You can get them working pretty good, the ones my friend made actually track better than some of the modded ones hes made but the modded ones turn like 90 degrees a second.
less that the issue here is that the missile cant really track targets how irl or how from the depths does it. in real life and FTD we use a system where its constantly tracking the target but the tracker can move independently from the missile itself. which means just moving slightly wont actually break the lock (and it corrects or sometimes predict where the target is by using the basic math of its X degrees from center there for i need to turn the fins y degrees to fix this problem) here on the other hand doesnt do this. space engine missiles use a system called pin balling. where the target is tracked using 4 or 8 fixed targeting systems and it tracks targets by bouncing off the trackers. this was only using during ww2 with bombs, and failed at that because of how finicky as all hell and 95% of the time the bomb would actually bounce to far in one direction and break the lock itself. and this was tested using stationary targets. moving targets like ships it was impossible to hit a target. hence why the germans and most other countries said fuck it, and did it manually by having a bomb light a flair or smoke mid way through its path and the gunner or bomber can track and correct its movement using the smoke. didnt help after like 5 miles i believe because you just couldnt see it anymore. then the US developed the ability to make practically mini radar systems and solved the issue completely.
@@onetrueone they don't add new game mechanics and the game is far more tailored to just building than engineering, I can't solve problems I don't have
@@Thekilleroftanks Yep, you can't really make a usable tracker without scrips and camera raycasting, and even then, unless you're using athmospheric drag mods, the missile will need a thrusters in all directions or it will flail all about the place due to not having any drag to cancel lateral motion
The missile knows where it is at all times. It knows this because it knows where it isn't. However, it does not know where its targets are, nor where they aren't, so it screams in confusion yet has no voice. When it fails to find its target, it also fails to find its purpose, its reason for ever leaving the missile bay. Unsure what to do next, it just keeps flying past the target that easily dodged it, past its reason for existing. It flies a long way, unsure of where to go or if there even is anywhere to go. All it can do is fly, fly far away from its failures and its past life. The missile no longer knows where it is, nor does it know where it is heading, it just knows that it must not look back.
If we look in the Bright side, they would make great ASW as they don't need much tracking so they'd make great capital ship killers if fired in volleys
@@saiyanwannabe6896 Aspect is a reference to where the missile is approaching the target, not how it is tracking the target. At present the ways to track are Radar and Infra-Red.
Despite being super finnicky, I actually like player-made missiles/torpedoes. Yes they take more time and resources to get right than any other weapon in game by far. But in return, especially if you integrate the right mods, you can make some exceedingly devastating missiles.
this is why we stick to tv guided missiles in sandbox games, because this shit only happens when the pilot of the missile has a seizure, plus they don't randomly ram into the ground.
Thats why i gave up on making missile, mostly because i dont know how sensors work. I cant make them detonate the warheads when it detects something. Nor do i know how the sensor detection works.
Cool concept, but I don't think the game lends itself well to missiles working, certainly not in fighter to fighter combat. Sadly the missiles can't accelerate to the speeds needed to be able to overcome the aircraft's defensive maneuvers. That said, these would be *phenomenal* Anti-ship or HARM missiles. Launch from a far, stand off position to hit the target, suppress air defenses, freeing up the opportunity for strike forces to get in under safer conditions.
Unfortunately, as a close-knit group of three friends, we do not stream as of now. Maybe we'll think about it in the future though if we gain more traction? - Da
In real life AA missiles tend not to directly hit the target but explode nearby with the shrapnel cloud doing the rest while not as damaging as a direct hit you could use a sensor to create a proximity warhead that explodes is the target is within a certain distance. Depending on how fast you can eject them and how far they spread you could maybe even have the missile shoot out a small group of rocks to simulate the shrapnel (much easier in space as you can use spherical grav gens to throw out the rocks at high speed.
