Space Engineers

Space Engineers

[RETIRED] Whip's Optical Missile Guidance Script
1,046 Comments
Whiplash141  [author] Nov 18, 2021 @ 1:00pm 
See the comment below yours
Bear Nov 18, 2021 @ 9:48am 
No main thruster found. It works randomly
Whiplash141  [author] May 25, 2020 @ 11:27am 
This code has officially been retired and replaced by WHAM: https://steamcommunity.com/sharedfiles/filedetails/?id=2108743626
Readtext May 20, 2020 @ 7:21pm 
Oh) Everything works) Why it didn’t work before) Magic)
Whiplash141  [author] May 20, 2020 @ 7:42am 
missileSpinRPM or something similar in the custom data
Readtext May 20, 2020 @ 7:18am 
I checked this and everything works)) We need rotation along the axis, without displacement of the rocket. It is necessary for super heavy missiles with baits removed on 5-6 blocks
https://wiki.freecadweb.org/File:Tache_Placement_Roulis_fr_Mini.gif
Whiplash141  [author] May 19, 2020 @ 9:50pm 
"How to add torpedo rotation?"

enableSpiralTrajectory
spiralDegrees
timeMaxSpiral

in the custom data
Readtext May 19, 2020 @ 6:15pm 
How to add torpedo rotation? Lures on long beams die from turrets in direct flight. Rotors are not built by projection ((
Jaeger May 1, 2020 @ 8:10pm 
might just be the script is disabled or something on the server. tho it loads fine
Jaeger Apr 29, 2020 @ 7:40pm 
the same blueprint works fine in singleplayer. https://youtu.be/mUaYfFdyJQQ but in multiplayer they just twist around in the same spot in space kind of erratic jerking aruond
Whiplash141  [author] Apr 29, 2020 @ 6:02pm 
That sounds like the remote is not pointed forward. The little colored upsidedown T denotes the front of the remote.
Jaeger Apr 29, 2020 @ 3:40pm 
tried that. it keeps freaking out in one spot then i got close and it flew at me and blew up half my ship lol. tried beacon and antenna
Whiplash141  [author] Apr 29, 2020 @ 12:19pm 
That is the server sync distance coming into play. You can add an active beacon or antenna to the missile to force the server to sync the missile grid to you more often.
Jaeger Apr 29, 2020 @ 3:34am 
Works great in single player but on a non local server with good sim and ping the missiles act very erratic and arent able to be controlled. any ideas?
Whiplash141  [author] Apr 28, 2020 @ 4:31pm 
Sorry to hear that.
Jaeger Apr 28, 2020 @ 4:22pm 
so i have a large number of torpedos i want to launch in rapid succession... god i wish there was an easier way to just make the script select the nearest one instead of having to rename hundreds of blocks. granted your rename script helps but still very very lengthy process because each torp has to be fired at an exact order
Whiplash141  [author] Apr 23, 2020 @ 10:03am 
Nope, not possible with this script
Chroma Apr 23, 2020 @ 4:03am 
Forgive me if this has been asked before (would be nice if the comments had a search function), but is it possible to have the missile be guided by a different grid to the launch grid? For example, if I've got a launch platform on the ground, but a drone pointing at the intended target a little distance away to actually guide it in.
Whiplash141  [author] Apr 21, 2020 @ 7:33am 
> im having a detach issue it seems that it just skips the detach thrusters
Have you configured a detach duration in the custom data?
sargety10 Apr 21, 2020 @ 12:12am 
yeah that's what I'm thinking as well. I'm hoping there isn't a memory leak but the reason i posted here is cause it only happened after i started using the script so i didn't know if someone else had a similar issue after using it or not
V L A X Apr 20, 2020 @ 11:22pm 
It's likely something else since I've had no issues.
sargety10 Apr 20, 2020 @ 10:26pm 
also it seems that whenever my missile impacts no warhead or any thing it crashes my dedicated server do you think it could be the script or something else at play
sargety10 Apr 20, 2020 @ 8:50pm 
so im having a detach issue it seems that it just skips the detach thrusters and goes strait iv tried playing with the settings but dosent seem to want to work for me
sargety10 Apr 20, 2020 @ 7:48pm 
ah got it
sargety10 Apr 20, 2020 @ 7:42pm 
im getting no untriggered missile programs were found what did i do wrong ?
V L A X Apr 17, 2020 @ 1:02am 
I was worried that missile batteries set to recharge wouldn't be turned back to auto when launching... glad it worked out!

