Space Engineers

Space Engineers

Easy Lidar Homing Script
858 kommentarer
HydraDominatus 28. apr. kl. 12:38 
does anyone know how to change script so it works in situation where missile is already detached? I made it so missile runs it's PB after detachment through event controller so I can launch missiles without adding them to hotbar
Bumongus 23. apr. kl. 7:03 
Best bet is to take a look and see how it groups thrusters I guess... :\
It should say in the comments somewhere how it works
WardenWolf 21. apr. kl. 19:40 
So, running into a problem. The missile keeps misidentifying the gravity dampening thrusters as the main thrust (instead of automatically selecting based on R_FORWARD which would make sense). Your setup guide mentions correcting such automatic selections but doesn't say how.
DUBwithCHEESE 22. maj 2024 kl. 20:37 
distance=2
dmsrange=5
failunsafe=true
failasgroup=true
FreezingPanzer 18. juli 2023 kl. 21:10 
can anybody provide me what to put into the camera custom data that allows me to do the following.

the missile will be in launch bay with all warheads NOT armed. once launched it will arm it self when the missile is within 60 meters of the target.

i understand that a extra block sensor can also do the job, but i would like to do the job with the scripts custom settings.
EndoMatrixHD 9. maj 2023 kl. 4:27 
is it normal to not get any Lock-on sound before i shot the missile? everytime the sound yust comes aftherwards, so i dont know when it is locked on?
Plongo 17. sep. 2022 kl. 18:48 
Hey @Alysius do you think you could update the script so it can run the custom turret controller &/or search light as the R_DESIGNATOR? Cheers
Daxter 15. aug. 2022 kl. 7:51 
Hello. Could you add me as a friend? I wanted to talk about a new project.. I hope you can help..
Boldtaar 21. juni 2022 kl. 17:41 
never mind I found the problem. I had some old override in custom data field for the cameras
Boldtaar 21. juni 2022 kl. 15:23 
Not used this script in a while is still working?
Having problem with proximity fuse and Dead Man's Switch not detonating my Warheads
Borimino 11. apr. 2022 kl. 8:45 
@Mainframe I am having the same problem. Turret-guided (mode 3) works fine, but the lidar-modes don't seem to work at all. It just flies upwards.

It also never triggers the sound block.

When inspecting the programmable block while in flight, it outputs the following:
ST:0:0:0:2251:K:-442134.47556:-137283.68227:954798.63264:0:

The first non-zero number increases as the missile flies upwards, but the other numbers stay the same. None of the numbers correlate with the location of my base.
Deserter 13. feb. 2022 kl. 16:01 
Still the best missile script for me in '22
Foxtrot Unit 6. jan. 2022 kl. 7:39 
Hi, I just recently used this script in my Jerricho Cluster warhead.
I noted you as a author of this script in thanks (in description on steam workshop)
Also made a cool action trailer for it, where I also mantioned you as the script author.
I hope that's ok ? Check it out here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2709980236 Hope you like it :)
Mainframe 10. nov. 2021 kl. 11:52 
after hours of messing around i can't get lidar to work. It will just fly in a straight line and never lock to a target. The camera guided and gps mode work, but never a lock.
Femboi 1. nov. 2021 kl. 0:37 
quick question does the script utilize cameras facing different directions on the launch vehicle?
ClassyCat 23. mar. 2021 kl. 2:49 
NVM, got it working with the Vertical takeoff, by turning the RC upside down
ClassyCat 23. mar. 2021 kl. 1:58 
Can I make the script wait 1-2 seconds before the missile activates thrusters? I'm making an atmospheric ship with a "Bombing bay", so I need the missiles to fall before turning on their thrusters.
TheBlackFox 17. mar. 2021 kl. 1:23 
Is there any difference between this script and Whiplash's homing guided missile script?
Zen 11. dec. 2020 kl. 21:26 
@Dr. VaporKrab - i'm able to run a ton of these on a server with the PB overheating limiter running, with a per-player cap of 0.5ms. They don't do anything while idle unlike Whip's, so you should be fine. However. the DDS system is pretty heavy, so I would recommend using this in multiplayer-heavy situations.
Bumongus 27. nov. 2020 kl. 19:29 
Mr @Alysius I think new update broke this script, there is error all the time that says something about assembly not found please compile script.
Q 26. nov. 2020 kl. 9:30 
what is the average runtime for these Alysius? Is this script able to run on the servers that have overheating PB's on it?
Deserter 3. nov. 2020 kl. 13:17 
There is a bug: missile commands are called only once, there is no cycle in the code. Let's say if the missile was close to the target, then far and then close again, the commands will not be executed a second time
Ghostwheel 30. okt. 2020 kl. 19:36 
<CONT>I'm understanding correctly that I don't need a camera, remote control or antenna on my missile with 7, right? I assume the camera passes the target info to the turret which the missile uses to designate its target. Kind of like RDAVs, minus the raycasting. Any chance you could explain what options I'd need to configure to get this basic setup working?
Ghostwheel 30. okt. 2020 kl. 19:36 
Hey @Alysius I've been using RDAVs missile guidance but want to switch to this. I'm launching a simple large block missile consisting of a Gyro, Warhead, Battery, Merge Block and Ion Thruster. I'd like to keep it that way so it looks like mode 7 is what I want. Launching from a simple ship using a merge block etc etc and no mods. I put 2+ cameras facing each direction on my ship (named them properly of course) and named a turret on my ship properly. I put a powered antenna 1km out in front of my ship and gave it to the space pirates. I do the recompile and run after setting the obvious, but no go. Looks like it's disconnecting the missile by disabling the merge block properly but not doing anything afterwards. <CONT>
Malacanth 25. okt. 2020 kl. 20:47 
Having the issue of tagging parts of the missile I tag them Main, and change the tag setting in the script, but for some reason when launched the missile detaches then kinda sits there and then spins out of control, the spin I think is because it is not reaching height and is proceeding to my deployment commands. when I remove the tags, the missile launches fine, but I really need the tags for this build.
alucard 23. sep. 2020 kl. 16:53 
I'm attempting to understand the "TGE" command and am having some difficulty.

