A missile with a drill a warhead (protected by steel plates because armor would be too much) and a sensor . The drill would obliterate the ship’s armor then the sensor detects the missile is INSIDE the ship and detonates the warhead . So essentially , it’s tracking APHE .
you can use them as drones for your mobile ship if you set their dampeners to relative. You can have a swarm of these all around you (Plop a seat down ctrl+z on the ship remove the seat).
Rotor heads are simpler (one less subgrid). Set a center mass exterior rotor to create a new head every second (or whatever is faster than a target lock), and enemy turret control systems can't lock on.
if you share inertia tensor, set the torque to 1MNm and the braking torque to 0 you can make the missile not drift around so much and miss moving targets as it will allways be facing the target. you can also place a missile launcher on it and set the turret controller to use the missile as a weapon to make the missile have some prediction to its movement so its not just a pure pursuit algorithm which has difficulty tracking moving targets. edit: i would also use timer blocks to turn on the thruster instead of using the turrets custom controller as it helps with launching them on the move.
Idk if launching missiles on the move is a smart idea though. Seems like it's inviting Klang. One of their big advantages is range, so you should probably keep your missile carriers a good distance from the fighting.
@@antonioscendrategattico2302 You can guide a large grid KE missile to its target using a remote control block and when within 800m it will start homing. Large grid KE missiles are hard to stop because of the limited time to destroy them and the firepower needed. Best way is with LAMP fired missiles that auto fire and use your turrets to track. The issue is they auto fire within 800m and the remains of the missile still can do damage. Also they can miss and need to be hydrogen or gravity for maximum acceleration. With a remote controlled missile the range is detection distance. Once you see the target its in range. 15 to 20km. LAMP launched missiles using WHAM are normally 5km but can auto fire within 800m. Drone swarms are a pain as well.
@@fulconini You can i have tested by building my own weaponized version of a Jump drive where you can remotely jump the thing after attaching to a ship (As long as it has the power to do so).
What I’ve found is that the best drone for me is just some thrusters on the back and have it go full speed, make sure the drone will miss the target then it achieves an orbit around the enemy ship constantly shooting at it the whole time, the only problem is that missile turrets are extremely effective against my design but still working I. It
Add a landing gear to the nose and turrets to the missiles and have a sensor apply braking thrust to soften the impact so they lock onto the enemy Hull and start tearing it apart close range stops the ability to jump out if they attach
I made a cruise missile that uses the remote control block to pilot towards a targets general area, then when the turret controller detects a target, it switches off the RC block and local gyros, and switches on the outer gyros. It works great for targeting bases without needing to be pinpoint accurate with GPS.
A mine layer ship that deploys tons of gatling mines using this would be crazy. Trying to follow a ship and suddenly you’re getting lit up from all sides.
Ooh Maybe insert a timer with them that activates a small warhead on board the turret. That way when they try to fight back it eventually literally blows up in their face.
This makes me wanna take my mining/cargo ship and turn it into a retrofitted drone carrier. It’s already got massive shuttle bays for mining drones and cargo containers, so if I strip that out or maybe add a printer into it and pre-load the ship with the materials needed for making its own drones, it can spew out a lot of drones all at once, or a entire hive of printed drones gradually My poor lil freighter is a rust bucket though, I’ve never bothered to get it up to snuff so it’s got paper thin armor and minimal defenses with a ton of blind spots. It can haul a lot of ore though
How about you use use a rotor to have the gyros be on a small grid instead, to make it more compact, but still have the gravity drive and large warhead and drill? You could also put the camera on that subgrid, to make the profile even thinner. Another thing : there is an option in the turret controller that allows to have a larger angle of attack, it's set by default to five degrees. If you put it to thirty, it will accelerate much sooner, and will be much harder to hit. Edit right after posting : remember me to build that myself.
@@Zer0sLegion that's what I think as well, but you can easily put the small gyros into a cross pattern on the rotor, and easily double it up if necessary, simply by adding another layer, or more.
Ooh a thought. So when the drone gets within range of an attacking target, use a sensor and set it to 500m forward, and when the drone detects that it is within range, it will slow down and then turn off all thrust.
Add a 4 sensor blocks on the side attached to the attitude thrusters: each one = upon detection of freindly, activate thruster. Missiles will automatically space themselves out uniformly as these plus the turrets will operate to tune the missile's path.
I made a larger version which used it a rotor to basically attach to a large grid which held a large grid drill which is extremely durable and it's produced some amazing results
This is a perfect simulation of real warfare. One side builds a few big ships with armor, guns, fighters, and so on. The other side doesn't have the time or production capacity to make their own big ships, so they build these instead. A few dozen missiles and a scattering of drones would cripple any incoming ships and make attacking so expensive that there's no point. If you add even one block of heavy armor to these, even if they get shot down there's still a 2-ton block of metal speeding toward you at 100 m/s and if all of the powered stuff gets knocked off, defensive turrets won't target it. Thank you for demonstrating how this is done!
