Building Self-Guided Missiles In SPACE ENGINEERS - Step-By-Step Tutorial (Check Pinned Comment!)
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- เผยแพร่เมื่อ 22 ส.ค. 2024
- Join Beeblebum and learn how to build your very own self-guided missile! This step-by-step tutorial will walk you through the entire process of creating your own deadly missile - from start to finish. Watch now and launch your own self-guided missiles today with Space Engineers!
Improved Missile Design in Workshop: steamcommunity...
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Hey Everyone!
I have noticed I forgot set up the Sensor to detonate the Warheads! OOOOPS! 😅
Be sure to open 'Setup Actions' in the Sensor then place the Warhead Group in the 1st slot and select Detonate!
Then Test out your Missile again, and adjust the sensor extent.
Improved Missile Design in Workshop: steamcommunity.com/sharedfiles/filedetails/?id=3063256251
I don't know if you need to know this, since this video is from 9 months ago. But in case you wanna know what happend to the connector at 35:10. I can do that:
Event Controllers are a bit 'undefined' when rebuild/reloaded. So blueprints and reloading the game can reset them in incorrect ways.
So what can happen is that the EC for the connector was in this 'incorrect' state. And when de Merge Block triggered the EC, it already was...
So the EC took no action.
My advise (also to other viewers) is to make sure the EC resets in the correct state when reloaded. That or manually make the EC trigger somehow. Like you did, as only the first missile malfunctioned.
I have build an automatic hole-drill wich uses EC's. But anytime I join/start the game, I have to manually control the drill. Wich then slowly becomes automatic, as every EC gets triggered. So the first 2m is manual, the remaining 40m is automatic.
A very detailed guide to understanding the mechanics of event controllers and AI blocks. In practice, such a number of blocks is not required for a rocket. For example, in interception mode there is no need for a brake thruster, which greatly simplifies the missile design.
Probably.. but the blocks keep whining about not having the breaking thrust.. haha
I hate red alarms and warning. 😂
But can you make it without braking trust without the movement ai whining?
The missile is perfectly aimed at the target even without a brake thruster. If the missile misses, it turns around due to the gyroscope and attacks again. AI whining has no effect on this.
I made one of these years ago with a camera on the front that you steer yourself. I was very proud of myself.
Y'know I played a bit of vanilla SE, even delved into some servers...
And what I've figured? It's like RUST, or ARK Survival Evolved... at some point all your work will mean legit nothing because someone at some point will come by and ruin it all for you.
I had a massive base with a web of like 212 gatling guns. More than 3/4s were built, and 3/4s of the built ones had ammo.
That base stopped 4 players, both with massive ships which were PvP oriented. After the aftermath, it looked like a warzone with craters all over the place. I used half blocks to purely measure, but the opponents thought if they disconnect the turrets from the main base by destroying the half blocks, they failed to realize each turret had a battery underneath them, guaranteeing they'll have power.
Missiles are expensive and only reasonably obtainable when you spend time in space.
So you know what I figured? The deadliest and most cost effective means of weapons is using clang... custom missiles, drones, etc. not meant to explode, but ram the enemies with their sheer mass. In hind sight, it's pretty cheap to build drones or defenses with minimal components if all they are meant to do is ram the enemy ships.
I found an underground base, depending how deep you go, repels enemies to use their ships to attack you, forcing them to make something small or to use their own engineer.
In space? Only thing I figure is if your base is constantly on the move, even if you're not online to watch it. Yeah you may come back to it damaged as it ran into an asteroid, but the contracts that make you hunt other players becomes kinda tough because your "last known location" is always moving. If eventually you get sustainable enough for a warp drive, you have a timer block automatically use it every so often while you're offline, further deterring enemies from trying to follow you.
Yeah, I never joined server (so far) but I understand the frustration of things being destroyed.
I feel like if you go onto a PVP server, you also have to go into it and build with that mindset.
I honestly don't think it is hard to get the resources in this game, especially once you reach a certain stage in the progress - So missiles are pretty easy to fabricate.
And I just like the Boom.. lol
While testing, the thrusters turn off after launch, I still haven't discovered why this is the case. Another additional discovery is that they are very vulnerable to the defensive fire of Gatlins. It's not that this is wrong, but on the contrary, it motivated me to investigate and find a way to improve the missile. It will take me days for sure but that is the attractive thing about this game, thanks for the video.
Hey, I already replied on your other message.. hehe 👍
The ai turns off the block when it tries to take control if you have it set on an override.
Simply wonderful guide. Thanks bro.
Love the missile design. I'm already coming up with a ER version that carries several of the missiles on a booster that also is also a kinetic impactor. It will carry several of these missiles and may replace the warheads in some with decoys and have those missiles set to orbit and/or hit/run menuvers to confuse enemy turrets with 1 warhead for self-destruct when out of fuel.
