Building a Smart Missile With The New Ai Blocks And Fully Integrated Logic

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  • เผยแพร่เมื่อ 20 ต.ค. 2024
  • Workshop link:
    steamcommunity...
    Music:
    From the Top - Geographer
    "Holiday Weasel" Kevin MacLeod (incompetech.com)
    Licensed under Creative Commons: By Attribution 4.0 License
    creativecommons...
    "Fuzzball Parade" Kevin MacLeod (incompetech.com)
    Licensed under Creative Commons: By Attribution 4.0 License
    creativecommons...
    Under Cover - Wayne Jones
    "Wholesome" Kevin MacLeod (incompetech.com)
    Licensed under Creative Commons: By Attribution 4.0 License
    creativecommons...
    Juno In The Space Maze - Loopop

ความคิดเห็น • 121

  • @b3c0n47
    @b3c0n47 ปีที่แล้ว +127

    For auto launch: Add a defensive block and event controller on main grid. Make event controller trigger "launch group timer once a target is locked.

    • @beefcake3543
      @beefcake3543 3 หลายเดือนก่อน

      I'm trying to do what you said, but I can't seem to get the Event controller and the Defense block combo to auto engage enemies. I'm playing in survival.

    • @I_like_potatoes911
      @I_like_potatoes911 หลายเดือนก่อน

      The problem is when you print a new missile it disconnects all the connections you haf

  • @theorangeninja6486
    @theorangeninja6486 ปีที่แล้ว +95

    I would argue that you should also include a timer on the warheads so that they detonate after a set time, keeps the missiles from being salvaged if they run out of fuel and also cuts down on lag

    • @breytac
      @breytac ปีที่แล้ว +25

      You could also set an event controller to detonate the warhead when the missile runs out of fuel.

    • @theorangeninja6486
      @theorangeninja6486 ปีที่แล้ว +20

      @@breytac you could, but that would require an extra block. Warheads have an inbuilt timer

    • @wittyjoker4631
      @wittyjoker4631 4 หลายเดือนก่อน

      Not a timer an event block. If what ever trigger you want is met explode.

    • @AarieaaronFTW
      @AarieaaronFTW 4 หลายเดือนก่อน

      ​@@breytacyou should also turn the battery off in that same event controller trigger. In case the warheads are destroyed. This way the auto cleanup will actually get rid of the remaining junk

    • @Afellowgamer-le1so
      @Afellowgamer-le1so 3 หลายเดือนก่อน

      So your telling me if the missile runs out of fuel it essentially becomes a one time use flak bomb shell?

  • @MediumRareOpinions
    @MediumRareOpinions ปีที่แล้ว +19

    Something I found useful is if you set the AI offensive block into a group, you can hotbar the targeting priority in the control seat and toggle between weapons, power and thrust when printing new missiles in place.

  • @malcontender6319
    @malcontender6319 ปีที่แล้ว +39

    4 of these puppies now live below the printer in my ships hangar on a piston rig. Can't wait to test them.
    Tested: They work *damn* well.

  • @Skyben2
    @Skyben2 ปีที่แล้ว +11

    Cool and practical Video with easy to follow instructions!
    IIRC you don't have to decrease the Thruster-Override, because the active AI block ignores/overrides it.

  • @JoneKone
    @JoneKone ปีที่แล้ว +3

    I love it, instead of .. =) magically appearing missiles these are actually being properly printed.

  • @William0271
    @William0271 ปีที่แล้ว +1

    This is the best missile guide yet

  • @BlazingImp77151
    @BlazingImp77151 ปีที่แล้ว +4

    with a few more parts you can probably make the missile slightly smarter. 2 sensors and an event controller.
    (optional) Sensor 1 detects when the missile is getting close to its grid, at which point it switches to closest to prevent retargeting if its original target becomes no longer the largest.
    Sensor 2 detects if enemy players come near, at which point it self destruct to prevent grinding.
    event controller detects when it runs out of fuel at which point it explodes to save performance.
    Additionally, the warheads should be set to go off on their own after enough time passes, in case you don't retrieve them and they don't hit a target but still have fuel. this condition could probably do away with the event controller.