@@Noruzenchi86 Unfortunately, while there might be a method out there that improves the tracking of the AAM, the extending “claw” is made of aerodynamic wing blocks on hinged that are required to stay locked once it’s out. The missile would have uneven lift if the claw was allowed to move. - Da
I don't like the idea of posting an incomplete creation for people to use. The Ouroboros B.3 was made purely as a missile platform and I never intended to complete it when I made it. Though I will consider completing another variant for you guys -To
Thanks! It uses sensors to point the front of the missile towards the target, which is where the 1.2km sensor range mod comes in handy. It's nothing special though since other people have made scripts for way better missiles. -To
I've been working off and on on some ai powered missiles for my carrier lately and this is exactly how I feel. They either don't fire or just sit there and then I'll have one perfect test and then it won't work again. Space engineers hates me 😅
Someone already asked so I'll just paste my response "There are two sensors for tracking the target. One is for Pitching up and down and the other is for turning left and right. If you know how sensors work, when you enter the setup action menu on a sensor there are two outputs. The first one on the left activates when the sensors detects something and the second one on the right activates when something leaves the sensor's range. I have overridden gyroscopes in those outputs to pull the missile's nose to whatever it detects and keeps its centered. You will need some timer blocks for the outputs though. For example the setup actions would be (Timer Block Pitch Up-TRIGGER NOW-)(Timer block Pitch Down-TRIGGER NOW-). This is so when something enters one of the two sensors, it will aim up/down accordingly. (Timer Block Pitch up) would have (Gyroscope Pitch Up -ON-)(Gyroscope Pitch Down -OFF-) in its actions as well and (Timer block Pitch Down) would just be reversed. Once you have Pitch up/Down all you need to do is turn it sideways and now you have turn! Also I recommend the 1200 meter sensor range mod if you're going to try this, its in the link in the description" Sorry if it's a little confusing -To
@@romain5967 I don't think you've quite looked at the mods we've listed in the description. Yes, it does provide lift. The missile would not be flying otherwise, because it does not have any upwards thrust. Those blocks do enable the missile to have lift and stability in all axes. - Da
"When The missile doesn't know where it is, therefore it doesn't know where it should go next."
That enemy jet must have an ECM defense system, looks like you'll have to fire into its frontal air intakes
*it's time*
*ace combat music intensifies*
Script errors
Too bad he isn't a silent protagonist it would have been easy for him
CMOON!!!
This is why From-the-Depths uses a modular missile system. Programmable, highly varied, fun to engineer, and actually practical.
You can get them working pretty good, the ones my friend made actually track better than some of the modded ones hes made but the modded ones turn like 90 degrees a second.
less that
the issue here is that the missile cant really track targets how irl or how from the depths does it.
in real life and FTD we use a system where its constantly tracking the target but the tracker can move independently from the missile itself. which means just moving slightly wont actually break the lock (and it corrects or sometimes predict where the target is by using the basic math of its X degrees from center there for i need to turn the fins y degrees to fix this problem)
here on the other hand doesnt do this. space engine missiles use a system called pin balling. where the target is tracked using 4 or 8 fixed targeting systems and it tracks targets by bouncing off the trackers.
this was only using during ww2 with bombs, and failed at that because of how finicky as all hell and 95% of the time the bomb would actually bounce to far in one direction and break the lock itself. and this was tested using stationary targets. moving targets like ships it was impossible to hit a target. hence why the germans and most other countries said fuck it, and did it manually by having a bomb light a flair or smoke mid way through its path and the gunner or bomber can track and correct its movement using the smoke. didnt help after like 5 miles i believe because you just couldnt see it anymore.
then the US developed the ability to make practically mini radar systems and solved the issue completely.
