Space Engineers

Space Engineers

Talos - Vertical Launch System (VLS)
44 条留言
Mr.Monk 7 月 13 日 上午 8:09 
so I made my own modded missiles and the launcher isn't able to finish them when reloading. I'm not sure how to fix this issue. Not sure i didn't miss something when remaking the clip.
Stavinair Caeruleum 6 月 9 日 下午 1:44 
Understood
MK84  [作者] 5 月 31 日 下午 11:13 
You can adjust the reload timers to shorten the time. They're set for vanilla Survival welder settings by default.
Stavinair Caeruleum 5 月 31 日 下午 3:07 
I mean I was able to get it to work with omniarc welders but there's a lengthy time between completion and being able to refire
MK84  [作者] 5 月 30 日 下午 10:31 
I'll have a look at it, probably the update broke something.
Stavinair Caeruleum 5 月 30 日 下午 3:52 
Gotta agree with CuteSnek on this one; entire system jams during reloading. Very unfortunate
A Very Cute Snek 5 月 20 日 下午 3:41 
I'm experiencing clanging on reloading, its like the welder collides with the wrong projector first, locking the entire system up
Senanthes 4 月 15 日 下午 7:28 
Soooo, I'm SURE I'm doing something dumb, but every time I try and use this system, the missiles launch straight up... Then hover there. That is, if they don't collide and go boom. The launcher is within range of a viable target at about one kilometer, so I'm not sure what's up. Any thoughts?
CHEWBACCA 2 月 16 日 下午 12:57 
No scripts, no mods ohh wonderful I'll sub. Wait what's this i need 2 additional mods to use 😆 🤣
MK84  [作者] 1 月 19 日 下午 10:37 
I try to use minimal groups for some of the logic since they tend to clutter the block list. In hindsight perhaps I should.

@King MILK, thats the limitation of the vanilla projector system. You can either use a mod to allow you to project multi-grid blueprints or what I usually do is build them in parts. I have included the parts in the required items.

@Beancan I might but no promises atm.
King MILK 1 月 19 日 上午 10:43 
Hi, this looks awesome, but I am having some trouble using it, when I try to build the vertical launch system I get the error about multiple grids and only using the largest, and it projects the rotary mag instead. I would love any assistance
Maazzixx 2024 年 12 月 15 日 下午 3:11 
wow great work
BEANCAN 2024 年 12 月 11 日 下午 11:39 
Do you think you would or be able to ever create a version of this that doesn't use DLC content? I used the blueprint and it sucked that I couldn't use it. Thanks either way
Dying Dark Star 2024 年 12 月 11 日 上午 6:11 
Doctorcito is right it would be better if you used groups instead of the direct block them selves. It just makes everything more consistent.
FrogStrFytr 2024 年 12 月 7 日 上午 5:54 
great work! best wheapon against Factorum
Doctorcito 2024 年 11 月 24 日 上午 7:28 
Hi,


Thanks for this mod, nice job

However,
It 's hard to use in survival, as many shorcuts inside timebloc and event bloc are lost when you build it from blueprint projection. I try to rebuild shorcut by myself.

In order to avoid that you should use groups instead of bloc inside shorcut.
May be it should be a bit better using groups in shorcut instead of block.
MK84  [作者] 2024 年 11 月 24 日 上午 1:40 
Yea the reload is configured for survival. For creative you can set them to 3 seconds.
JuGregnaut 2024 年 11 月 22 日 下午 4:56 
Disregard.... survival vs creative......maybe i should just read.

regardless - excellent work
JuGregnaut 2024 年 11 月 22 日 下午 4:28 
An excellent design, just curious though - why is the reload timers set to so long?

EXILLIUM - No AI is limited to 2.5 detection range, but what you could do is - instead of fire them in a VLS format straight up, you could angle the launchers towards "front" so they fire towards the target. they will continue to fly towards the target and engage once they detect it. Assuming you get it within 2.5 of your target. SO if its moving youll have to lead it a bit.
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Exillium 2024 年 11 月 22 日 上午 8:08 
Is there a way to increase the Range?
Space Ace 2024 年 11 月 14 日 上午 8:52 
War never changes
MK84  [作者] 2024 年 11 月 14 日 上午 2:24 
Thanks everyone. Do post here if you have any issues with the bp.