  • @toaster1339
    @toaster1339 ปีที่แล้ว +2

    Great tutorial and great missile too - works like a charm!

  • @merendell
    @merendell ปีที่แล้ว +13

    I think for auto launch just have an extra timer on the ship that triggers the launch group and itself once a second. Turn that timer on to initiate the fire sequence and off when you want to stop the barrage.

  • @Lem_Nade_Music
    @Lem_Nade_Music ปีที่แล้ว +2

    i'll be using these.
    really good missiles.

  • @MediumRareOpinions
    @MediumRareOpinions ปีที่แล้ว +8

    Adding a check for fuel stockpile is clever, i had a few attempts but had issues with duds in the tube because I'd run out of hydrogen.

  • @DovaDude
    @DovaDude ปีที่แล้ว +10

    The missile knows where it is at all times. It knows this because it knows where it isn't, by subtracting where it is, from where it isn't, or where it isn't, from where it is, whichever is greater, it obtains a difference, or deviation. The guidance sub-system uses deviations to generate corrective commands to drive the missile from a position where it is, to a position where it isn't, and arriving at a position where it wasn't, it now is. Consequently, the position where it is, is now the position that it wasn't, and it follows that the position where it was, is now the position that it isn't. In the event of the position that it is in is not the position that it wasn't, the system has required a variation. The variation being the difference between where the missile is, and where it wasn't. If variation is considered to be a significant factor, it too, may be corrected by the GEA. However, the missile must also know where it was. The missile guidance computance scenario works as follows: Because a variation has modified some of the information the missile has obtained, it is not sure just where it is, however it is sure where it isn't, within reason, and it knows where it was. It now subracts where it should be, from where it wasn't, or vice versa. By differentiating this from the algebraic sum og where it shouldn't be, and where it was. It is able to obtain a deviation, and a variation, which is called "air"

  • @johnhandley730
    @johnhandley730 6 หลายเดือนก่อน +1

    so idk if theres a difference between the automation timer and regular timer but when i set up a launch array i have to rebind the launch timer to the large grid button every time its printed and launched

    • @Bizmark7
      @Bizmark7 6 หลายเดือนก่อน

      I've had this problem too...

  • @volf8293
    @volf8293 ปีที่แล้ว +16

    You could technically make AI scatter bombs. A lot more chunkier but 1 missile splitting into 6 or so can cause some serious damage. Just gotta figure out how to do it lol

    • @squigglesmcjr199
      @squigglesmcjr199 ปีที่แล้ว +2

      Maybe using a grinder block to cut the warhead clusters off in mid flight??

    • @raistlin335
      @raistlin335 ปีที่แล้ว

      Magnetic plates around a core piece. Either that or have the logic in the base, then magnetic blocks above that to release the cluster with just forward thrust and gyro. Logic does most of the work, then they split up to cause individual damage via warhead.

    • @johnriley4932
      @johnriley4932 10 หลายเดือนก่อน +1

      Several merge blocks with warheads. Just turn off each merge block. The merge blocks then you’ll also have a kinetic weapon with the merge blocks flying at the target.

    • @Marxon1134
      @Marxon1134 10 หลายเดือนก่อน

      could do a gyro that has override roll at max turned on when near target, then detach warheads with merge blocks, centrifugal force will spread the warheads.

