Space Engineers

Space Engineers

Ironstorm Missile Platform
136 Comments
Rikkavidu_GER Apr 13, 2021 @ 7:17am 
Thx.
[TE] Kuraudo Apr 12, 2021 @ 6:11pm 
@Rikkavidu_Ger Not the author, but I believe that's an SPRT regional base that spawn in survival.
Rikkavidu_GER Jan 22, 2020 @ 7:54pm 
I want explore the Enemy-Station in this Video. Do you has a Blueprint from this? Best reguards.
Illegal Poptart Mar 31, 2019 @ 9:46am 
warheads destroy iron rods, nothing to cause damage left. use 1 or the other lol
jackik Dec 8, 2016 @ 9:15am 
why not combine both and but some warheads on the iron rods
illuminati_eric May 21, 2016 @ 7:48am 
I watched the videos on both missles, and you could use the firestorm as a bunker-buster for underground bases and the ironstorm as a regular kinetic missle for surface bases.
Big Man Bravo May 7, 2016 @ 12:22am 
This is pretty awesome!
SirHall May 5, 2016 @ 2:27pm 
This is still an amazing creation. Keep up the good work!
GGeorge4IV May 5, 2016 @ 10:07am 
Thank you for keeping this in front of you.
Alysius  [author] May 5, 2016 @ 5:36am 
Discovered the bug. the IMyCubeGrid.GridIntegerToWorld will lock up for no reason, returning the same value no matter where the grid is located. This is an unsolvable game breaking bug. Its been 3 weeks now, lets see if they decided to fix this.
GGeorge4IV Apr 16, 2016 @ 3:44am 
i assumed that was the case, Alysius. I am more than impressed with your work. I look forward to seeing more of what your doing once Keen settles down their changes. Your brilliant.
SirHall Apr 14, 2016 @ 3:34am 
Hope it gets fixed soon:steamhappy:
Alysius  [author] Apr 13, 2016 @ 5:39am 
SE tweaked some ingame scripting stuff which breaks the missile. Was encountering gyro insensitivity 2 weeks ago, but was suddenly solved on its own. Now its missile not pointing dampeners properly against gravity, causing it to spin. Its fustrating cause i don't even know if this is a game bug or final intended behaviour. Would wait 2 more updates before attempting to modify the script, in case my fix becomes bug if the code is ingame script engine is changed again.
GGeorge4IV Apr 4, 2016 @ 7:33pm 
@logicalTechnicalDoge. Are you able to get this to work currently? Right now, I am not able to get it to work as the demo video at all :(
GGeorge4IV Apr 4, 2016 @ 7:46am 
I'm having trouble testing with the world provided. I target the Outpost and when the missile changes from liftoff to finding its perpendicular vector point the gyros go out of control and the missile perpetually spins. It never aligns over the target and the missile misses the target by about 1.5 kilometers
thermostance Mar 26, 2016 @ 3:26pm 
oh ive been watching the comments, there is like a billion comments about blueprints when it does clearly say "world"

if you want it as a blueprint just put it into your blueprints tab while you are ingame on the world
LordF84 Mar 23, 2016 @ 2:52am 
little bit nervous eh? :steamsalty:
thermostance Mar 22, 2016 @ 3:54pm 
b/c it isnt a fracking blueprint you dummy read the god darn type stats



Type: World
Mod category: Exploration
File Size
Posted
Updated
1.268 MB
Dec 14, 2015 @ 10:06am
Dec 31, 2015 @ 5:24am
8 Change Notes ( view )
LordF84 Mar 22, 2016 @ 6:21am 
i can't find it in blueprints
xz Mar 21, 2016 @ 1:19pm 
else if (mode == 3)
{
CalculateParameters();
if (subCounter >= 60 && naturalGravity.Dot(referenceGravity) < 1)
{
Vector3D vectorA = remoteControl.GetPosition() - referencePoint;
Vector3D vectorCA = naturalGravity.Cross(vectorA);
Vector3D vectorCB = naturalGravity.Cross(referenceGravity);
double lengthCA = vectorCA.Length();
double lengthCB = vectorCB.Length();
if (lengthCA > 0 && lengthCB > 0)
{
cruiseHeight = lengthCA / lengthCB;
referencePoint = referencePoint + (cruiseHeight * (vectorCA.Dot(vectorCB) > 0 ? referenceGravity : -referenceGravity));

cruiseHeight = (lastTargetPosition - referencePoint).Length() + missileTravelHeight;
cruiseHeightPeak = cruiseHeight + HEIGHT_DEAD_ZONE;
mode = 4;
}
}
xz Mar 21, 2016 @ 1:19pm 
//=======================
I do not understand how you have calculated the height? Could you explain for beginners??

