i think its great that you can still see the two hitch hikers it the back of your ship, lol. and thank you to everyone that came over and subscribed to me from here, it is well appreciated.
Love missiles in this game also. I think it could benefit from a few detachable decoys or even make a decoy missile since you have 4 slots. First one is the decoy and the next 3 are all live.
If you're doing silos, those could be for the decoy warheads. Anything that takes the tedium out of a large scale build is worth doing once you've done a few either by hand or with welder ships. Main drawback for build&repair style mods are that they can get clogged by blueprints that contain DLC things you don't have access to. Some uploaders will use the term vanilla to mean no mods but allow dlc which also aren't technically vanilla.
@@quantumchief I use just about every DLC in a build. I don't know why so many people complain about builds having DLC's when they are literally cheaper than a cup of coffee. I hate coffee so I'm set.
I'd love to see a tutorial for custom turrets. I've seen a couple and I still suck at building them. Drawing skills, you weren't drunk were you! Next time have a bear, then draw. Why not make it a vertical launch system? You got the room, and you would be able to ripple launch a lot faster. Or, make it so each facing has 3 missiles and add in a welder for the build stage. Welders are way faster than B&R.
Yea, i know what you are saying, this first design was more a proof of concept, i will make a better version, as for my drawing, ill have a bear before hand lol
If you made the missiles an odd with, they might look better on the launcher and they would have room for maybe another tank or warhead. Also maybe some thruster propelled decoys could useful for drawing fire away from the main rover!
Yea i did think of that, my main limitation is how much weight a single small hydro thruster can lift, as well as trying to keep material cost and build time low
@@quantumchief maybe that extra width could be a additional thruster down. You could also just make a mirrored version of the missile and have each rung be a double launch!
@@quantumchief The way i usually do it is having two thrusters. One that is set to override to launch the missile and then a second one that is not on override that turns on as soon as the AI takes control.
@@quantumchief Instead of the 10 second timer you have, use a defensive block and a 2 second timer instead. The defensive block should be able to activate the flight blocks and the offensive block if it detects an enemy. Use the defensive block to activate a timer that enables the flight block, offensive block and arms the warheads. This means that as long as there is not a valid target within 2500m it should keep flying straight. This also means that if an enemy is less than 10 seconds away it will detect it way earlier because currently if a target was 5 seconds away, the missile would fly right past and circle around and probably destroyed before it could even get a lock. I haven't tested any of this BTW, i'm going off of the WIKI and something I saw Dread Mechanic do with his automatic base defense.
@@ImjustSmash No, you just need to let the AI control the thruster normally rather than having it on override. Thruster override should only be used in the initial launch, to clear the vehicle before the AI guidance turns on and takes over.
i think its great that you can still see the two hitch hikers it the back of your ship, lol.
and thank you to everyone that came over and subscribed to me from here, it is well appreciated.
Love missiles in this game also. I think it could benefit from a few detachable decoys or even make a decoy missile since you have 4 slots. First one is the decoy and the next 3 are all live.
3:37 we love you too, have a healthy and successful 2025!
you really put time into those turrets!
Yea, you could say that lol
If you're doing silos, those could be for the decoy warheads.
Anything that takes the tedium out of a large scale build is worth doing once you've done a few either by hand or with welder ships. Main drawback for build&repair style mods are that they can get clogged by blueprints that contain DLC things you don't have access to. Some uploaders will use the term vanilla to mean no mods but allow dlc which also aren't technically vanilla.
Yea that is true, i just get around it by having every DLC lol
@@quantumchief I use just about every DLC in a build. I don't know why so many people complain about builds having DLC's when they are literally cheaper than a cup of coffee. I hate coffee so I'm set.
I'd love to see a tutorial for custom turrets. I've seen a couple and I still suck at building them.
Drawing skills, you weren't drunk were you! Next time have a bear, then draw.
Why not make it a vertical launch system? You got the room, and you would be able to ripple launch a lot faster. Or, make it so each facing has 3 missiles and add in a welder for the build stage. Welders are way faster than B&R.
Yea, i know what you are saying, this first design was more a proof of concept, i will make a better version, as for my drawing, ill have a bear before hand lol
@quantumchief nothing like being drunk to make the lines strait, aye!
Good vid 😃
Glad you enjoyed!
If you made the missiles an odd with, they might look better on the launcher and they would have room for maybe another tank or warhead. Also maybe some thruster propelled decoys could useful for drawing fire away from the main rover!
Yea i did think of that, my main limitation is how much weight a single small hydro thruster can lift, as well as trying to keep material cost and build time low
@@quantumchief maybe that extra width could be a additional thruster down. You could also just make a mirrored version of the missile and have each rung be a double launch!
@ yea there good ideas, I’ll certainly be making a v2 v3 ect. This was more or less just a proof of concept
Your weld mod makes me want a buddy bot that gets triggered to come to the welding floor when blocks are added…
AI flight blocks always shut off all thruster overrides. Which i think is pretty dumb. But that's why your missile stopped.
Any Way of getting around it then?
@@quantumchief The way i usually do it is having two thrusters. One that is set to override to launch the missile and then a second one that is not on override that turns on as soon as the AI takes control.
@@quantumchief Instead of the 10 second timer you have, use a defensive block and a 2 second timer instead. The defensive block should be able to activate the flight blocks and the offensive block if it detects an enemy. Use the defensive block to activate a timer that enables the flight block, offensive block and arms the warheads. This means that as long as there is not a valid target within 2500m it should keep flying straight. This also means that if an enemy is less than 10 seconds away it will detect it way earlier because currently if a target was 5 seconds away, the missile would fly right past and circle around and probably destroyed before it could even get a lock. I haven't tested any of this BTW, i'm going off of the WIKI and something I saw Dread Mechanic do with his automatic base defense.
Have to ping pong it back and forth from override to AI?
@@ImjustSmash No, you just need to let the AI control the thruster normally rather than having it on override. Thruster override should only be used in the initial launch, to clear the vehicle before the AI guidance turns on and takes over.