Thanks for your work on this.

...Is there a way missiles can be made to follow a smooth arc instead of initially whipping around in the air? I have the missile launch vertically from a car before guiding.
jhadley Apr 12, 2020 @ 4:57am 
duh thanks :)
Whiplash141  [author] Apr 9, 2020 @ 8:49am 
Shooter Reference is the name tag
jhadley Apr 9, 2020 @ 3:10am 
Says no shooter block cockpit has Shooter in the name. what am I missing?
Beefxd Apr 7, 2020 @ 6:57am 
I figured it out, I was a fool and didnt set rotor+merge+projector. Just plainly merge on station. Shouldnt play this game while tired
Beefxd Apr 7, 2020 @ 6:09am 
Also double checked that it doesnt touch ground, blueprint is ship, doesnt project any blocks that should make it attached to launch station or anything
Beefxd Apr 7, 2020 @ 6:08am 
Tried both on and off. Same results, no new actions or anything and stays as station. Both missile and station is large grids
JabberWocky Apr 6, 2020 @ 3:04pm 
@Beefxd try to figure out if unsupported stations in your wold is toggled off or on
one setting makes stations movable
Whiplash141  [author] Apr 6, 2020 @ 2:47pm 
A script can't fix that sadly. I think there is a world setting called "Unsupported stations" that you need to disable so that things that you detach become ships again
Beefxd Apr 6, 2020 @ 11:49am 
I launch the missile from a station, missile stays as station and not transforming to ship causing it to just float there. Im doing something wrong or is this only working with ships? Im building missile platform at atmosphere
Whiplash141  [author] Mar 28, 2020 @ 4:56pm 
Not at my computer to check, but I think this version does :)
JabberWocky Mar 28, 2020 @ 11:05am 
Does it automatically arm warheads when after detaching?
Kittamaru Mar 16, 2020 @ 4:02am 
... oh frack me haha. I am re-reading your "How do I use this" section... I completely missed naming the BLOCKS to "Missile #" and named the GRID "Missile #"...

Kids, don't space engineer when tired!
Whiplash141  [author] Mar 15, 2020 @ 11:48am 
Are they named properly?
Kittamaru Mar 15, 2020 @ 11:45am 
For some reason, the script is not seeing anything on my missiles? It doesn't see thrusters, gyros, etc.
Skallabjorn Feb 21, 2020 @ 7:10pm 
ah well heres to waiting for the next version :D
Whiplash141  [author] Feb 21, 2020 @ 6:37pm 
At least not in _this_ soon to be retired script
Whiplash141  [author] Feb 21, 2020 @ 6:37pm 
There is no lock on, so nope lol
Skallabjorn Feb 21, 2020 @ 4:22pm 
is there any way to add a Lock Tone Sound block to this?
Jockey_Strappers Feb 19, 2020 @ 2:53pm 
sweet I needed it to be grav drive because apparantly grav drive driven projectiles tend to penetrate deeper than a normal thruster ram, decreasing the amount of armor needed to blow through for large ships. That and the natural way they veer off from the ship makes it seem like it's not a missile at all therefore reducing attention to it.
Whiplash141  [author] Feb 16, 2020 @ 10:22pm 
"Is there a way to configure the code to exclude the need for forward thrusters"

Line 489:

if (mainThrusters.Count == 0)
{
Echo("[FAILED] No main thrusters found");
setupFailed = true; // <= remove this entire line
}

There will be no explicit support for gravity drives, but if you can figure out a way to make the script work for ya, sweet :)
Jockey_Strappers Feb 16, 2020 @ 3:26pm 
Is there a way to configure the code to exclude the need for forward thrusters when I run it based off of gravity drives instead?
sierra101 Feb 12, 2020 @ 5:39pm 
i dont think so
Whiplash141  [author] Feb 12, 2020 @ 5:35pm 
Is there an error that is prompting you to recompile? If so, what is that error?
sierra101 Feb 12, 2020 @ 3:46pm 
i have to go in the control panel and recompile this each time