The custom turret control is great! I currently don't own the warfare DLC but I built my own spotlight with the TC. I think mine works better in some ways though, wider spread more lights on one etc... Nice to have when building a rover at night when the light follows me
Large grids work much better for drones and missiles because the gyroscopes are stronger and therefore allow the drone/missile to turn faster, also small grid warheads are weak.
For in atmosphere wing mounted. Have your button detach and then fire the forward thruster with other thrusters holding it straight. That way as long as you dumbfire it towards the target from out of range, it should aquire a lock once closer. You could launch a pre range volley before their turrets could start shredding you
A homing missile that ejects warheads over an area on proximity should do far more damage than having warheads focused on a single point. A quickly rotating hinged rotor might work to spread the warheads in a cone. Another idea would be a bunker buster type as in a missile that has the payload buffered at its end. The front rams into the target creating an opening for warheads to explode inside to deal damage to internal systems rather than armor. A Piston might work as a buffer to absorb the initial impact and prevent the warhead from exploding prematurely.
_My enemies, on the other side of the system_ "We're safe out here, right? His fleets can't reach us without running out of fuel, so he can't hurt us. Right?" _The interplanetary homing missile I launched at them 10 minutes ago:_ "Well, I'm just _so_ glad you asked!"
I never would of thought about a Guidance system built quite like that. The only issue is that it can't be Mass produced in that format due to the rotors. It could be easier to make a number of dumb missiles though that are built ontop of one of those though. And then the turret aims them. If only the Turret controller could also work on Gyros in the same way. Then you could also mass produce guided missiles.
I've been experimenting on actual combat drones using non-scripted in-game tools for a long time I think I first saw this method from kaffinator. I think there is a way to improve this as a skirmish or harassment drone that does not impact the target like a missile would. Add a second custom turret control block on the grid oriented to where the belly of your drone is it's "forward". You lock both the CTC's on your target and basically have them fight over control of the rotors, and set the thruster to override. This is only the thrust and attitude control of the drone, the actual shooting would be done by stand alone turrets and/of when ever the "nose" is pointed at the target. This would make the drone fly toward the target, but veer off when ever it "squared off" with the target. Another way of doing it vs the 2 CTCs would be simply having the "action" of the 1ctc include turning on an overridden gyro that angles the nose away front he target, so it is alwayse flying "toward" the target (maybe even make the "trigger angle" much wider than needed for shooting. You want your drone to miss the target in flybys. A more advanced version I worked on using remote control block before CTC existed is having a sequence of gyro actions set by timer blocks so once the drone needs to avoid the target, it executed a pre-planned evasive manuver of roll and pitch to make the drone "bank" away front he target. That was meant for a winged drone that would mimic atmospheric flight maneuvers and dogfight evasive action.
The stationary ones would be great with long range weapons. Combine with a slow battleship, and although the enemy might still be able to run away, nothing would want to get close to that much firepower, making for either great defence or great siege capability.
Warheads with gryos around them. The drill block gets you inside the ship and then the warhead goes off spreading the gryos everywhere inside. Total carnage. Then add a cargo container full of pistol ammo. Its like the new reaper missile. Pistol ammo if it goes off will destroy a massive area.
I actually love the idea of a bunch of armed kamikaze drones just chasing targets down and peppering them with bullets before crashing headlong into them XD
You guys you guys I just had a breakthrough: You don't need the gyros. If you share inertial tensor on the rotors (set them up the same way) they act as reaction wheels on their own. And without the gyros you get a lot less area where you can't place blocks, allows for a slimmer missile (since if the gyro is on any sort of angle you can't place blocks next to them, and you can't place blocks on top).
A tweak for the drones could be to also add a thruster facing up (strafing) that activates when it sees a target. That way it circles around a target rather than staying in 1 place. it wont drill into armor quite as well but it will by much harder to hit as it peppers the ship you'll want thrusters at the back that are seperate from the camera control so they activate to keep the ship from drifting "backward". This will keep it close to the target without colliding, the forward thrust should be weaker than these anti-drift thrusters
seam a good idea for a mine field , you just leave those floating at regular interval and could use solar panel and battery to not have to take care of them
Place missile 2km away from enemy > Make it target large ships > Add a jumpdrive to trigger instead of firing a weapon to jump 1.8km > When in range, set up action to arm a large warhead, and crash into a ship.
An idea for the drones is to have a large thruster pointing forwards and a small thruster pointing sideways and have the controller set up to activate the thrusters to activate when looking at a target (similar to what you did) but the side thruster would make it “orbit” around the ship it’s shooting at, making it hard to hit.
Add a sensor to the front to turn off the reat thrust so the dampeners stop it? That way they won't nose dive into the ship... you could also make a little cargo robot buddy that follows you around!
