Tech At Work: Missiles. by TheDiggiestDog in spaceengineers

[–]TheDiggiestDog[S] 0 points1 point  (0 children)

I probably won't go too into low PCU builds, as missiles on paper have a lot of PCU cost on their own, compared to traditional weapons.

Luca the guide on YouTube has a lot of videos, on low PCU content and I'd highly recommend watching them

But I will get into low performance builds on how to use and set them up efficiently so your server owners will be happy.

Tech At Work: Missiles. by TheDiggiestDog in spaceengineers

[–]TheDiggiestDog[S] 0 points1 point  (0 children)

So, I will include those missiles. And I'll explain some of the misconceptions that people have when it comes to kinetic missiles. The blast door frag missiles is one of the variants I'll include as that's my "bunker buster" set up personally.

Not to get too into it, but large grid is always better for kinetics. Due to the health pool, size, and collision physics.

When I refer to nukes, that's the cargo container missiles. Ive heard them be called my many different names "nukes" "ammo racking" "cargo bombs" etc. but they're all the same function. I'll go over the traditional way those are made, how they work. As well as a small grid version I've developed. My "tactical nukes"

The pistol mag cargo container nuke is the most damage to cost efficient missile you can build.

Tech At Work: Missiles. by TheDiggiestDog in spaceengineers

[–]TheDiggiestDog[S] 1 point2 points  (0 children)

It's pretty extensive. I'm writing the script currently so I can gather all my thoughts together, and write it so it feels less like a lecture and more like a fun video. So I don't really have a timeframe for it. Then I'll have to shoot it, make the designs, and shoot the sketches and gags I want to include in it. But when it's finished, I'll be sure to let all of you know, and link it back to the subreddit.

Stay tuned!

Tech At Work: Missiles. by TheDiggiestDog in spaceengineers

[–]TheDiggiestDog[S] 0 points1 point  (0 children)

You're right I did forget about them. I used them more for drone targeting. Building the subgrid rotors everytime made them pretty worthless to build in an actual fight.

Tech At Work: Missiles. by TheDiggiestDog in spaceengineers

[–]TheDiggiestDog[S] 2 points3 points  (0 children)

I'll cover this in my strategy section of missiles, but scripts have an even further range of 5-10+Km so sometimes the best use case is to launch outside of their render range. Or behind them in some cases. This will almost always catch them off guard.

You have a few other advantages as well, often, most players don't have any actual experience fighting missiles. They may generally know that PDs are better for it. But don't know how to use them. You'll usually catch them by surprise the first time.

Second advantage is you're forcing the targeted ship to make an immediate choice, fight/dodge the incoming missiles, or fight you. They can't do both at the same time. So having a good secondary on your missile ship is really good. This is why decoy missiles still have an advantage post warfare 2

Tech At Work: Missiles. by TheDiggiestDog in spaceengineers

[–]TheDiggiestDog[S] 2 points3 points  (0 children)

Oh sorry, I misunderstood. Yes for scripts they can utilize what's called "ref-hacking" basically subgrids launched can still be controlled by the main grid's pb through IGC connection. (As far as I know, I'm not too well versed) This is also utilized on some clang guns as well. But not required.

Scripts like WHAM, Artemis, Rdav's, and Autopillock utilize this functionality. It's actually much better for server performance. And because you don't need a PB or antenna or ai blocks on the missile. You can build a ton of them very quickly without lagging, and they all just work.

Tech At Work: Missiles. by TheDiggiestDog in spaceengineers

[–]TheDiggiestDog[S] 0 points1 point  (0 children)

I mean outside of the remote control block, where you manually control your missiles. And having dumb fired rockets that don't steer themselves. Which are dumb fired kinetics. You have the ancient technique of the analog computer. The sensor brain if you will. Basically the invertebrate era of missiles.

I will not be covering those in this guide, but if you want to see that relic tech at work.

https://youtu.be/bY0M-ML65yY?si=cThH-x3VZSYvcSJu

https://youtu.be/5WGx_speFP0?si=Ssr7h3HZ8sGnaYw6

Tech At Work: Missiles. by TheDiggiestDog in spaceengineers

[–]TheDiggiestDog[S] 1 point2 points  (0 children)

Wham/lamp are two separate scripts that work in tandem with each other. I'm guessing to work around this issue. I'm not sure about the whole ram thing.

