunkers can shoot small missiels automatically with restrictions.

This worked well, or so I though, as it seems both networks work as one unit. I will provide the config below.

Large Missiles WHAM(default config):
Missile name tag = Missile
Missile number = 1
Fire control group name = Fire Control
Detach Thruster name tag = Detach

Large Missiles LAMP( default config):
Fire control group name = Fire Control
Missile group name tag = Missile
Optional reference block name tag = Reference
Whiplash141  [author] Jul 6 @ 11:02am 
increase your guidance delay. That determines when the missile starts aiming towards the target
prexray13 Jul 6 @ 6:40am 
how do i make it so that when i fire a missile it uses the detach group to fly straight out of a missile pod becouse i made this and when i fire it it doesnt do that this is my configuration :
[Names]
Auto-configure missile name=True
Missile name tag=M
Missile number=1
Fire control group name=lamp
Detach thruster name tag=DT

[Delays]
Guidance delay (s)=1
Stage 1: Disconnect delay (s)=0
Stage 2: Detach duration (s)=5
Stage 3: Main ignition delay (s)=0

[Homing Parameters]
; Valid guidance algorithms:
; ProNav, WhipNav, HybridNav, QuadraticIntercept
Guidance algorithm=ProNav
Navigation constant=3
Acceleration constant=1.5
Max aim dispersion (m)=0
Topdown attack height (m)=4000

[Raycast/Sensors]
Use cameras for homing=True
Tripwire range (m)=10
Minimum target size (m)=0
Minimum warhead arming range (m)=100
Ignore friendlies=False
Ignore planets=True
Ignore target ID for detonation=False

[Fuel Conservation]
Conserve fuel=False
Max speed (m/s)=300
Angle tolerance (deg)=2.5
Whiplash141  [author] Jun 23 @ 1:55am 
Not with this script no. This is designed for target homing, not GPS guidance
prexray13 Jun 23 @ 12:04am 
is there a way for me to use missiles by giving them gps cords to hit ?
Whiplash141  [author] Apr 1 @ 10:07pm 
"What's the mechanism by which LAMP determines a target lock?"

Camera raycast. Point directly at the target while looking through your camera and it will acquire and lock the target. If LAMP does not say that you have a target lock, then you do not have a target lock.

You can start your world in single player, hit F11, and enable debug draw to see where your camera raycasts are going.
Baby Jesus Apr 1 @ 7:24pm 
I'm having an issue where I target lock a ship, but LAMP is not saying that I have a target locked for the purposes of Camera based fire control. What's the mechanism by which LAMP determines a target lock?
Whiplash141  [author] Mar 16 @ 8:09pm 
There are 2 commands, enable_fire and disable_fire, which should do what your are looking for
Based_Stickman Mar 16 @ 5:13pm 
Is it possible to get a master Arm command so that it wont fire anything if not armed so that i can have a lock and use event controller to set when i can fire a missile?
Whiplash141  [author] Feb 27 @ 12:05am 
In the custom data of the WHAM programmable block, there is a section for the gyro PID params that you can mess with
prexray13 Feb 26 @ 7:23am 
how do i do that ?
Whiplash141  [author] Feb 17 @ 8:40am 
That's likely the cause. You may need to tune the gyro PID as a result so that the rotational control is tighter
prexray13 Feb 17 @ 6:19am 
yes it has modded thrusters and gyro
Whiplash141  [author] Feb 14 @ 7:58am 
Any mods?
prexray13 Feb 14 @ 7:40am 
my missiles overshoot the target and come back to hit from the other side it ussualy hapens when the target is on the same altitude as the rocket firing position is there anything i can do to fix this ?
Baum Jan 16 @ 2:30am 
Hey, can you add a function like a rada like LiDAR mapping script to attack multiple targets simultaneously and at long range ?
Whiplash141  [author] Jan 5 @ 8:49pm 
No it does not. LAMP solely operates on block groups.
Duke3D Jan 5 @ 8:07pm 
this script change all your block names
Xavius Dec 22, 2024 @ 5:10pm 
I love LAMP & WHAM !

Very nice, i would consider myself a satisfied user!
btw. the guide is awesome and nicely formated


Thanks for making Whiplash141 :steamthumbsup:
V0IDBEANS Dec 11, 2024 @ 11:28pm 
Wiplash141 just saw you responded to my comment, thank you so much for getting to that. Love your mod Thank you!
Grub (Democracy Officer) Nov 23, 2024 @ 10:45pm 
Thanks whip! Once again whip is a legend in the space engineers community.
Whiplash141  [author] Nov 23, 2024 @ 9:44pm 
"Is this "Satisfied user" in the description, a moth, perchance?"
Mayhaps lol

"btw is there an example missile out there?"
An example launch platform with missiles is available: https://steamcommunity.com/sharedfiles/filedetails/?id=3207356939

Feel free to disassemble, pillage, and customize :)
Grub (Democracy Officer) Nov 23, 2024 @ 8:22pm 
btw is there an example missile out there?
Grub (Democracy Officer) Nov 23, 2024 @ 8:20pm 
Is this "Satisfied user" in the description, a moth, perchance?
Whiplash141  [author] Nov 9, 2024 @ 3:32pm 
No, sorry
Lt.Fenix Nov 9, 2024 @ 1:39pm 
Is there any chance you'd consider adding long-range sensors for target locking?
Whiplash141  [author] Oct 24, 2024 @ 8:44am 
You should see blue FOV pyramids and orange lines that denote where the raycasts are going like shown in this video: https://www.youtube.com/watch?v=_4jcQjZVkno