    • @robertcoxon
      @robertcoxon 6 หลายเดือนก่อน +1

      @@Marxon1134 Use a sensor pointing fowards to see when it gets close enough to it's intended target then triggers a timer that spins the missile then ejects the submunitions after a tested amount of time.....no clapping, just money ;)

  • @seraph1981r
    @seraph1981r 24 วันที่ผ่านมา

    Thank You very much for this design - now i can make build my pocket destroyer :)

  • @zlosov5817
    @zlosov5817 ปีที่แล้ว +16

    my brother in christ
    You forgot to arm the warhead

  • @cruumpp
    @cruumpp 3 หลายเดือนก่อน

    I built it and sat here for ages with nothing happening, only to forget that I actually had to hit trigger on the timer block 🤣 works wonders, great tutorial bro

  • @kayaking_bigfoot361
    @kayaking_bigfoot361 8 หลายเดือนก่อน +1

    Just finished test a decoy version of this sweet design got a bunch of other ideas for this as well. Thinking cluster missle as well

  • @JeddaiNyte
    @JeddaiNyte ปีที่แล้ว +1

    Holy crow, dude! I wish I had even half as much creativity as you have! This is just rad!

  • @neddavies4358
    @neddavies4358 ปีที่แล้ว +4

    on my missiles i have thrust overide and turn the backwards thrust off. this means that when the ai turns on it contuinue to driftalowing your ship to stay outside of 2.5km. have an event controller turn it on when it detects an enemy.

  • @WeeADream
    @WeeADream ปีที่แล้ว +1

    Kool tutorial. now to make Archer Missiles a secondary component to my ships (been using custom turrets this whole time and never touched ai support ships and missiles)

  • @frag2k12
    @frag2k12 4 หลายเดือนก่อน +1

    Another launch option for these is mass blocks, just set the gyro to override and have a grav generator field that covers the missiles, set the timer on the missile to remove the overriden gyro, when you start the missile activation the missile is released and pushed out of the launcher without fuel being used, a few seconds later the gyro returns to normal, the thrusters engage and the AI blocks start up and the missile flies off like in the expanse.

  • @Sibelis1
    @Sibelis1 ปีที่แล้ว +5

    Tried this step by step. It doesn't actually explain how to relaunch the same missle using the same projector? Im sure he has a system set up to turn it on and off bit keep the same projection, but its not explained here.

  • @justinthurber1832
    @justinthurber1832 ปีที่แล้ว +3

    I have an issue that when trying to launch more than one at a time, the timer won’t trigger. It disconnects but just floats in place.

  • @chrisdon6847
    @chrisdon6847 11 หลายเดือนก่อน +1

    When the missle is inactive you do not need to turn off the hydrogen thruster, you just set the tank to stockpile.

  • @a3.0001
    @a3.0001 ปีที่แล้ว +5

    very cool concept and ideas
    sadly my problem with missiles being combat viable is everyone has same speed limit. this means the enemy can just fly around you if they have enough acceleration, at which point the missiles are easily gunned down.
    an argument can be made for spamming them, but this is very material/pcu inefficient and strains sim speed

    • @brady157
      @brady157 ปีที่แล้ว

      think there might be a use case for large grid ones for offlining someone? I'd assume you wouldn't miss.

    • @breytac
      @breytac ปีที่แล้ว

      Against player ships missiles may not be useful. But against a base...maybe. Depends how heavily fortified the base is. With enough missiles, base defenses would be overwhelmed.

    • @a3.0001
      @a3.0001 ปีที่แล้ว

      @@breytac true
      the tried and true strategy of dropping rocks on static targets

    • @Daniel-Strain
      @Daniel-Strain ปีที่แล้ว

      Even at the same speed, the only way to keep away from them is if the enemy ship is heading directly away from you at full. Usually, an enemy is coming at your or circling you, and that means any other object at the same speed that is making a direct line to them will be able to catch them.

    • @a3.0001
      @a3.0001 ปีที่แล้ว +1

      @@Daniel-Strain it's still an incredibly slow, straight approach, allowing them to easily be wiped by gatling turrets

  • @comcastjohn
    @comcastjohn หลายเดือนก่อน

    I would like to make a missile that has its tow or three primary warheads, and three or four decoy heads. When it gets in range, it ejects the decoys by spinning and hopefully the Gatling are shooting at the decoy heads while the primary goes in for the kill. A decoy cluster on each missile system.