Yeah SE devs aren't the smartest things in the shed
@@onetrueone they don't add new game mechanics and the game is far more tailored to just building than engineering, I can't solve problems I don't have
@@Thekilleroftanks
Yep, you can't really make a usable tracker without scrips and camera raycasting, and even then, unless you're using athmospheric drag mods, the missile will need a thrusters in all directions or it will flail all about the place due to not having any drag to cancel lateral motion
That extremely disrespectful cobra had me dieing. Well done sir.
yw
- Da
Hearing ace combat music outside videos that related to it always gives me smile on the face
The missile knows where it is at all times. It knows this because it knows where it isn't. However, it does not know where its targets are, nor where they aren't, so it screams in confusion yet has no voice. When it fails to find its target, it also fails to find its purpose, its reason for ever leaving the missile bay. Unsure what to do next, it just keeps flying past the target that easily dodged it, past its reason for existing. It flies a long way, unsure of where to go or if there even is anywhere to go. All it can do is fly, fly far away from its failures and its past life. The missile no longer knows where it is, nor does it know where it is heading, it just knows that it must not look back.
"Sharks don't have necks, necks are for sheep, and I'm proud to be the Sheppard of these sharks."
The missile is depressed
The missile gained sentience
The missile made up its mind
And it started packing;
It left the bay before it tracked a target..
Deep
I'd imagine this is how frustrating it was to make a working missile irl
*He managed to take it in a non-critical area. I'll show you how to do that when we get back.*
If we look in the Bright side, they would make great ASW as they don't need much tracking so they'd make great capital ship killers if fired in volleys
This is why the new AI blocks are so cool.
This is why laser antennas need to have a laser designator mode
I wish they increase the sensor range in the game.
Maybe, instead of using a "All Aspect" you should use a "Heat Seeking" missile :)
doesnt all aspect mean it can lock on from any direction on a heat signature? You know like the Aim9L, that is an all aspect IR missile
@@saiyanwannabe6896 Aspect is a reference to where the missile is approaching the target, not how it is tracking the target. At present the ways to track are Radar and Infra-Red.
@@roymuerlunos2426 understood, was just pointing out that a heat seeker missile (infra-red) can be an all aspect missile too
that's a hot take ;)
@@jimbothegymbro7086 was that pun intentional?
This was funny as hell to watch haha! You've got the style and personality man I hope to see more stuff from you!
Man pulled a cobra in SE and it actually worked lmao
lol He literally made a cobra button and does it with so much ease
-To
Well was I confused and surprised seeing your profile pic :p
Would probably be pretty useful against larger targets
Despite being super finnicky, I actually like player-made missiles/torpedoes. Yes they take more time and resources to get right than any other weapon in game by far. But in return, especially if you integrate the right mods, you can make some exceedingly devastating missiles.
"This missile doesn't know where it is, because it doesn't know where it wasn't."
this is why we stick to tv guided missiles in sandbox games, because this shit only happens when the pilot of the missile has a seizure, plus they don't randomly ram into the ground.
Damn who knew DCS was ported to Space Engineers 😂😂 super cool stuff, man.
Thanks! We plan on making more stuff like this in the future because its super fun
- To
0:48 the sound i make when i accidently drive my overloaded miner into my base at 111ms
I call bullshit......i fully expect my creations to fail miserably like that
That Ace Combat goodness during the "Expectation" portion ❤
That PSM at 1:30 Gave me older ace combat flashbacks
Expectation: warthunder shank missile
*r e a l I t y.*>
Ooh! Ac7's Magic Spear! Appropriate!
Love those war thunder sound effects at the beginning
Love the camera work!
Thanks!
-To
Keep making these vids some more commentary and funny thing and this will blow up 💯
Oh and click bait thumbnails
@@suhthedude6922 eh, I think just grabbing a screenshot from somewhere in the video is good enough lol
-To
The missile knows where it is
seems to have the turn rate of an AIM-9B and the tracking ability of an elderly person with dementia
I love it
While I love the concept of Space Engineers, they really need to bring clang into line. From the Depths does combat a TON better.