The orange circles indicate where the raycast impacted something. Those small orange sphere should be appearing on the surface of the ship you are targeting. If they are showing up on your ship instead, they are being obstructed.
Big Cat Oct 24, 2024 @ 12:16am 
Toggling physics primitives worked, not sure how to tell if my cameras are obstructed though. A bog green box is around the grid I'm locked onto, and a sphere is above my ship, which seems to be the source of the camera raycast if I'm correct.
Whiplash141  [author] Oct 23, 2024 @ 9:01am 
Interesting, it works consistently for me. Try toggling physics primitives on then back off then enable debug draw.

Alternatively, you can leave a link to your ship and i can diagnose the issue you are having quickly.
Big Cat Oct 23, 2024 @ 7:34am 
I’m not seeing any raycasts at all I’m when I turn the option on. Seems like others have had this issue with the F11 menu since the Automaton update
Whiplash141  [author] Oct 22, 2024 @ 9:52pm 
@V0IDBEANS:

This is a "fun" quirk of how merge blocks work. When you unmerge two grids, you are essentially deleting the blocks of the smaller grid and respawning them in place as their own grid.

The custom turret controller identifies blocks by their entity ID, when the smaller grid (your camera subgrid) is respawned in this manner, the entity ID changes and thus the camera linkage breaks. The fix is to just add more blocks to that camera subgrid. I added like 50 blocks in a stupid pole and launched the missiles and the missiles were the grid that got remapped/respawned.

The other solution is to move the camera off of the grid that unmerges from the missiles.
(I haven't seen this game quirk in like 5+ years and I forgot it was a thing haha)
Whiplash141  [author] Oct 22, 2024 @ 9:36pm 
Jump in single player, load up your ship, hit f11, and enable debug draw. It will show you precisely where the camera raycasts are going. I suspect that your cameras are obstructed.
Big Cat Oct 22, 2024 @ 9:13pm 
So I've been playing around with this and WHAM a lot, and the camera locking and homing on a ship that's around 1KM away reads as "No Target" I can only use the Beam Ride homing option, which is difficult for a small grid ship
V0IDBEANS Sep 25, 2024 @ 10:35am 
Of course! https://steamcommunity.com/sharedfiles/filedetails/?id=3337469601 on the menu (ctrl + 2) + (4) is where the turret is located (ctrl +3) is where the Lamp controls are located. 1 = fire, 2 = switch mode, 3 = lock on. "ATGM Custom Turret Controller" is the turret where the camera keeps switching to none when I fire the last missile so I can't see while I beam ride. I appreciate your help a lot!
Whiplash141  [author] Sep 25, 2024 @ 6:56am 
Huh... that sounds like a strange game bug. Do you have a blueprint where I can replicate that behavior?
V0IDBEANS Sep 25, 2024 @ 12:50am 
The custom turret controller I use to launch the missile is assigned to a camera. when I fire the last missile the assigned camera on my custom turret controller will switch to none. and then I have to re assign the camera on the custom turret controller. and sense I cant see the through the camera, I cant guide my missile. sorry if Im not making any sense.
Whiplash141  [author] Sep 24, 2024 @ 9:31pm 
Deselected in what sense? I'm not sure I'm following what the issue is.
V0IDBEANS Sep 24, 2024 @ 7:17pm 
Hi Whiplash I wanna thank you for making my favorite script, but I am running into an issue where when I shoot my last missile my camera gets de selected from my custom turret that I use to shoot the missile which means I can use the beam ride! I have to go back to the custom turret controller to select the camera again. I have recompiled all the code and I have replaced all the custom turret parts and It still de selects the camera in my custom turret controller and I am very confused... I also notice the lcd panel flickers and I shoot my last missile... very strange! if you could let me know what it could possibly be that what be much help to me. and again thank you for your work!
Whiplash141  [author] Sep 12, 2024 @ 2:17am 
@A_Superior_DuDe: No

@inno16: You have to manually designate the target for camera homing to establish lock. You *can* initially fire in beam ride, then switch to camera homing mid flight, but the missiles can't automagically just detect targets on their own.
inno16 Sep 11, 2024 @ 4:55pm 
Hi, is it possible to shoot missiles with beam and once they are within 5k you switch them to Camera Lock?
A_Superior_DuDe Sep 6, 2024 @ 2:54pm 
Hey, i have been tinkering with your code, and added WC Turret compatability for my own use. (Want to engage targets at 10+km).

I have gotten it to function, however upon successful hit, the program crash and needs to be Recompiled.

EXCEPTION:
System.InvalidOperationException: Nullable object
must have a value.

at
System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource
resource)

at Program.BroadcastTargetingData()
at Program.GuidanceProcess()

The only change to the code is that i use the WC api to populate the _targetinfolist with a MyDetectedEntityInfo when it has a target. (And yes, im verifying that the target variable isnt null before passing it :P

Have been troubleshooting a bunch, but i only have like 5 characters left after i minified the code, so im a bit short on space (and ideas)


Do you have any idea what could cause this issue?
Whiplash141  [author] Aug 13, 2024 @ 5:56pm 
No, but you can do something with event controllers to that effect