  • @arxranger8011
    @arxranger8011 ปีที่แล้ว

    I really feel like we should revisit this topic in a video together

  • @Callsign_Ninetales2065
    @Callsign_Ninetales2065 ปีที่แล้ว +1

    Is there a way to launch them one at a time?

  • @comcastjohn
    @comcastjohn หลายเดือนก่อน

    What is the detection range of the missiles?

  • @Lem_Nade_Music
    @Lem_Nade_Music ปีที่แล้ว +3

    i recreated the missile and the event controller works but the fire timer doesn't go on
    Do you know why? i've been trying to fix it for an hour.
    EDIT : if any timer blocks do not trigger, remove them and place another. It fixes the issue.

    • @MajorJon
      @MajorJon  ปีที่แล้ว +1

      I think in the video I forgot to actually select the tank from the list, maybe thats the problem. Also the event contoller only triggers when the state changes, if the tank is already above the setpoint (in creative its already half full) it does not trigger.

    • @Lem_Nade_Music
      @Lem_Nade_Music ปีที่แล้ว +1

      @@MajorJon i know that so i turned the event controller on and off, adjusted the values but it would just not activate the timer
      (Even though it said it triggered)

    • @Rastlore30
      @Rastlore30 ปีที่แล้ว +1

      Glad you found a quick fix for this, but I'm printing them 3 at a time, to run over and replace the "Fire" timer on each missile, each time they are printed... well, that's not really a viable option for me. I'm hoping it's just a random bug and your solution applied/replacing the Blueprint will slap a big ol' Band-aid on the issue
      The first 6 launched flawlessly, but every missile after that failed to ignite the thrusters.
      I rebooted my PC and that seemed to fix it for now.... really wish Keen would optimize the game better...

    • @comcastjohn
      @comcastjohn 29 วันที่ผ่านมา

      I want to attach one missile to each wing on a small fighter. How can I fire each individually?

  • @comcastjohn
    @comcastjohn หลายเดือนก่อน

    Do these missiles detect an enemy automatically when fired or do you have to lock a target before firing? I had also heard that with the AI Offensive block, it increase the target range to 5km. Is that true? If so, I would like to be inside or outside my base working and if an enemy comes within 5km, my missile or missiles would launch automatically and hopefully eliminate the target.
    Because what is the point of having the missile system if you have to sit there watching for an enemy come into range, instead of being able to work on the base almost stress free, knowing that you base is defended. The turrets will automatically fire on an enemy when it comes in their range, so I hope the missiles will to.

  • @amatoyoichi8468
    @amatoyoichi8468 ปีที่แล้ว

    this is soo cool wth

  • @IronbeagleStudios
    @IronbeagleStudios ปีที่แล้ว +1

    I’m still pretty new to building weapons. Is there a way to avoid any missiles that miss the target from hitting my ship when they come back?? Also ideas on how to fire while moving?

    • @moin517
      @moin517 ปีที่แล้ว +1

      Just add a sensor if they missed they explode

    • @CMTechnica
      @CMTechnica 7 หลายเดือนก่อน

      Set it to intercept

  • @brentheydt185
    @brentheydt185 12 วันที่ผ่านมา

    How do I get the small conveyors to fuel from the larger on on Xbox?

  • @MCKaczmars
    @MCKaczmars 5 หลายเดือนก่อน

    The target ship - could anyone please send a workshop URL for it? Or its name? Thank you

  • @omarresic780
    @omarresic780 11 หลายเดือนก่อน +1

    Does it work on os5?

  • @aidanmatthewgalea7761
    @aidanmatthewgalea7761 ปีที่แล้ว

    0:14 Holy shit it's the clusterbomb launcher from ArCom6

  • @singularity9156
    @singularity9156 ปีที่แล้ว

    What mod do you use that your button in the tool bar like "ON/OFF" and so on have different symbols and colors?