The virgin sensor missile vs the chad AI Offense Intercept Mode missile
I mean it kinda works it still goes boom but not where you want
*E* *X* *P* *A* *N* *D* *I* *N* *G*
1:27 Top Gun Maverick be like
This is why you put nukes in air to air missiles
1:33 nice cobra xD
Bro pulled a Mihaly to evade that damnnn
should look up proportional navigation, as it is the most effective missile tracking method and simple to use
Teach me master
Given the jank tracking, maybe put the missile toward the front of the craft.
that mig 29 did a cobra on ur missile
cool consept
Got PTSD from the war thunder sound effects, I'm terrified of mig-23mld's.
Aren't we all?
-To
"Mom, can you buy me Ace Combat?"
Mom: "we have Ace Combat at home."
Ace Combat at home:
1:29 dude just fucking PSM
Thats why i gave up on making missile, mostly because i dont know how sensors work. I cant make them detonate the warheads when it detects something. Nor do i know how the sensor detection works.
use aerodynamic physics mod to have real airplanes
Ah, the USAF Vietnam experiance!
I mean sure it fails half the time but it does look cool af while it fails
I could recognize that ace combat music from a mile away.
bro that makes the AIM-9 PROTOTYPE look advanced 💀
its the hinges that make it flip out
Cool concept, but I don't think the game lends itself well to missiles working, certainly not in fighter to fighter combat. Sadly the missiles can't accelerate to the speeds needed to be able to overcome the aircraft's defensive maneuvers. That said, these would be *phenomenal* Anti-ship or HARM missiles. Launch from a far, stand off position to hit the target, suppress air defenses, freeing up the opportunity for strike forces to get in under safer conditions.
Dude b evading that seeker without flares
(What is the name of that sound effect when your plane exploded? .w.)
Brain fart
-To
Lmao MiG-29 bias
- Da
What Phantom pilots were told vs reality
Did that jet just... Cobra?
yes. yes it did.
-To
Did someone say Cobra?
@@cobra5094 Yes sirrrrr!!!
@@justadude673 Hellll yeah!!!
Please more Videos like this
That's what we have planned :)
-To
This is why you use WAMPs and LAMPS, and put the fucking missile on pillons cause I having that that problem
This is the best! Do you stream
Unfortunately, as a close-knit group of three friends, we do not stream as of now. Maybe we'll think about it in the future though if we gain more traction?
- Da
lmao nice editing
Thanks! About to low key simp here but I love your builds
-To
@@tohadase505 Not sure if my other comment just didn't post, but me too. love the robot builds and this stuff as well
did he just Pugachev's Cobra an AAM
lemao
- Da
seems like first generation AA missiles
Fireflash simulator lmfao
- Da
Pov - you're an American pilot in the 1960s
In real life AA missiles tend not to directly hit the target but explode nearby with the shrapnel cloud doing the rest while not as damaging as a direct hit you could use a sensor to create a proximity warhead that explodes is the target is within a certain distance. Depending on how fast you can eject them and how far they spread you could maybe even have the missile shoot out a small group of rocks to simulate the shrapnel (much easier in space as you can use spherical grav gens to throw out the rocks at high speed.
Would be amazing if it printed them for reload
Mobius 1 on some stuff wtf
Ace combat music. You are playing the wrong game.
*MISSILE*
*MISSILE*
How do missiles go faster than the speed limit? If everyone is flying maxed out how do the missils catch up?
mods
0:46 best part
What mod were they using to get those awesome missile thrust smoke trails?
if you can get missiles to lead the target depending on relative angle then they would more likely hit their target.
We use sensor blocks so it's pretty hard to do that
-To
@@tohadase505 Why not vary the angle of the claw rotors intermittently so you can determine the bearing of the enemy?
@@Noruzenchi86 Unfortunately, while there might be a method out there that improves the tracking of the AAM, the extending “claw” is made of aerodynamic wing blocks on hinged that are required to stay locked once it’s out.
The missile would have uneven lift if the claw was allowed to move.
- Da
I have watched this video, five times; Still funny.