Cool - I just gave this advice to someone in the comments section to improve the efficiency of the missiles! haha.
I did do some improvements to this design on the workshop, where I only use one Fuel tank, giving more space for warheads and extra armor.
If you want to test or dismantle it to see how it looks: steamcommunity.com/sharedfiles/filedetails/?id=3063256251 😊
For the launcher rather than having the event controller start a timer block for the connector, couldn't you set the trigger to be "Connector Ready to Lock" instead and save yourself the cost of the timer block. This also fixes the issue where if you do not have enough materials then your missile won't be stuck in a disconnected state if you get more materials later on.
imma have to try this... i have checked the launcher and missile's EC repeatedly and can only get a launch if i manually connect.
That solves how to connect on initial print but introduces a different issue. For me it kept re-locking after i tried to release it. In other words: RELEASE missile, IF ready to lock THEN re-lock, now i have a armed missile glued to me.
I'm very grateful!
Nice build
You invented a photon torpedoe in the game i didnt realise the game was so detailed
Yay space engineers
This works for a launcher facing forward, going to work out how to get it to safely drop, mass block would need to be centered though
I assume you mean with a gravity generator and a Massblock?
Opinions, I haven't really built any missiles though.
Trim it down to forward only, no breaking and and steering thrusters. Use gyro steering and you'll get more time out of a single tank. Turn it into a shrapnel grenade and give it a little extra durability by loading up on gyros, leftover gyros from the impact and detonation will bounce around inside their hull causing even more damage...
How about you make a self guided toe missile for ground vehicles
TOW isnt self guided tho
I wouldnt use Event Controllers, they are unreliable. Just use a Timerblock to start the missile, set it up as a group, and just start that timer/group instead of disconnecting the merge block (timer block will do that).
The only thing i would use an Event Controller is to check if the missile is complete or/and the tank is filled up. But same here, its unreliable.
I tried it with groups and specific names, but it fails often.
What i didnt try was to use prefix names like you, maybe that stops ECs to fail?
I also found a bug where tanks dont fill up randomly. The solution was to reconnect the connector. I´m using a timerblock on the ship to reconnect the connectors regulary for that reason.
I use an event controller only for the tank. If tank is at 75% it turns the small connector off and the fire timer on, cuz i have a timer that starts itself to connect the small connector as a safe gruard to be sure the missile has fuel.
I find that with my ECs on projections that often I have to adjust the slider manually after it is projected and then it seems to "reset" and work just fine. I ran into this when building a drone carrier setup. All my drone ECs no matter how hard I tried had to be fiddled with right after projection. That could be what you're noticing when they are unreliable. Sorry for old post
As someone who has build a 3-bit adder with EC's:
(As in (0 to 7) + (0 to 7) = (0 to 14) )
When reloading a game or when the EC is build, it's behaviour is set to the condition. But this can cause a desync between it's state and it's last command.
This is why EC's have a 'green' screen, to indicate this. When an EC *is* defined, it's cyan or dark blue (true or false).
So either do:
A. Make sure your EC's are reload/rebuild-proof.
B. If that's not possible: give them an reset condition, wich forces a state-toggle.
C. Deal with it, and reset them each time manually.
D. Just don't use EC's...
Very cool but why do we need a breaking thruster? sorry if I missed that
In theory you do not. The AI Block will complain about it though, and it just bothers me. 😄
OMFG cannt i just buy 1?
i dont suppose you would cover boarding pods in the same manner ?
Hmm.. I have been playing with an Idea for a Trojan Horse Missile.. lol
Never really thought about Boarding Pods...
@@Beeblebum thats not a no
What mod are you using to change the prefix like that, please sir?
Its named Easy Block Renaming:
steamcommunity.com/sharedfiles/filedetails/?id=2077166496&searchtext=easy+block+renaming
How did u make the printer for the missle,the small head on the rotor us mostly what I mean
If you build a large grid rotor and remove the rotor head, you can go in the menu and add a small rotor head to it... that allows you to build small grid blocks onto it.
The welders are snapped onto the large grid.
This is a truly idiot-proof guide. I know, because I'm an idiot and even MY missiles work now!
😂 Glad you got it to work!
Did you check my pinned comment? Because I was an Idiot as well and forgot to set the proper settings.. 😅
Is there a way to dumb fire the missile and then have it activate the AI controller once in range of a combatant?
It is possible - You will have to do some reprogramming, where the override thruster keeps going until the AI blocks ping the target. Then they disable the whole override and start targeting.
Hey, what are your mods? I see your UI hud is different, is it customizable?
I am using a mod called "Color Hud (1.200)" - as far as I can see, it is not customisable.
What is the max targeting and flight range? 🤔
I wish I knew what I was doing wrong. I've watched and rewatched this and still it will not launch. I even downloaded the one made on Steam Workshop. I hit the disconnect and it just falls off the printer.