  • @af0ulwind115
    @af0ulwind115 ปีที่แล้ว +1

    Let me know when you can set the targeting of the missiles to aim for engines or power or guns or storage.... I want TARGETTING!!!!

  • @bastienlaviolette5076
    @bastienlaviolette5076 ปีที่แล้ว +1

    Cool and easy

  • @killerdante12345
    @killerdante12345 ปีที่แล้ว +2

    Anyone had issues on servers when printing these ? the timers just seem to not keep the proper settings for some reason

  • @master_shifu4208
    @master_shifu4208 ปีที่แล้ว

    What skybox mod are you using?

  • @samueldelanchy6605
    @samueldelanchy6605 ปีที่แล้ว

    Hi I’ve built your missiles but movs very slowly when fire in groups of 4. Why is this and also when fired in own it goes to max

  • @gewoontony8721
    @gewoontony8721 21 วันที่ผ่านมา

    I tried these on earth gravity and they worked just fine, but when i builded one on my survival base the missle just explodes ON MY BASE how to fix this

  • @heartwick
    @heartwick ปีที่แล้ว

    i did this but occasionally one wouldn't break free from my ship. my fix was add 2 timers to the ship the first one did the normal launch all as well as turn the welders off and the merge blocks on the ship off. then started the second timer to turn it all back on. i was gonna call it the purge button but it ended up just being a more reliable launch and didn't leave missiles stuck to my ship with the ai on

  • @iisan9519
    @iisan9519 11 หลายเดือนก่อน

    How good is this im real excited to make it but will it be shot down by gattling turret?

  • @kristina7long71
    @kristina7long71 ปีที่แล้ว +1

    so good 😀🤘🏼

  • @vipermourn
    @vipermourn 4 หลายเดือนก่อน

    how did you attach small grid conveyor to the advanced rotor?

    • @BigusGeekus
      @BigusGeekus 2 หลายเดือนก่อน

      You replace the regular large grid rotor part with a small grid rotor part.

  • @coopernwo007
    @coopernwo007 7 หลายเดือนก่อน

    How is this connected to his large grid?
    And how would his refueling work?

    • @DUBwithCHEESE
      @DUBwithCHEESE 7 หลายเดือนก่อน +1

      Advanced rotor with a small head attached.
      Set the tank to stockpile on first time and stockpile off on the fire timer

  • @dbepb5445
    @dbepb5445 ปีที่แล้ว +1

    Why do these missiles hit in the same place?

    • @cogwheel6076
      @cogwheel6076 ปีที่แล้ว

      They prolly all have the same target.

  • @carterbrockman4223
    @carterbrockman4223 9 หลายเดือนก่อน

    Super cool.... except you left out the hardest part of this build for a new player is attaching the small grid missile to the large grid base/ship. I cant figure out what parts yoyre using there

    • @SteelHorseCorral
      @SteelHorseCorral 8 หลายเดือนก่อน +1

      It took me a while to figure it out. He does skip over quite a bit and doesnt even realize it.
      The block is called a conveyer converter and he attaches it to an advanced rotor WITH A SMALL HEAD.
      (BUILD ROTOR, remove head, go to control panel, find ur rotor, click 'add small rotor head)
      This allows fuel, or even components to flow through the large grid rotor and then the conveyor converter lets you add small blocks to it. Now you can have large grids with small blocks.
      The small 2x2 part he makes with the connector/merge block/projector allows you to fuel the missile as well as project the missile for welding

  • @shaunellsworth3858
    @shaunellsworth3858 9 หลายเดือนก่อน

    Morning so how you sperdgridded the rotor.

  • @snowfuca
    @snowfuca ปีที่แล้ว +1

    this is working wonders especially when the enemy ship is standing still, not shooting and not tactically jumping 5 km. but good demo

  • @thewonderer1165
    @thewonderer1165 ปีที่แล้ว

    is there a blueprint for this i hate trying to make stuff like this

  • @Andrew-xc2qi
    @Andrew-xc2qi ปีที่แล้ว +1

    Hmm my event controller doesnt want to turn the timer on when the tank gets at 60?