Man thanks so much for this. I had been struggling with how to make custom missiles work well and this cleared up the remaining question I had (could make it track but not move). Now I have a successful ICBM prototype that I've been using to great effect
You could use one to deploy a missile when a target is spotted by linking it to a merge block, combine that with a projector and a welder and autolaoding missile
Build a hanger with a control sear that can remote control the drones/missiles and you can set them to target anything from the comfort of your own ship
Here me out.... Put guns on the front to punch through armor allowing the missile to pass into the interior of a ship then detonate, causing considerably more damage. Not entirely sure how practical or even possible this is, but it could create a ship killer of sorts if you where to hit key points, like reactors, the control center, or even the enemy ammunition cashes. Also, I've not played the game yet so again no clue if any of this is possible, but it's a cool idea I think. I'll definitely have to get Space Engineers, it seems like good fun.
If the drills truly don't take damage regardless of velocity it seems like it would be much more harmful to simply let the drone keep drilling or grinding rather than detonating a comparatively harmless explosive. Maybe add turrets to it that can shoot down anything trying to mess with it once it's inside if you want to be fancy, but even without I imagine it will do much more damage per missile than if it simply detonated. Dealing with grinding ships *inside* your ship is hard.
Oh no! Don't let Lucas or any of the other AI faction mod creators see this video! We are all doooooomed!!! Lol, this was a well present video. Thank you for sharing this wonderful horror with us all. They say "war never changes", but SE will change forever with this!
How about a Honorverse-style "Flatpack" missile pod. a rocket launcher with two merge blocks to stack them together , that detaches/drops from your ship, and targets nearby enemies. they could also be used as mines.
Attach landing gear and grinders to them instead of explosives. If you can keep them from exploding on impact, they land and grind through the ship like termites.
Using 1-2 blocks heavy armor on the front and you got an armor piercing shell against smaller ships (maybe even detatch the front via sensor when its about to impact so while the "rocket" gets stuck the 2 heavy blocks can rip the ships internals apart (works on light armor ships best of course) like an railgun just more unpredictable and if the armor surives inside it must be grinded down or if the ship tries to flee it will take even more damage from the blocks left inside
I have had to accomplish the same thing but with sensors. Making a storage drone follow me for example. This would make it alot easier. You could also do the same thing, have sensors to keep a drone level with the ground and still have a gyro setup for azimuth. Sensors can also enable it to stay a specific distance. Perhaps the elevation can be used on a neck to help it aim at you since it needs to do that to activate a specific device like forward thrust
There are only two problems with these missiles: It's mosly impossible to print them, and it takes long time to reload them manualy. Also they are more expensive. Their homming range is quite limited.
What I do is place a sensor on my missiles with a narrow detection beam to the front. This then arms and triggers a 5 second countdown on a bunch of warheads inside the missile. So the missile impacts the hull (the sensor triggers as it nears the impact) and the missile penetrates the target which places the warheads inside the hull. Then BOOM! Mass reactive warheads.
Argh. Just getting started in Space Engineers and trying to learn what's what and how things interact, and this video seemed very helpful... until I tried following the steps and found my Custom Turret Controller has far more limited targeting options than what the video showed. Mine has a drop-down list of Default, Weapons, Propulsion and Power Systems... not all the toggle-able settings in the demonstration. It's entirely possible I overlooked something, but I'm having a heck of a time figuring out what. Any help would be greatly appreciated. Thanks! EDIT: D'oh! Just figured it out! Needed to toggle "Enable AI" to get those features. It was in the video, but it was a "blink and you'll miss it" bit. Thanks again! Love the video!
Maybe make the rockets split in to, few moments before impact, the tip with warheads makes a hole in the hull, allowing the second part to enter and directy damage the intereor.
Perhaps do something like a dropship? or those warhammer drop ship things, where you have a big chunk of metal on the front and ram into the enemy, Once inside it detonates exploding it from the inside rather than wasting it all on armor
You should use this concept to make some sort of AI breaching pod to board enemy ships, maybe make it able to attack the interior of the ship and players on its own or deploy troops.
I use large grid, gyro - rotor - hinge then the missile is 3 heavy blocks - battery - turret controller - ion thruster the kinetic energy is lethal to light block ships and it's quite cheap to build (been putting them in stations around the moon on official servers) though not sure keen were impressed as my stuff got deleted
When i first saw that ship with the drill on the front i thought it was for the ship to enter into the other enemy ship and then explode inside to deal critical damage, but no, sadly it was only a way of some sort of impact damper
Now you just have to figure out a way to get them through shields, because most servers that are modded with pvp nowadays(even some of the PVE ones have npc's with them) have some iteration of shielding.
for a lethal SE missile/suicide drone use heavy armor for the outer shell for missile survivability until impact with the target and a blast door block nose cap. in theory blast door blocks are more resistant to impact and weapon damage and do not deform from damage.