Not sure if you are trying it in Survival or Creative?
In Survival you might have to give it some time to fuel and charge...
In Creative it should work without that.
I re uploaded the Blueprint a week or 2 ago and it worked at the time, but I can double check.
@@Beeblebum I'm in surivival with creative mode turned on. It wouldn't surprise me if if it's user error on my part but that means I've made the same error *looks at saved blueprints of rebuilt launchers and missiles* 9 times.
@@Beeblebum It might a be mod conflict with a vanilla behaviour. I saved my base and opened it without any mods active, Missile launches. It stops and hovers after about 50 m but it launches
@@jaybirdjargon Yeah, the first 50m launch is to just clear the missile from your base. If it would have found a target, it would have activated and flown towards it.
Be aware there is a End Of Life setting on the workshop one, that explodes the missile when hydrogen is empty.
The strange thing is it appears more than one mod makes heavy armor weigh more because so far if I have 1 or the other or both I found, the missiles have a weak arc and explode off the ground, or they skid along like a tobaggan, wait and they explode when the tanks run down. I may have to abandon the principle in favor of making drones. Don't get me wrong, I love the missile you made but it isn't even targeting things correctly; rather than go through all the mods I have adding pieces etc and possibly losing a piece of my base, I'll have to shelve this. Still keep it up, I used to watch your NMS vids back in the day, glad to re-find you.
Since when do missiles have thrusters ont he side ? this just look awful...
Absolute nightmare trying to replicate on controller
Question, this missile would be for use on small block ships, correct?
The missile is small grid, yes - but I build them on my Large grid ships, just by using a Large grid rotor and switch to small grid.
The missile is pretty big to hang below a small grid ship. hehe
@@Beeblebum Hello friend, sorry how you built the launching platform from small block to large block, I am new to the game, everything was fine with the construction of the missile but I could not make the platform
@@MANU-dw9dh If you build a Large Grid Rotor or Hinge, you should be able to grind away the spindle of the rotor, or the middle hinge part of the hinge. Then in the menu, you should be able to add a small head to them. That allows for small grid connections to a large grid.
If that does not make sense - I can try to explain during one of my streams.
Forget what I wrote previously, I "solved" it, while testing, the thrusters turn off after launch, I still haven't discovered why it is due, another additional discovery is that they are very vulnerable to the defensive fire of Gatlins, it's not that this is bad, on the contrary, it motivated me. It will take me days to investigate and find a way to improve the missile, but that is the attractive thing about this game, thanks for the video.
@@Beeblebum Another question, I don't get that "over drive trusther" I don't know what I'm doing wrong.
What's the mod that lets you rename thing?
Its called Easy Block Renaming - link is here:
steamcommunity.com/sharedfiles/filedetails/?id=2077166496
Switch lock? How does one set that up without the mod you're using?? Trying to make something for an official server. No mods, not even build vision
No Build Vision on xbox anyways
When I do not have BuildVision, I add a temporary control panel to adjust settings, then remove the panel before blueprinting it.
ufff i don`t get it right for more than 10 hours :(.
Nice missile, I would not however add a reverse thrust in the nose, you want the missile fast, not fighting the reverse thruster and slowing it down. I I would then slim it down to two blocks high and one wide, making it harder to hit. Nice tutorial though, very thorough, thank you. 🫡🫡🫡🫡🫡🫡
Yeah, I just get annoyed with the AI block having a red message.. Lol.
I will one day make an improved version of this - The missile actually works pretty well for me, but It does get shot up a lot to.
I think a mix between decoy and Armed Missiles would be a good solution.
@@Beeblebum you could just build it then turn off the reverse thruster block. That way it will see it is there but no thrust and no message. Am I right?
@@comcastjohn Maybe? Never tried it.
Once I am done with Season 1 of Proxima Beyond - I will take some time to look into a better design and check much of the suggestions given on the video 😊
@@Beeblebum 🫡🫡🫡🫡
Where is the workshop link? You posted the video on october of 2023.
You could find the link in the pinned comment, but I have also added it to the description now. 👍
Thank you. I built your missle lastnight and i can't for the life of me to get it to work 😅@Beeblebum
whats the mod called you use to rename blocks?
The mod is called "Easy Block Renaming"
steamcommunity.com/sharedfiles/filedetails/?id=2077166496 👍
Do you have a mod list of the mods you are using?
There are no mods used for the Missile..
But If you mean the mods I use in General, there are the ones I use:
- Build Vision 3.0
- Color Hud (1.200)
- Colorful Icons
- Easy Block Renaming
- No HUD Tooltips
- Paint Gun
- Smooth Voxels
- Sneaky Sounds - Quieter Tools
what is the mod for renaming please?
Its called "Easy Block Renaming"
Link to Mod: steamcommunity.com/sharedfiles/filedetails/?id=2077166496
Build vision and build info are two other useful mods to have and not just for creative.