Space Engineers

Space Engineers

LAMP | Launch A Missile Program (for WHAM)
 This topic has been pinned, so it's probably important
Whiplash141  [developer] May 25, 2020 @ 11:48am
Help/Questions (LAMP)
If you notice a bug or have general questions, feel free to ask here.

If asking for help, please report the version of the code the bug occurred in and provide as much information as possible.
Last edited by Whiplash141; Aug 3, 2023 @ 5:11pm
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Showing 91-105 of 362 comments
alucard Aug 16, 2020 @ 3:05pm 
Thanks again for the great script, Whiplash141!

Is it possible to configure how "high" the missile goes before falling down to target via the topdown feature? In my case, my target is within a bubble that turns off all thrusters within 6km, so ideally the missile would be coming down in a straight line from 6km+ up. In my testing it seems to set the "height" of the top down fall around 1km above the target.
Whiplash141  [developer] Aug 16, 2020 @ 5:56pm 
Originally posted by alucard0909:
Thanks again for the great script, Whiplash141!

Is it possible to configure how "high" the missile goes before falling down to target via the topdown feature? In my case, my target is within a bubble that turns off all thrusters within 6km, so ideally the missile would be coming down in a straight line from 6km+ up. In my testing it seems to set the "height" of the top down fall around 1km above the target.
It is not configurable currently, but I don't see much harm in making it so. I'll try and work it into the next update
alucard Aug 16, 2020 @ 6:30pm 
Wonderful, thank you.
Qwuille Aug 30, 2020 @ 1:05am 
Hi, again....
I have tried different scenarios and cant make the missiles to be completely weld up, i started a fresh test world with no mods (sorry, ther are 2 mods, buldvision and nicer ui.) and only difference is with scripts enabled, survival and spacemaster.

Pasted in Komodo, fired missiles, perfect!, welded them, flawless, fire again, no dice :/
Tried gray wolf, fired missiles and then the welding will not finish, only welds the base of the missile.
Pasted Eidolon, that one welds the small ones but for some reason it does not weld the large ones and will not fire.

Feels like een did something else than just the collision boxes, i do not know but it seems the range of welders is affected by the collision boxes and some other update did something with the firing seqience of your script :/

Made a world where i tested it.
https://steamcommunity.com/sharedfiles/filedetails/?id=2214085302

If you can confirm this (if you have the time that is), i can make a post on Keen forums about the issue.
Last edited by Qwuille; Aug 30, 2020 @ 7:38am
Milanvn552 Sep 1, 2020 @ 7:03am 
Hey! First of all, I love this script a lot. Got a lot of succes with missles launching from planes, spacechips, ships and rovers. But. I tried to add the missile battery from one of the trucks in which it works perfect on a ship but whatever i did I couldnt get them to fire from the ship.

Also had this when I added them to an angled mount on a Humvee.


Also, this is non essential but on your example ship you have a screen that shows how many missiles you have left, how do you get that one to appear?


Thanks in advance, not just for the future help you might give but also for making a few of my favorite scripts (this one being one of em)


Kind regards,
Milan van Nek
Whiplash141  [developer] Sep 1, 2020 @ 7:39am 
Originally posted by Milanvn552:
Also, this is non essential but on your example ship you have a screen that shows how many missiles you have left, how do you get that one to appear?
That is a different script I forgot to release, you can grab it if ships that use it. No instructions, but all config is in the custom data
deeweechaz Sep 5, 2020 @ 12:21pm 
how can you increase the range of the missile right now it say 5.0 km range
Whiplash141  [developer] Sep 5, 2020 @ 5:52pm 
Originally posted by deeweechaz:
how can you increase the range of the missile right now it say 5.0 km range
5 km is the longest range that I allow in my script for camera raycasting for several reasons. The main being: (1) performance (2) most servers have sync distance set to 3 km, so any further is generally useless.

You can, however, use turrets with silly ranges, you'll just have to change the active antenna range inside the custom data of LAMP to ensure you can broadcast that far.
Plant3468 Sep 9, 2020 @ 10:52am 
Hi, my friends are unable to lock to targets. The missiles fire but I am the only one who is able to lock. Any ideas for helping me out here?
Whiplash141  [developer] Sep 9, 2020 @ 12:28pm 
Originally posted by Plant3468:
Hi, my friends are unable to lock to targets. The missiles fire but I am the only one who is able to lock. Any ideas for helping me out here?
I'm going to need quite a bit more info to even know where to address that.

Does lock_on start searching for targets? The status screen will tell you. If it does, that simply means your friends aren't actually aiming at what they think they are aiming at.

If I had to guess, you are the host of a local multiplayer session and they are clients, yes? This sounds like some standard view desync if so.

Natasha Aslanova Sep 15, 2020 @ 1:45pm 
With remote firing, does the missile fail if it ever leaves the antenna coverage of its LAMP companion? I'm considering setting up a remote firing relay using a laser antenna so that the firing platform can remain hidden, but I don't know how it will behave. My current concept is to have the platform's antenna range be small enough that it's hard to find but enough to allow a missile to begin its journey to the target (I'm hoping it will just fly straight once it loses the signal) which will eventually take it into the guiding ship/station's antenna range where it will be able to pick up the signal and resume guidance.

Will this (or anything similar) work, or does the missile need to be remain in antenna coverage for the entire duration of the flight?
Whiplash141  [developer] Sep 15, 2020 @ 6:30pm 
Originally posted by Some Super Soggy Cereal:
With remote firing, does the missile fail if it ever leaves the antenna coverage of its LAMP companion?

*snip*

Will this (or anything similar) work, or does the missile need to be remain in antenna coverage for the entire duration of the flight?

If your missiles have cameras, they will acquire their own locks shortly after launch. If they do not have any cameras, then yes, they need to stay within the antenna range of the LAMP platform.
Natasha Aslanova Sep 15, 2020 @ 8:11pm 
All right that helps, thanks, but two final questions: does that require the missile to me less than 5km from its target (which I think was the raycasting range but I'm not 100% on that)? And totally unrelated, does the LAMP script have a high computing demand when idling or is it largely, well, idle. When idle
Whiplash141  [developer] Sep 15, 2020 @ 10:07pm 
Originally posted by Some Super Soggy Cereal:
All right that helps, thanks, but two final questions: does that require the missile to me less than 5km from its target (which I think was the raycasting range but I'm not 100% on that)? And totally unrelated, does the LAMP script have a high computing demand when idling or is it largely, well, idle. When idle
Idle when idle

The missile merely needs to be able to receive the LAMP platform's antenna broadcast
XCysC warpig2255 Sep 23, 2020 @ 5:41am 
Hello i got a question to the Camera Homing function i having trouble to set it up.. So i ask maybe a stupid question but.... i can use a turret for aiming ? :S Thx alot. Also couse of this question i cant use the Camera mode for some reason its called: Semi Active... All other modes work fine for me took me a bit to figure out how you set it up.
Last edited by XCysC warpig2255; Sep 23, 2020 @ 5:42am
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