Drills are better, not only do they not deform, they also don't take damage from impacts meaning they'll go until they loose momentum. I've seen them go though 16 blocks of heavy armor
Could you make the ships orbit around the target ship by having the thrusters being activated not only being the backmost thruster but also a perpendicular thruster
Hm, could you attatch these to a ship and use manual lockon to extend the range? Or will the lock be lost as soon as the missile disconects from the grid with the cockpit?
Also put another override gyro in the thrust group so it also springs to make the orbit a spiral 🌀 that way making it harder to AI turrets to him them. In fact this could be an extremely annoying decoy drone
A few thoughts; 1, use whips tces, it let's you have multiple rotors for both azimuth and elevation. 2, If you have 2 turret controllers, can they share a camera? If you have 2 controllers, 1 ai turned on and thruster on/off, with the second ai off but use the camera to activate a gyro override, roll. Or better a timer once the missile gets up to speed, it starts spinning, then after a few seconds it starts shedding decoys or cluster warheads
1. No, I don't want to use scripts. You can still achieve this using multiple turret controllers 2. Yes you can share a camera so that would be possible/
@@Zer0sLegion fair enough, I've only been using tces cause my latest builds had between 6 and 50 custom turrets, for my own sanity I had to use a script to keep it straight. That would be awesome I'll have to give it a try at some point
what you should do is add a ring of warheads right after the drill so as soon as the drill does damage the warheads will go off and do a more splash damage effect, weakening their armor.
be cool to see these with a klang drive. Also, for the "drone section" is it possible with the programmed controls to tell it to maintain a certain distance from the target?
Either using a drill or a few tires, go with the first gun drone you made, that tried to run into the ship. They get in close, and start unloading; out of the field of fire from the target ship's other guns. I wouldn't use missile launchers for this setup...
Got any ideas for other uses of the custom turret controller? Let me know!
Use the nuke mod. One thermo or even a couple mind's would be enough to completely destroy that
A missile with a drill a warhead (protected by steel plates because armor would be too much) and a sensor .
The drill would obliterate the ship’s armor then the sensor detects the missile is INSIDE the ship and detonates the warhead .
So essentially , it’s tracking APHE .
you can use them as drones for your mobile ship if you set their dampeners to relative. You can have a swarm of these all around you (Plop a seat down ctrl+z on the ship remove the seat).
Homing mine field
This is less cool but I used it to make a controllable mining arm.
Put a grinder on and set it to players. The missiles will burrow into ships and kill the pilot & crew.
Someone put this man on trial for his crimes and give him an award for his brilliance.
Dude I'm pretty sure the US military has a missile that works kinda like that.
Wow this is straight out of a horror movie. Thanks for that
Do you want terminators? Because this is how you get terminators.
have you been watching too much tomorrow never dies?
What about a bunch of small drones that work like space-mines? Strap a bunch of large warheads on and scatter them around your base.
I did think of that but cut it from the video, great minds think alike!
That is brilliant
Those are just mines...
@@SamaelVR but in SPAAAaaaAaaaCcCEEeee!
Add in a system that slows for a second, deploys detachable decoys - then dives in for the kill.
Rotor heads are simpler (one less subgrid). Set a center mass exterior rotor to create a new head every second (or whatever is faster than a target lock), and enemy turret control systems can't lock on.
It would confuse the hell out of the enemy ships weapons, but it would probably also confuse the rest of the lil drone swarm
@@zyanidwarfare5634 not if the missiles are small grid and the target ship is large grid
@@cavemanbonk8320 use those new combo conveyor attachments to use small grid AND large grid decoys on the same missile
if you share inertia tensor, set the torque to 1MNm and the braking torque to 0 you can make the missile not drift around so much and miss moving targets as it will allways be facing the target. you can also place a missile launcher on it and set the turret controller to use the missile as a weapon to make the missile have some prediction to its movement so its not just a pure pursuit algorithm which has difficulty tracking moving targets.
edit: i would also use timer blocks to turn on the thruster instead of using the turrets custom controller as it helps with launching them on the move.
The missiles might also distract turrets.
Thanks I need that very much
Idk if launching missiles on the move is a smart idea though. Seems like it's inviting Klang. One of their big advantages is range, so you should probably keep your missile carriers a good distance from the fighting.
@@antonioscendrategattico2302 You can guide a large grid KE missile to its target using a remote control block and when within 800m it will start homing. Large grid KE missiles are hard to stop because of the limited time to destroy them and the firepower needed. Best way is with LAMP fired missiles that auto fire and use your turrets to track. The issue is they auto fire within 800m and the remains of the missile still can do damage. Also they can miss and need to be hydrogen or gravity for maximum acceleration. With a remote controlled missile the range is detection distance. Once you see the target its in range. 15 to 20km. LAMP launched missiles using WHAM are normally 5km but can auto fire within 800m. Drone swarms are a pain as well.