@High Ground, thanks. The Contact update made me play SE again. :D
Kengored 2024 年 11 月 13 日 下午 10:31 
what that guy said
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V
RoboPenguin 2024 年 11 月 13 日 下午 6:07 
I've been wanting to make something like this for a couple years now I'm glad someone beat me to it and did a better job than I could have! Thanks!
Sirus Grail 2024 年 11 月 13 日 下午 5:06 
Wow Well Done thx
Steelphantom 2024 年 11 月 13 日 下午 2:39 
this... this is horrifying
High Ground 2024 年 11 月 12 日 下午 2:10 
Nice to see you posting the the workshop again. I loved your work several years ago. Welcome back.
John Shepard 2024 年 11 月 11 日 下午 8:17 
Awesome creation, nice work Mk84!
senturu 2024 年 11 月 11 日 上午 12:10 
ok, this is amazing! i was just playing with it and i LOOOOVE IT!
pryde64 2024 年 11 月 10 日 下午 6:42 
that is really cool great job
Hydrant 2024 年 11 月 10 日 上午 5:16 
@MK84 I just saw your launcher on Reddit, while i was engineering my own version. Mine has better rate of fire an bigger payload. But yours has better looks!

If you are interested, i can post it on the workshop. I normaly dont post my Stuff anywhere.
MK84  [作者] 2024 年 11 月 10 日 上午 12:28 
@Rubber Sword. I suppose you could.

@Zeihn Thanks!
Rumsar 2024 年 11 月 9 日 下午 12:44 
Ok.... I'm in utter awe of this thing. I have my own system for automated multi-missile launchers but this.... This blows me out of the water! The only real suggestion I can offer is that the warhead is not protected enough to resist indirect fire. but other then that, I'm in total awe! I might have to scrap my Rolling Thunder launchers if this is what the competition looks like.
Rubber Sword 2024 年 11 月 9 日 上午 8:34 
Could these missiles be converted to be Escape Pods?
Zeihn 2024 年 11 月 9 日 上午 5:57 
@Survival Ready I doubt unfinished weld missile can even launch it's just disconnect and make mess so yea, I rather launch half-fueled missile rather than cleaning up mess from disconnected unweld missile that's why I'm leaning to structure integrity as a failsafe indicator
floating grid inside a ship is a recipe for disaster lol

also @MK84 congrats for making it on workshop front page!
Survival Ready 2024 年 11 月 9 日 上午 4:32 
@Zeihn Orienting the controller to refueling is a more correct solution. An unfueled rocket will not fly far, but I want to note that in survival the ingots can run out and you can launch a rocket that is not fully welded.
MK84  [作者] 2024 年 11 月 9 日 上午 3:21 
I've pushed an update to reset the timers back to default survival settings and fix the missing rotor from the event controllers.

Also added a warning light and failsafe to indicate when the missiles are ready to be fired again.
MK84  [作者] 2024 年 11 月 9 日 上午 3:16 
@Zeihn Thanks, I knew I forgot something when I published it.

Event controllers can't monitor tanks for the reloads unfortunately (since it thinks they're a new block).
Zeihn 2024 年 11 月 9 日 上午 2:59 
@Survival Ready weld speed depends on how much weld block you have focusing on the grid
I made that %tank safety launch system too on my ship and it pretty much ready to fire after it finished welding, tho I set it at 50-60% tank threshold, also I have just 1 weld block per tube

regardless this blueprint need rework with its reloading timer if you want to use it on survival since I find it rotates after 3 secs regardless if it welds or not
Survival Ready 2024 年 11 月 9 日 上午 2:08 
@Zeihn: In survival mode, you need to focus on the % of the tank. It takes longer to fill up than it takes to weld the last block. I have similar rockets. I checked.
Zeihn 2024 年 11 月 9 日 上午 12:13 
encountered some problem while testing this in creative world
- It jammed after 1st missile launch, the rest of the missile somehow didn't trigger
Found the issue, you (or at least this save state of blueprint) forgot to assign the rotor in each of the event controllers. Works fine after I did that.
- I see you set the reload weld timer based of how long it welds in creative mode. This gonna be an issue in survival since welding in survival behaves differently. I suggest to put another event controller with block integrity% to monitor last block (or entire missile grid?) in the missile to weld (like sensor for example) to trigger next rotation instead, tho I dunno how well that works in practice since sometime game can't remember which blocks in the toolbar once it removed, even after re-welded with exact blueprint.
MK84  [作者] 2024 年 11 月 8 日 上午 7:15 
Standard 2.5km based on the AI Combat block default.
Ironbeagle570 2024 年 11 月 8 日 上午 4:43 
Very cool, whats the range of them