    • @tim_gabriel
      @tim_gabriel 11 หลายเดือนก่อน

      @andrew-xc2qi did you ever figure this out? im having the same issue

    • @Andrew-xc2qi
      @Andrew-xc2qi 11 หลายเดือนก่อน

      @@tim_gabriel my problem, if I remember correctly, was that the tank was filling past 60 BEFORE my event controller was done printing. So the EC wasn't registering it hitting 60. Trying to remember how I fixed it. Maybe a delay to the tank filling somehow? Or maybe it was just where my welder was that was building it in that order.

  • @wittyjoker4631
    @wittyjoker4631 4 หลายเดือนก่อน

    This vid is a year old so maybe its changes since but i only put one thruster on my missles. No need for the sides or rear only need forward thrust and a gyro.

  • @whiteWallism
    @whiteWallism 2 วันที่ผ่านมา

    My trigger group will be lost after my rocket flies away? Also will the event trigger not work in creative mode, because it does not here

  • @imitablerain3983
    @imitablerain3983 ปีที่แล้ว

    I want to know the range of these suckers

  • @DWayneizDWeeble
    @DWayneizDWeeble ปีที่แล้ว

    Dude how did you make that cluster of small conveyors connected to that advanced rotor??

    • @MajorJon
      @MajorJon  ปีที่แล้ว

      There is a slim conveyor junction since warfare 2 for that, its under the large conveyors for small grid group

    • @ferretforrent1144
      @ferretforrent1144 ปีที่แล้ว

      @@MajorJon Definitely one of the greatest blocks they have added. S tier. up there with the new inset light for sure.

  • @Caacaade
    @Caacaade ปีที่แล้ว

    Any help on the missions event timer not triggering on spawn? been at this for an hour

    • @Andrew-xc2qi
      @Andrew-xc2qi ปีที่แล้ว +1

      Same! In creative it's not sensing the the tank for me, as It spawns filled! Seemed to work in Survival, however mine won't go UP. Maybe atmosphere?

  • @Andrew-xc2qi
    @Andrew-xc2qi ปีที่แล้ว

    Solved: The missile will launch FORWARD for me but not UP?? If you are operating in atmosphere, and therefore gravity, it will take more than THREE thrust overrides to clear launcher. Also. If fired without lock, it will Newton your ship. Hmmm

  • @halfeel0907
    @halfeel0907 ปีที่แล้ว

    how did you build the welding station

    • @omarresic780
      @omarresic780 11 หลายเดือนก่อน

      I need to inow too! (Mark me pls)

  • @royal_throck2983
    @royal_throck2983 ปีที่แล้ว

    I've tried this twice now and it won't launch. If I tell the "Timer Fire" to Trigger Now, nothing happens. If I tell the "Timer Delay" to Trigger Now or Start, that activates as it should. Any idea what's going on??

    • @odinpalen8124
      @odinpalen8124 7 หลายเดือนก่อน +1

      you probably have timer fire block off

  • @newdigitalblue123
    @newdigitalblue123 10 หลายเดือนก่อน

    anyone try this on large grid vs small?

  • @Dr_Speedy
    @Dr_Speedy ปีที่แล้ว

    Anyone one know how to stop the missile from coming to a complete stop and hovering if there is no target?

    • @Dealerofworlds
      @Dealerofworlds ปีที่แล้ว

      Set one of the forward thrusters to max override and make timer activate the block, in which it clears the launch bay then manuvering thrusters activate. Ai is on, as long as the ai does not select the overidden thruster you should have your missile keep moving.

  • @SomeD00D01
    @SomeD00D01 ปีที่แล้ว

    Funny I build a missile very simular to that for Willis ducts

  • @mrshots3519
    @mrshots3519 ปีที่แล้ว

    Whats the range on it

    • @CMTechnica
      @CMTechnica 7 หลายเดือนก่อน

      Theoretically? Infinite.