You should put the warhead in the back, so first the missile penetrates, and only explode after going through the armor
what's scary, too, is that the gyros in this config are actually behaving similarly to reaction wheels.
honestly seeing the gyro physically spin to correct rotation is much more accurate to an actual reaction wheels
Make a drone that attaches to a ship, and jumps far away!
If that's possible, that would be amazing
@@Zer0sLegion i believe it is possible with landing gear.
real question is could you dunk it somewhere worth jumping XD
@@crazzytom7499 i dont think you can activate the jump drive remotely:(
@@fulconini Yeah. You have to be in the control seat and press the key to jump. Can't even do it through the control menu.
@@fulconini You can i have tested by building my own weaponized version of a Jump drive where you can remotely jump the thing after attaching to a ship (As long as it has the power to do so).
What I’ve found is that the best drone for me is just some thrusters on the back and have it go full speed, make sure the drone will miss the target then it achieves an orbit around the enemy ship constantly shooting at it the whole time, the only problem is that missile turrets are extremely effective against my design but still working I. It
Add a landing gear to the nose and turrets to the missiles and have a sensor apply braking thrust to soften the impact so they lock onto the enemy Hull and start tearing it apart close range stops the ability to jump out if they attach
I made a cruise missile that uses the remote control block to pilot towards a targets general area, then when the turret controller detects a target, it switches off the RC block and local gyros, and switches on the outer gyros.
It works great for targeting bases without needing to be pinpoint accurate with GPS.
Link for the workshop? That sounds like a really good idea and I really want to play around with it…
I would love to test this
A mine layer ship that deploys tons of gatling mines using this would be crazy. Trying to follow a ship and suddenly you’re getting lit up from all sides.
Problem with printing ships with sub grids, unfortunately.
Ooh Maybe insert a timer with them that activates a small warhead on board the turret. That way when they try to fight back it eventually literally blows up in their face.
This makes me wanna take my mining/cargo ship and turn it into a retrofitted drone carrier.
It’s already got massive shuttle bays for mining drones and cargo containers, so if I strip that out or maybe add a printer into it and pre-load the ship with the materials needed for making its own drones, it can spew out a lot of drones all at once, or a entire hive of printed drones gradually
My poor lil freighter is a rust bucket though, I’ve never bothered to get it up to snuff so it’s got paper thin armor and minimal defenses with a ton of blind spots.
It can haul a lot of ore though
How about you use use a rotor to have the gyros be on a small grid instead, to make it more compact, but still have the gravity drive and large warhead and drill? You could also put the camera on that subgrid, to make the profile even thinner.
Another thing : there is an option in the turret controller that allows to have a larger angle of attack, it's set by default to five degrees. If you put it to thirty, it will accelerate much sooner, and will be much harder to hit.
Edit right after posting : remember me to build that myself.
My thought was that small grid gyros would struggle to turn the large grid but I didn't test it
@@Zer0sLegion that's what I think as well, but you can easily put the small gyros into a cross pattern on the rotor, and easily double it up if necessary, simply by adding another layer, or more.
Ooh a thought. So when the drone gets within range of an attacking target, use a sensor and set it to 500m forward, and when the drone detects that it is within range, it will slow down and then turn off all thrust.
Oh my goodness I LOVE the idea of Sentry Turrets XD They are small, hidden but deadly!
They'd be awesome just to hide around your base
Add a 4 sensor blocks on the side attached to the attitude thrusters: each one = upon detection of freindly, activate thruster. Missiles will automatically space themselves out uniformly as these plus the turrets will operate to tune the missile's path.
Now I'm curious about creating a ship from Warhammer 40k where it dives into the ship to breach the armor.
Put a sideways thruster on the drone's center of mass. If it's also thrusting forward, it will orbit around its target, making it hard to hit.
I made a larger version which used it a rotor to basically attach to a large grid which held a large grid drill which is extremely durable and it's produced some amazing results
This is a perfect simulation of real warfare. One side builds a few big ships with armor, guns, fighters, and so on. The other side doesn't have the time or production capacity to make their own big ships, so they build these instead. A few dozen missiles and a scattering of drones would cripple any incoming ships and make attacking so expensive that there's no point. If you add even one block of heavy armor to these, even if they get shot down there's still a 2-ton block of metal speeding toward you at 100 m/s and if all of the powered stuff gets knocked off, defensive turrets won't target it.
Thank you for demonstrating how this is done!
The custom turret control is great! I currently don't own the warfare DLC but I built my own spotlight with the TC. I think mine works better in some ways though, wider spread more lights on one etc... Nice to have when building a rover at night when the light follows me
Large grids work much better for drones and missiles because the gyroscopes are stronger and therefore allow the drone/missile to turn faster, also small grid warheads are weak.
For in atmosphere wing mounted. Have your button detach and then fire the forward thruster with other thrusters holding it straight. That way as long as you dumbfire it towards the target from out of range, it should aquire a lock once closer.