cruiseHeight = lengthCA / lengthCB;
I spent two days looking at this line. I can not understand how it expresses the height
Assy Flargison Mar 14, 2016 @ 11:18am 
Mk so on the same thought of the orbital missal modification, how difficult would it be to make this interplanetairy? throw some ion or hydrogen thrusters on and have it drift/cruise twards a location on say the mars planet have it dip down into atmosphere again and contenue it's normal operations or something of the sort?
Sk8er Mar 10, 2016 @ 5:57am 
Any news on the BoulderStorm or FireStorm versions?
Space Crayon Muncher Mar 8, 2016 @ 10:55am 
Nevermind
Space Crayon Muncher Mar 7, 2016 @ 3:39pm 
I cant find it under blueprints?
Jag heter elias nu tack Feb 6, 2016 @ 1:59am 
That is pure amazing! Thankyou!
Beats-With-BothHands Jan 30, 2016 @ 6:13pm 
Nice, made me think of an idea to do a small gamemode/recreation. BF2142 Titan mode where you have to cap the missle silos and kill the enemy's titan
Deltafrost Jan 27, 2016 @ 2:17pm 
Will it work if I take hydrogen thrusters ?
Awesome BTW
Alysius  [author] Jan 8, 2016 @ 11:01pm 
@Lord_Hircine Its under Ballistic Missile Script
Bad Dreams Jan 8, 2016 @ 8:55pm 
Can i get that navigation script? Been trying to do something similar for an orbital cannon.
Nomad Jan 7, 2016 @ 4:18pm 
can you make 1 that drops the stone you mine on them instead of iron /heavy armour rods?
Alysius  [author] Jan 3, 2016 @ 5:35pm 
@Asylum Try setting the mounting merge block to Nobody. Probably projections gets its ownership resetted to Nobody when blueprint pasted; you need same ownership to have the merge block connecting.
FPC Jan 3, 2016 @ 4:00pm 
projection and building need same owner and must both be "on" (the merge block)
Asylum Jan 3, 2016 @ 3:33pm 
I'm having a problem, I can build and launch the first one just fine, but the second one only builds the merge block and then stops. Any ideas? (Testing it in creative mode, so I know it's not the resources.)
Alysius  [author] Dec 24, 2015 @ 4:46am 
Reuploaded into workshfop. Hope it helps.
Alysius  [author] Dec 22, 2015 @ 4:20pm 
@[DS-A] Nukem I tried it out and it look ok.
Lestra Daivik Dec 22, 2015 @ 3:16pm 
says world file is corrupted. i even un subscribed and re subscibed got the same message
Alysius  [author] Dec 21, 2015 @ 6:31pm 
@Nuclear Rainbow The missile will realign itself during descend, unless there isnt enough height to do so. Currently only simple math used for braking, it will be improved to use better prediction for work with speed mods (except unlimited speed mod).
Bubble Dec 21, 2015 @ 9:48am 
its not that is because it underestimates its speed and goes way over the target
Alysius  [author] Dec 21, 2015 @ 9:25am 
Believe there is some game engine bug where the warhead explodes but does not destroy any blocks if missile is travelling more than 200m/s. Only way to overcome this is to place the warheads at the middle and side of the connector block.
Alysius  [author] Dec 21, 2015 @ 9:16am 
@Nuclear Rainbow Rod does not separate or alignment off?
Bubble Dec 21, 2015 @ 7:52am 
Sadly doesn not work well with speed mods
Alysius  [author] Dec 20, 2015 @ 9:41pm 
@MTEA_INFO That will be the upcoming Boulderstorm version.
Alysius  [author] Dec 20, 2015 @ 9:40pm 
@LTtBd Already have this type of platform somewhere else on the workshop. It uses gravity drive and gyros to perfectly align, the drop any bomb of choice. Cant remember the link.
Alysius  [author] Dec 20, 2015 @ 9:38pm 
@Nil Chaos Script can hit orbital satellite with very little or no change of logic. Only thing is missileTravelHeught will be set to a very high value and there must be enough thrusters or mix of ion thrusters as atmospheric thrusters lose thrust rapidly after a certain height. Alternatively you can just use the plain old Cruise Missile Script to score a direct hit.

Nilz Dec 20, 2015 @ 2:34pm 
@alysius. what i meant to say was could this be slightly edited to be fired from the surface. exit the planets atmostphere but still remain inside the planets gravity and then go after a pretetermined target thats in orbit be it a satalite or ship thats not moving.
get above it in relation to the planet and then using a gravity and propulsion assist fall and hit the target.

so as to make a cheap ground to orbit anti satalite weapon...

additionally could this be edited to be fired while in orbit to take out ground targets. for a cheap low orbit to ground weapon :D
The Field Marshal Dec 20, 2015 @ 1:45pm 
you know it would be better if it was a station in orbit align to target then DROP one big bomb on it.
Killermen962 Dec 20, 2015 @ 12:50pm 
Now I can see sid meiers being brought to space engineers XD
System1024 Dec 20, 2015 @ 11:59am 
Iron is expensive, and rarish on planets.
Stone version with a collossal rock crammed into a cargo container, then releases the heavy armor shredding asteroid sized rock to pwn anyone in its way?
EnjoyCoke Dec 20, 2015 @ 10:44am 
Absolutely brilliant concept.
I like it.