My goal is to create a missile which will detonate once it travels more than 4km. The way the TGE command is written seems to imply that it's looking for a trigger command and will then execute a command in response, but do they have to be the same command? What's the best way to go about simply having the missile detonate upon X distance traveled?
Alebado 16. sep. 2020 kl. 2:49 
Figured it out, spinAmount was f-ing me up, it was preventing torpedo to spin to target, when torpedo itself is not locked yet and is guided by F_LIDAR or F_FORWARD. Any workarounds to make it spin even if pointed at different direction ?
Alebado 16. sep. 2020 kl. 2:39 
Can torpedoes fire if they placed backwards? Launcher ship has lidars and forward to target ship, but after launch torpedoes start spinning in spiral to direction where they are pointed, it happens in every launch mode 0-3
Plongo 24. aug. 2020 kl. 21:01 
Alysius, is it possible to have the R_Designator on a separate grid to the Missiles?
Lekson 23. aug. 2020 kl. 17:02 
how far can a rocket be launched?
alucard 17. aug. 2020 kl. 11:48 
Odd; the modded block that has a 10k range has been working perfectly for a while, so I have no issues there. Things only break when I add another ai-controlled turret to the missile. Is there any way to tell the system "only use this designator for tracking to target", but to allow the other gun (again, on the missile) to track and fire on its own without impacting the missile flight path?
Alysius  [ophavsmand] 17. aug. 2020 kl. 2:37 
oh ya about modded turrets, there is issue with using that as designator cause the keen internal codes somehow f'up the return targeting info for any modded turrets with more than 800m range.
alucard 16. aug. 2020 kl. 16:14 
Thanks Alysius. I'm looking to have a missile with at least two ai turrets on it; one is a modded designator that can has a 10k range but does no damage, and another is much shorter range but does damage. Even when I mark the 10k turret as R_DESIGNATOR, the missile still doesn't home. Is there any way to make this work?
JDawg 16. aug. 2020 kl. 12:00 
figured it out 1 small battery was not strong enough to power it
JDawg 16. aug. 2020 kl. 11:49 
i used 2 atmospheric thrusters and it seems like the warheads are just to heavy now with to use just 2 thrusters
Alysius  [ophavsmand] 16. aug. 2020 kl. 4:37 
yes it works this way. but you can only tag one turret
alucard 16. aug. 2020 kl. 1:16 
With regard to using a turret on a missile, would simply adding the designator tag to one of the turrets work? Would the guns then target/shoot on their own, with the designator as the unit helping point to target?
Alysius  [ophavsmand] 15. aug. 2020 kl. 11:48 
any chance the thrusters are way too weak or u are using atmo thrusters in space (or vice versa, ion in atmosphere)
JDawg 15. aug. 2020 kl. 11:33 
did they make the warheads really heavy? i took them off and it flies just fine now i put one warhead on with two engines and its so slow lol
JDawg 15. aug. 2020 kl. 9:04 
when i hit run it just detaches and falls there is no flight. it has warheads atmospheric thrusters progam block wireless remote cameras small battery
JDawg 15. aug. 2020 kl. 8:52 
no no mods just this one
Alysius  [ophavsmand] 15. aug. 2020 kl. 8:00 
that is weird, are u using some mods?
JDawg 14. aug. 2020 kl. 17:36 
i used this script before and it worked wonders now i cant figure out why when i launch mmissile it detaches and starts to turn to gps location but its like it has no thrust and will not fly upward i even made take off true
Alysius  [ophavsmand] 14. aug. 2020 kl. 5:15 
it gets the first turret it detects with the designator tag, so more than 1 means you won't know which one is being selected. currently no such support yet
alucard 7. aug. 2020 kl. 3:17 
Is there a workaround for having multiple ai turrets on a missile, specifically the possibility of adding guns which would target an enemy as the missile gets close? As you've stated, it appears the missile does not home in on the target if more than one turret has been added.
Alysius  [ophavsmand] 27. juli 2020 kl. 23:21 
no cannot, this is out of ingame script scope. it will be considered cheat if it can do that. The API does not have a function to do that
FramedYannick 26. juli 2020 kl. 14:42 
Hy, huge fan here!
I was wondering if it is possible to have the faction of the missile changed after launch to the target faction? Like this the missile would bypass all defensive measures and strike the target.
Alysius  [ophavsmand] 10. juli 2020 kl. 6:15 
the guide has detailed setup steps for rotors too
Dominator1559 10. juli 2020 kl. 5:18 
how to launch using rotor connection? anything specific?
INKY /ᐠ_ ꞈ _ᐟ\ 18. juni 2020 kl. 18:34 
Ok got it, Thank you :)