You could launch a pre range volley before their turrets could start shredding you
A homing missile that ejects warheads over an area on proximity should do far more damage than having warheads focused on a single point. A quickly rotating hinged rotor might work to spread the warheads in a cone. Another idea would be a bunker buster type as in a missile that has the payload buffered at its end. The front rams into the target creating an opening for warheads to explode inside to deal damage to internal systems rather than armor. A Piston might work as a buffer to absorb the initial impact and prevent the warhead from exploding prematurely.
_My enemies, on the other side of the system_ "We're safe out here, right? His fleets can't reach us without running out of fuel, so he can't hurt us. Right?"
_The interplanetary homing missile I launched at them 10 minutes ago:_ "Well, I'm just _so_ glad you asked!"
technically all you need is GPS coordinates and a remote control to get there, the autopilot can do the rest lol
0:34 Feels like the potential there is enormous, just in the way it follows you makes me think building programable androids a possibility.
add heavy armor blocks for more mass and thus damage on impact, or just fill up cargo containers on the 10x container capacity setting
Yes, more mass for mass-ive damage!
I never would of thought about a Guidance system built quite like that. The only issue is that it can't be Mass produced in that format due to the rotors. It could be easier to make a number of dumb missiles though that are built ontop of one of those though. And then the turret aims them. If only the Turret controller could also work on Gyros in the same way. Then you could also mass produce guided missiles.
I think adding a sensor to detect the block infront of it, that activates a reverse thruster is a good way of adding collision avoidance for drones.
I've been experimenting on actual combat drones using non-scripted in-game tools for a long time I think I first saw this method from kaffinator. I think there is a way to improve this as a skirmish or harassment drone that does not impact the target like a missile would. Add a second custom turret control block on the grid oriented to where the belly of your drone is it's "forward". You lock both the CTC's on your target and basically have them fight over control of the rotors, and set the thruster to override. This is only the thrust and attitude control of the drone, the actual shooting would be done by stand alone turrets and/of when ever the "nose" is pointed at the target. This would make the drone fly toward the target, but veer off when ever it "squared off" with the target. Another way of doing it vs the 2 CTCs would be simply having the "action" of the 1ctc include turning on an overridden gyro that angles the nose away front he target, so it is alwayse flying "toward" the target (maybe even make the "trigger angle" much wider than needed for shooting. You want your drone to miss the target in flybys. A more advanced version I worked on using remote control block before CTC existed is having a sequence of gyro actions set by timer blocks so once the drone needs to avoid the target, it executed a pre-planned evasive manuver of roll and pitch to make the drone "bank" away front he target. That was meant for a winged drone that would mimic atmospheric flight maneuvers and dogfight evasive action.
Great info ty... Made a drill missile that fills a ship full of holes perfect for blowing up key parts with high payload missiles after
The stationary ones would be great with long range weapons. Combine with a slow battleship, and although the enemy might still be able to run away, nothing would want to get close to that much firepower, making for either great defence or great siege capability.
Warheads with gryos around them. The drill block gets you inside the ship and then the warhead goes off spreading the gryos everywhere inside. Total carnage. Then add a cargo container full of pistol ammo. Its like the new reaper missile. Pistol ammo if it goes off will destroy a massive area.
I actually love the idea of a bunch of armed kamikaze drones just chasing targets down and peppering them with bullets before crashing headlong into them XD
Your channel is awesome and your jokes and personality is funny, you deserve to be a bigger youtuber.
You guys you guys I just had a breakthrough: You don't need the gyros. If you share inertial tensor on the rotors (set them up the same way) they act as reaction wheels on their own. And without the gyros you get a lot less area where you can't place blocks, allows for a slimmer missile (since if the gyro is on any sort of angle you can't place blocks next to them, and you can't place blocks on top).
I'll give it a test
A tweak for the drones could be to also add a thruster facing up (strafing) that activates when it sees a target. That way it circles around a target rather than staying in 1 place. it wont drill into armor quite as well but it will by much harder to hit as it peppers the ship
you'll want thrusters at the back that are seperate from the camera control so they activate to keep the ship from drifting "backward". This will keep it close to the target without colliding, the forward thrust should be weaker than these anti-drift thrusters
seam a good idea for a mine field , you just leave those floating at regular interval and could use solar panel and battery to not have to take care of them
Place missile 2km away from enemy > Make it target large ships > Add a jumpdrive to trigger instead of firing a weapon to jump 1.8km > When in range, set up action to arm a large warhead, and crash into a ship.
An idea for the drones is to have a large thruster pointing forwards and a small thruster pointing sideways and have the controller set up to activate the thrusters to activate when looking at a target (similar to what you did) but the side thruster would make it “orbit” around the ship it’s shooting at, making it hard to hit.
Besides a missile, you could use the same turret-method to make security cameras for the hallways of your ships, and even make spy drones.
