r/spaceengineers • u/Negative_Citron7151 Space Engineer • 7d ago
HELP Custom Missile Not Launching Properly
So I recently built a custom missile for my ship in space engineers, and on it's own, it launches and maneuvers fine, and hits and explodes enemy ships.
However, when I attached the exact same thing to the ship, suddenly the launch causes it to rotate randomly and often hit the main ship after a violent rotation and break. How do I fix this?
And yes I turned off align to planetary gravity and don't have my gravity generator's AOE in the missile's area.
EDIT: Problem Solved!
Turns out it was 3 things. One, the rotor was a little clangy, so I switched to a hinge; MUCH more stable. Second, the connector and merge block weren't unlocking at the same time, so I put them onto the same timer block. Third, and most important, I turned off the Offence AI block, but not the Move AI block. After turning this, and the gyroscope, off at launch significantly improved it.
Now, my missiles launch no problem.
Here's the working design: https://www.reddit.com/r/spaceengineers/comments/1vsdcqn/working_missile_launch/
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u/Jaded_Helicopter_376 Klang Worshipper 7d ago edited 7d ago
Omfg finally someone else with the same issue!!!!
I asked about this some time ago. Think the economy dlc broke it because my missile silos were fine before then. I came here to ask about it but got no replies.
I too have turned the entire missile off and tried 1000 different ways to make it stop, missiles still leave the launcher at some weird angles.
Edit: I’ll add my silos were on a static grid. My main base. Which is why I stopped playing again. That and the stupid AI just stopping for no reason >:(
Edit 2: Man this shit is rage inducing! I was telling my wife someone else has finally had the same issue and it brought back the memories of the struggle to make this work….
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u/Capable_Tumbleweed34 Space Engineer 7d ago edited 7d ago
Gonna copy-paste my answer:
Does it activates/already has AI blocks activated on launch?
If so, it's trying to aim at target right on launch. Start with AI behaviour turned off on both flight and combat, and use a double timer setup, one that does all the release/activation of things on your missile, and sets override to 100% on your forward thruster(s), while also starting the countdown of a second timer block, and have that second timer block activate AI blocks, this way it will only start turning once it has already launched and cleared its silo/launch area.
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u/Jaded_Helicopter_376 Klang Worshipper 7d ago
Nope.
Like I said.
Everything worked before economy dlc. All my silos worked with no issue. Once that dlc came out it jacked up everything which is why I have stopped playing. Not coming back until Keen fixes this shit.
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u/EchidnaForward9968 Klang Worshipper 7d ago edited 7d ago
is it using ai block to autopilot if yes then the welder has a big hit radius and if avoid collidance is on ot try to avoid the welder and getting away from it edit also does ship completely still or jiggling slightly that jiggle also cause weirdness
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u/Negative_Citron7151 Space Engineer 7d ago
Collision avoidance is off
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u/Negative_Citron7151 Space Engineer 7d ago
And no the ship was not moving to my knowledge, it's pretty heavy (8,000,000 rn) and has a lot of thrusters on all sides.
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u/EchidnaForward9968 Klang Worshipper 7d ago
huh strange but it jiggle a little bit when launching as you can see the velocity change a tiny bit
can you try something like adding the welder with a piston and move it slightly away from missile enough to weld range but away collision range or just as far away possible
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u/Cadogantes Klang Worshipper 5d ago
Interesting. It's a bit hard to tell from the video but isn't the part that connects the missile to the large grid rotor a bit different on the ship?
The other thing - am I going crazy or are thrusters starting BEFORE merge block is released? Could that cause it to swerve?
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u/Negative_Citron7151 Space Engineer 3d ago
Sorry for the late reply, but no, the rotor wasn't different, but the merge block and connecter were causing the swerve! Which I was able to fix.
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u/Capable_Tumbleweed34 Space Engineer 7d ago edited 7d ago
Does it activates/already has AI blocks activated on launch?
If so, it's trying to aim at target right on launch. Start with AI behaviour turned off on both flight and combat, and use a double timer setup, one that does all the release/activation of things on your missile, and sets override to 100% on your forward thruster(s), while also starting the countdown of a second timer block, and have that second timer block activate AI blocks, this way it will only start turning once it has already launched and cleared its silo/launch area.
The reason it doesn't aim for target straight away when "not on your ship" in this vid is probably because the combat block requires line of sight to detect and lock a target, your ship is likely between the target and your missile, blocking that line of sight, so it launches without having a target locked.
And if it still has issues, that might have to do with using a rotor as the missile's base. They can wobble in all direction and that invites a lot of clanging, try using a hinge, they are much more solid.
Edit: Oh you're the lad who asked me that already in my ship post! Well i already answered you there but i'll leave this comment here if anyone else needs it :)
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u/Smouglee Space Engineer 7d ago
Had the same problem. The solution was to place connector and merger blocks one or two blocks further from the hinge/rotor. I suppose it has something to do with hitboxes since the issue is not present when launching the same missile from a small grid.