  • @thomasleonard2564
    @thomasleonard2564 ปีที่แล้ว

    I used this method to make a missile for one of my Sam vehicles and the first rocket works fine but if I copy paste it and place three more on the same chassis only one of them will track a target and the other three become brain dead does anyone know how to fix this .

    • @SP117UNSC
      @SP117UNSC 11 หลายเดือนก่อน +1

      I fixed this AI glitch with mass launch of missiles by adding couple of timer blocks, which turn AI behavior on and off few times after launch. It works for me in this order:
      After build - both AI blocks are ON, and AI behavior for both is OFF
      Timer 1 - Flight AI - behavior ON, Offensive AI - behavior OFF
      Timer 1 second page - Flight - OFF, - Offensive ON
      Timer 2 - Flight ON
      I also use this timers to reduce thrust override to 0% (each action reduces by 5% and I can do only 10 per timer or only 1 for each engine per timer page) so I use 2 timers.
      Thrust override is set to 100% before launch which helps to push missile quickly out of silo or just give it maximal starting acceleration

  • @squigglesmcjr199
    @squigglesmcjr199 ปีที่แล้ว

    Coolest shit ever!!!

  • @mediocreman2
    @mediocreman2 ปีที่แล้ว

    Why did the music get so loud at the end? Can't even hear you

  • @SteelHorseCorral
    @SteelHorseCorral 8 หลายเดือนก่อน

    So during my testing, once launched, the missles fly around and point at random targets (including my ship) like bees looking for a flower. and never hit anything unless I spawn them RIGHT on top of an enemy.
    I have followed every step over and over and over, yet something seems wrong with their targeting. I have combat and move blocks settup exactly as you do. I have a mod that increases game max speed, but I only have the missile set to 100 m/s max.
    I understand the event controls but there is only 1 enemy ship anywhere near my testing area and its massive. The missiles will fly back and forth and MISS the damn ship, like the ai os set to hit and run but I clearly have it set to intercept, ignore collision ect they just buzz back and forth until the hydrogen tanks empty and its extremely frustrating

    • @SteelHorseCorral
      @SteelHorseCorral 8 หลายเดือนก่อน

      I fixed my problem... this was my first time using the AI blocks. I havent played in about 2 years. There are many things the author of this video ASSUMES we know. It is not his responsibility to hold our hand, but the problem I had was that the AI blocks are directional and I had mine not at all lined up with eachother, or the correct sides of the missile. The AI blocks arrows need to face the front of your missile. It was causing massively wonky behavior as the AI blocks fought eachother like a married couple on a road trip.
      Make sure your AI blocks are facing forwards and the correct sides are facing left/right.
      Also, he uses a 'conveyor converter' block (which is also a new block) attached to an SMALL advanced rotor head- this allows him to use small blocks on large grids (though they count as seperate grids). I had to figure this out on my own.
      If you connect the ports correctly, you can fuel your missile and even pass components/ammo between them

    • @CMTechnica
      @CMTechnica 7 หลายเดือนก่อน +1

      @@SteelHorseCorralhe did say make sure your movement block faces the right direction

  • @scipug3048
    @scipug3048 ปีที่แล้ว

    i dont like printed missiles bc it feels wierd/unrealistic but i like the clearing of a missile bay part. i think missile ships should actually carry the missiles they want to fire.

  • @x5.Ne1l.x
    @x5.Ne1l.x 21 วันที่ผ่านมา +1

    Pls add on mod. Io

  • @shaunellsworth3858
    @shaunellsworth3858 9 หลายเดือนก่อน

    You need to explain the builder more in depth

  • @misterthemad994
    @misterthemad994 11 หลายเดือนก่อน

    "The most compact you can make it" no dude, you missile is fat.

  • @alvin41712
    @alvin41712 ปีที่แล้ว

    Not first :)
    EDIT: nice video btw

  • @Fishy883
    @Fishy883 9 หลายเดือนก่อน

    welder & projecter being shit idk why