I have a few Ace Combat shittyflute tracks on my channel if you wanna really capture the essence of the missile not knowing where it is
I really wonder how much fun would an survival playthrough with ya boiis bee xd when air surface missiles against bunkers? :D
Idea for weapon : retractable missile launchers for vehicles
can you post the Ouroboros B.3 on the workshop? that thing looks bad ass
I don't like the idea of posting an incomplete creation for people to use. The Ouroboros B.3 was made purely as a missile platform and I never intended to complete it when I made it. Though I will consider completing another variant for you guys
-To
Thats what so cool at this game. It is like real engineering. Shit you built never works on the first try - never ever.
That is a clear script issue
We don't use scripts here
-To
0:47 What is the name of this sound effect? i've been hearing it alot lately and i wanna know what its name is
Brain Fart
-To
And this is why we use scripting, ladies and gentlemen.
No thanks
-To
Do you have a link for the jets? Because i rly fucking like them
We do not, we don't really post any of our creations
-To
How on earth did you make that? It's rad as hell. I know there's two mods but still
Thanks! It uses sensors to point the front of the missile towards the target, which is where the 1.2km sensor range mod comes in handy. It's nothing special though since other people have made scripts for way better missiles.
-To
@@tohadase505 how does the sensors move it though? I've tried designs where sensors activate opposite end thrusters but that hasn't worked yet
@@Mothlord03 Overridden gyroscopes make it pitch up/down and yaw left/right
-To
@@tohadase505 huh, I didn't think about that. I'll have to try that out myself sometime
does not look like your missile didnt win the chess match... maybe upgrade to an ICBM?
Seem better to launch at ground targets
Looks Like AIM-9Bs to me
Ok I understand now
This missile is made for only ground target
I've been working off and on on some ai powered missiles for my carrier lately and this is exactly how I feel. They either don't fire or just sit there and then I'll have one perfect test and then it won't work again. Space engineers hates me 😅
Why don't you make a missile with Ray casting somewhat like the senors but more effective and can be some with base game
How do you make a sensor guided missile?
Someone already asked so I'll just paste my response
"There are two sensors for tracking the target. One is for Pitching up and down and the other is for turning left and right. If you know how sensors work, when you enter the setup action menu on a sensor there are two outputs. The first one on the left activates when the sensors detects something and the second one on the right activates when something leaves the sensor's range. I have overridden gyroscopes in those outputs to pull the missile's nose to whatever it detects and keeps its centered. You will need some timer blocks for the outputs though. For example the setup actions would be (Timer Block Pitch Up-TRIGGER NOW-)(Timer block Pitch Down-TRIGGER NOW-). This is so when something enters one of the two sensors, it will aim up/down accordingly. (Timer Block Pitch up) would have (Gyroscope Pitch Up -ON-)(Gyroscope Pitch Down -OFF-) in its actions as well and (Timer block Pitch Down) would just be reversed. Once you have Pitch up/Down all you need to do is turn it sideways and now you have turn! Also I recommend the 1200 meter sensor range mod if you're going to try this, its in the link in the description"
Sorry if it's a little confusing
-To
0:48 where this sound effect from?
Brain fart
-To
I'm getting script PSTD. WHY WON'T IT JUST WOOORK!
Lol, warthunder missile sounds
What sound effect at 0:48
Brain Fart
-To
What was that last defense? Chaff?
Bruh maybe it would help at least a little bit if you didn't have airbrakes on yo god damn missile
those are wings tho
-To
I can tell you now those things are gonna provide 0 lift lol
@@romain5967 I don't think you've quite looked at the mods we've listed in the description. Yes, it does provide lift. The missile would not be flying otherwise, because it does not have any upwards thrust. Those blocks do enable the missile to have lift and stability in all axes.
- Da
I laughed so hard.
could u add this to mod io for us xbox crews can check out
Hey its me again bothering you, now you can make a Turret Control seeker instead of a sensor :v
Already have, though our schedule is quite full so we cant make as much content as we would like
-To