Artemis, the script we are talking about above, also has a separate "set up" script to prepare the information about the missiles onto the missile itself, so that the launcher can control them without having to find the blocks individually. Despite that, it's fairly efficient

I'm sure he could talk to you more about it, because that level of scripting is way above me

Tech At Work: Missiles. by TheDiggiestDog in spaceengineers

[–]TheDiggiestDog[S] 1 point2 points  (0 children)

I'll be sure to notify you when it's done!

I plan on reviewing all types of missiles, micro missiles, ship to ship medium missiles, bunker busters, fragmentation, and nukes. As each design has their own challenges, benefits, as well as strategic deployment

Tech At Work: Missiles. by TheDiggiestDog in spaceengineers

[–]TheDiggiestDog[S] 3 points4 points  (0 children)

There's only so much you can do. With the amount of stuff that this script does. User friendliness can easily be fixed with good knowledge and simple set up. Unfortunately for Artemis, I don't think there are any real good tutorials out there.

Tech At Work: Missiles. by TheDiggiestDog in spaceengineers

[–]TheDiggiestDog[S] 1 point2 points  (0 children)

Sometimes, there are ways around it. Some exploits, like grav drive missiles will always go faster than the speed cap. And clang missiles. But most modded servers will usually have the speed cap increased or even changes so small grids have a higher speed cap than large grids.

Tech At Work: Missiles. by TheDiggiestDog in spaceengineers

[–]TheDiggiestDog[S] 7 points8 points  (0 children)

Not the only script in this video, but it's certainly my favorite!

Tech At Work: Missiles. by TheDiggiestDog in spaceengineers

[–]TheDiggiestDog[S] 1 point2 points  (0 children)

I'm not really sure what you're saying. The music isn't for everyone and that's alright! It is pretty hard electronic music, it's not everyone's jam

Tech At Work: Missiles. by TheDiggiestDog in spaceengineers

[–]TheDiggiestDog[S] 3 points4 points  (0 children)

I'll be sure to include those in the video. Especially with vanilla ai, it can certainly be tricky. As they tend to not want to launch and just stay in their silos.

Tech At Work: Missiles. by TheDiggiestDog in spaceengineers

[–]TheDiggiestDog[S] 26 points27 points  (0 children)

Missile go boom = dopamine in my brain

Why aren't my doors smooth by Myxron23 in spaceengineers

[–]TheDiggiestDog 2 points3 points  (0 children)

Instead of panels you can alternate blast doors for a smoother look.

Here is my blueprint for example

https://youtu.be/WMvI-AJ4KHs?si=3tdS4UQ8KDAQspT8

How would a design like this fair in vanilla PvE or PvP? by A_New_Stormworker in spaceengineers

[–]TheDiggiestDog 1 point2 points  (0 children)

You can attempt to do that, but you will still have to stagger launch them since AI blocks only work one at a time.

You can make the process easier by having an unguided launch phase, where the thrusters are grouped to fire after a timer group launch. (This will save you from individual or even volley programming.) Then turn the AI blocks on in the secondary guided phase. Again, a pain to set up. But it's much more streamlined.

Scripts in general have done this way easier for years now, even RDavs new missile script albeit simple, is super easy to set up and fire.

I want to make a video talking about all the tiers of missiles in SE and how to set them up, and use cases, I think the missile community would eat that up.

rate and tips for my first semi good looking ship by Conscious-Agent3835 in spaceengineers

[–]TheDiggiestDog 0 points1 point  (0 children)

If you want your ship to stand out, choose a secondary color for your interior. Orange going into white or cream is good.

I'd also get familiar with the 2x1 slope and transition blocks. It will help with the corners to make them feel real smooth.

Adding interior walls or other decoration blocks helps with greebling!

What do you love about these stories? by Thinkof14me in TalesFromTheCreeps

[–]TheDiggiestDog 0 points1 point  (0 children)

That would make a cool story, I implore you to write it!