Add a sensor to the front to turn off the reat thrust so the dampeners stop it? That way they won't nose dive into the ship... you could also make a little cargo robot buddy that follows you around!
Been fantasizing all day at work about going home and starting work on my first colossal sized ship, this is a sign!!!
BUILD THAT SHIP
Man thanks so much for this. I had been struggling with how to make custom missiles work well and this cleared up the remaining question I had (could make it track but not move). Now I have a successful ICBM prototype that I've been using to great effect
With the mobile turrets you could try putting a sensor on the end that turns of the thrusters when it detects something
You could use one to deploy a missile when a target is spotted by linking it to a merge block, combine that with a projector and a welder and autolaoding missile
Build a hanger with a control sear that can remote control the drones/missiles and you can set them to target anything from the comfort of your own ship
Here me out....
Put guns on the front to punch through armor allowing the missile to pass into the interior of a ship then detonate, causing considerably more damage.
Not entirely sure how practical or even possible this is, but it could create a ship killer of sorts if you where to hit key points, like reactors, the control center, or even the enemy ammunition cashes.
Also, I've not played the game yet so again no clue if any of this is possible, but it's a cool idea I think. I'll definitely have to get Space Engineers, it seems like good fun.
If the drills truly don't take damage regardless of velocity it seems like it would be much more harmful to simply let the drone keep drilling or grinding rather than detonating a comparatively harmless explosive.
Maybe add turrets to it that can shoot down anything trying to mess with it once it's inside if you want to be fancy, but even without I imagine it will do much more damage per missile than if it simply detonated. Dealing with grinding ships *inside* your ship is hard.
Oh no!
Don't let Lucas or any of the other AI faction mod creators see this video!
We are all doooooomed!!!
Lol, this was a well present video. Thank you for sharing this wonderful horror with us all.
They say "war never changes", but SE will change forever with this!
How about a Honorverse-style "Flatpack" missile pod. a rocket launcher with two merge blocks to stack them together , that detaches/drops from your ship, and targets nearby enemies. they could also be used as mines.
Attach landing gear and grinders to them instead of explosives. If you can keep them from exploding on impact, they land and grind through the ship like termites.
Using 1-2 blocks heavy armor on the front and you got an armor piercing shell against smaller ships (maybe even detatch the front via sensor when its about to impact so while the "rocket" gets stuck the 2 heavy blocks can rip the ships internals apart (works on light armor ships best of course) like an railgun just more unpredictable and if the armor surives inside it must be grinded down or if the ship tries to flee it will take even more damage from the blocks left inside
I have had to accomplish the same thing but with sensors. Making a storage drone follow me for example. This would make it alot easier.
You could also do the same thing, have sensors to keep a drone level with the ground and still have a gyro setup for azimuth. Sensors can also enable it to stay a specific distance. Perhaps the elevation can be used on a neck to help it aim at you since it needs to do that to activate a specific device like forward thrust
There are only two problems with these missiles:
It's mosly impossible to print them, and it takes long time to reload them manualy. Also they are more expensive.
Their homming range is quite limited.
You can print em with a projector plugin. Its great
Yes, but it's not good to rely on mods or plugins... And why don't you use special homing missile mods then?
@@The_true_BoBa mods no. Also the plugin works perfectly. You can rely on it
Do they only save as two separate objects?
Try a merge block framework and delete it once built
Make a Protoss carrier and dozens of drone interceptors! “Your carrier has arrived!”
Thank you so much! I couldn’t figure out how people have been making these missiles, thank you so much!!!
There are also scripts which work better as there are no subgrids so the missiles can be built from a projection.
set a thruster 90 from aim point and a second thruster set on timers to give it a random kick.
The drone should orbit the target and dodge a bit.
What I do is place a sensor on my missiles with a narrow detection beam to the front. This then arms and triggers a 5 second countdown on a bunch of warheads inside the missile. So the missile impacts the hull (the sensor triggers as it nears the impact) and the missile penetrates the target which places the warheads inside the hull. Then BOOM!
Mass reactive warheads.
Turning on the drill will help it to barrel through the ships more easily
I don't think it will but it's worth a shot
@@Zer0sLegion I've noticed that when the drill is on a separate grid, it can damage blocks by drilling
Argh. Just getting started in Space Engineers and trying to learn what's what and how things interact, and this video seemed very helpful... until I tried following the steps and found my Custom Turret Controller has far more limited targeting options than what the video showed. Mine has a drop-down list of Default, Weapons, Propulsion and Power Systems... not all the toggle-able settings in the demonstration. It's entirely possible I overlooked something, but I'm having a heck of a time figuring out what. Any help would be greatly appreciated. Thanks!
EDIT: D'oh! Just figured it out! Needed to toggle "Enable AI" to get those features. It was in the video, but it was a "blink and you'll miss it" bit. Thanks again! Love the video!
I think this would be useful for deploying mine fields. You have a lot of them just sitting there and when an enemy comes to close they fly into it
Yeah, I did mention that originally but I cut it from the final video.
People could make small and large grid flares/decoys!
Maybe make the rockets split in to, few moments before impact, the tip with warheads makes a hole in the hull, allowing the second part to enter and directy damage the intereor.
Perhaps do something like a dropship? or those warhammer drop ship things, where you have a big chunk of metal on the front and ram into the enemy, Once inside it detonates exploding it from the inside rather than wasting it all on armor
need to put one that will uses saws on it and have a cargo so it will save the parts as it eats its way throw .
Idea: make armour piercing missiles, it somehow punches a hole through the armour and when its in, it will detonate
This is actually how most F&F missiles work IRL
You should use this concept to make some sort of AI breaching pod to board enemy ships, maybe make it able to attack the interior of the ship and players on its own or deploy troops.
I use large grid, gyro - rotor - hinge then the missile is 3 heavy blocks - battery - turret controller - ion thruster the kinetic energy is lethal to light block ships and it's quite cheap to build (been putting them in stations around the moon on official servers) though not sure keen were impressed as my stuff got deleted
Now that's armorbraking technology.
That drill missile now if only they were turned on aswell... oh my I'm in love.
You can make a bigger automatic dropship that deploys smaller drones such as gatling guns and missiles.
*sees the floating player following turret with only a camera*
LAKITU!
I wonder if you could do screwy things with gravity generators or landing gears to attach thrusters.
Imagine jumping into an area only to be confronted by a few dozen of these?
Yes!! Drones with no scripts are finally here!
When i first saw that ship with the drill on the front i thought it was for the ship to enter into the other enemy ship and then explode inside to deal critical damage, but no, sadly it was only a way of some sort of impact damper
Now you just have to figure out a way to get them through shields, because most servers that are modded with pvp nowadays(even some of the PVE ones have npc's with them) have some iteration of shielding.
You could try building a tandem charge. The first warhead blows the armor off and the second charge explodes insinde the vessel. 💥💥
I'm a little late to the party, but I saw a mod for a Battlestar Galactica flak shield. Any chance of some missiles vs flak action?
You could even have them target certain blocks like weapons or power
For the gun drone maybe use a sensor to trigger a reverse thruster
PSA: If the options in the turret controller doesnt appear re-weld the block
for a lethal SE missile/suicide drone use heavy armor for the outer shell for missile survivability until impact with the target and a blast door block nose cap. in theory blast door blocks are more resistant to impact and weapon damage and do not deform from damage.
Drills are better, not only do they not deform, they also don't take damage from impacts meaning they'll go until they loose momentum. I've seen them go though 16 blocks of heavy armor
Thanks for the tips, well deserved like
Could you make the ships orbit around the target ship by having the thrusters being activated not only being the backmost thruster but also a perpendicular thruster
Hm, could you attatch these to a ship and use manual lockon to extend the range? Or will the lock be lost as soon as the missile disconects from the grid with the cockpit?
I believe it'll have to relock
you could use a timer and activate the drill and have it detonate inside the armor
I would like to see a 2.0 of this video with even better missiles.
Hear me out.....free floating turrets. It'd be like a turret mine field
Put a forward and upward thrust action so they orbit as turrets instead of just being stationary or ramming
Also put another override gyro in the thrust group so it also springs to make the orbit a spiral 🌀 that way making it harder to AI turrets to him them.
In fact this could be an extremely annoying decoy drone
A few thoughts;
1, use whips tces, it let's you have multiple rotors for both azimuth and elevation.
2, If you have 2 turret controllers, can they share a camera? If you have 2 controllers, 1 ai turned on and thruster on/off, with the second ai off but use the camera to activate a gyro override, roll. Or better a timer once the missile gets up to speed, it starts spinning, then after a few seconds it starts shedding decoys or cluster warheads
1. No, I don't want to use scripts. You can still achieve this using multiple turret controllers
2. Yes you can share a camera so that would be possible/
@@Zer0sLegion fair enough, I've only been using tces cause my latest builds had between 6 and 50 custom turrets, for my own sanity I had to use a script to keep it straight.
That would be awesome I'll have to give it a try at some point
what you should do is add a ring of warheads right after the drill so as soon as the drill does damage the warheads will go off and do a more splash damage effect, weakening their armor.
I did try that but unfortunately the warheads blow up the drill and do less damage.
be cool to see these with a klang drive. Also, for the "drone section" is it possible with the programmed controls to tell it to maintain a certain distance from the target?
I jave NEVER slapped the green subscribe button that fast in my LIFE!
Either using a drill or a few tires, go with the first gun drone you made, that tried to run into the ship. They get in close, and start unloading; out of the field of fire from the target ship's other guns.
I wouldn't use missile launchers for this setup...
Tires don't take damage from impacts but they also don't do damage as well so they might be better for drones.
These could make decent scouts. Have about 30 just flung out into space searching for unsuspecting players.