Space Engineers - Missile Cruiser Showcase
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- Опубліковано 28 вер 2024
- This is the newest ship i built. The building/ prototyping showcase will be the next video, subscribe if you don't want to miss it.
workshop link: steamcommunity...
Music:
Crazy - Patrick Patrikios
Koto San - Ofshane
Meanwhile inside enemy ship- "not the bees NotTheBees AAAAAAAAA!"
If only he had made the missiles yellow.
Instablaster...
The amount of platinum those missiles had in them could have ended world hunger! ... Sweet ship man, love your builds!
not really only small thrusters 1 thruster comp a piece. I have a anti ship missile that uses 1.5k thruster comp per missile. thats like 600 platinum a shot.
@@yurlaghter i believe the missiles have a small grid large ion thruster. Also my comment was taken too seriously! :)
@@stfalx lol yeh sorry im kind of a stickler for these things. still its prbly alot cheaper to fire then you'd think.
@@yurlaghter At this point man, for what must surely be a large grid missile, just use hydrogen.
You will get more thrust, all environement capabilities, and since the streaming distance in multiplayer is 3km and most missile lock is stable up to 5 km, you probably just want any direct fire missile to be able to flight around max range*2 and not much more. After all if a missile flies longer than its maximum range by such a margin that mean it either got damaged, lost the target or missed the target.
I didn't know you could eat platinum, hmmm
Typical SE missile show case: launches few to show case the destruction capability.
Major Jon missile show case: *launches two missile every second*
more.......MOORRRREEE - Kylo Ren
That is amazing. You should do a video showing a ship trying to outrun the missiles and take evasive meassures to dodge them. See how well the missiles do!
Their tracking isn't the best, limitation of their supremely performance efficient design.
I still use missiles like these, but in rather narrow cases. For example if a server runs programmable melting mods to limit prog block usage. Simply building a missile with any mroe advanced a targetting can cause a melt, so using a ship bound guidance is pretty much the only option. I value quality over quantity in my weapons, hence why i tend to use lower ammount of silos, with greater tracking, versatility, and maneuvrability. Moreover i tend to consider small missiles like these as secondary weapons.
They distract turrets, intercept incoming ordinance, destroy fighters and help keep ships away from closing the distance by helping to force them back. But a good defense grid can melt through even obscene ammount of them. This is why when it comes to killing large ships, i use large grid missiles. Hydrogen powered, high performance frag warheads can make a mess of just about anything.
@@mobiuscoreindustries how many layers of heavy armor can they penetrate?
@@froschreiniger2639 Small grid missiles can ususaly do 1/2 layers per missile, with a penetration circle of 4 blocks. Large grid torpedoes can do between 8 and 15 layers in an expanding cone (like 3x3 at impact and 10x10 at exit) from the point of impact. However a lot of parametters go into the pen of large grid kinetic missiles which could make them more or less powerfull while small grids tend to be relatively consistent
"How many missiles do you want?"
"Yes."
"What?"
"Load as many as you physically can outside of strapping a whole extra cargo carrier to the ship.
It only has 20 missiles per salvo. My previous missile destroyer had 80 missiles per salvo in a smaller volume. It didn't have much of an interior though. That said I couldn't run it that smoothly since an extra 80 missiles per second spawning into the game turned anything within render distance into a slideshow.
Wait. What I'm worried you heard was, that I want a lot of missiles. What I said was, I want to fire every missile that we have.
I love the way the decoys spew out from the sides
Oh, fuck, yes. I knew what I was looking at the instant I saw those vertical airlock doors: Major Jon built a missile cruiser. I love the process of building insane stuff like this, kudos. :D
They’re almost like drone missiles for Star Gate! Fantastic ship design and one hell of a weapon!
Underrated channel
Awesome ship design, the features are excellent ! The clip is also really cool. Wonderful work !
even tho i know NOTHING about this game i know you are the type of person who in at god level at the game and btw the ship evolution vids you make are super interesting and always make my day. thank you!
Awesome build man
I've been watching your channel a fair bunch lately, and I've got to say this is probably one of my favorite ships ever, along with the Komodo missile destroyer. This thing is absolutely brilliant. Furthermore, excellent presentation. The video editing itself sold me twice on this. glad I stumbled across this one lol.
in fact I think I actually stumbled across this accidentally while looking up the Komodo for the millionth time, and thank god I did.
thats a real sweet one. i love how the missiles jusr ''rain'' down lol
Randomly saw your S-50 Taurus build video ages ago and forgot to subscribe. Glad you popped back up in my feed so I could fix that.
Epic Cruiser, can't wait to see the build.
Oh noe where did those enemies came from so suddently? :D
ngl this would probably be the worst nightmares for land fortress, carrier strike groups and dreadnoughts
And here I am worrying about wasted resources from overkill when I stop my turrets firing slightly later than absolutely necessary. Lol.
That's a hell of a sight to see. Especially the little puffs of the decoys. Lol.
love the idea of the decoys your ship probably got hit a total of three times and they were bullets if i could build like that i would build a special port for it to dock where it automatically repaired.
that is really cool
Its like space artillery
Well, this thing is like homing death lotus, well done.
I wonder how much cargo space your ship has, those welders were producing missles at pretty fast speed.
You can probably only run it with creative tools would be my guess, but it would still be fun with friends. I would think in survival you would run out of missiles fast.
That was indeed copious
I just discovered your channel Sir, you're an amazing engineer :O Pls keep going
It's things like this that make me want to get back into the game. Can't wait to get a better PC!
Could you please share a link to those unfortunate target ships? Those custom turret look super sweet!
steamcommunity.com/sharedfiles/filedetails/?id=1980290680
@@MajorJon Nice, thanks!
Great Build...Well Done!
Please create strike craft that an AI may drive and control to shoot an enemy being so small that enemy flak and rockets miss most of the time.
The cruiser itself will have efficient power usage and space to cost ratio.
great job! it resembles an "Ancient Cruiser" from Stargate Atlantis.
Hippaforalkus
The build does look great. For the missiles to hit there target are you using raycast functionality or a lock on type script
Turret lock on with Rdavs script. It's inferior against raycast honestly, but doesn't require prog blocks on the missiles. Which is crucial, cause wWhen you weld up prog blocks, the game compiles the code and lags for a bit, at 20 missiles that becomes unbearable.
For the missiles did you make a missile factory on the ship to be able to continuously pump out the missiles?
How do the missle work, what script do u use, and could u show how ur missle pods work?
I never thought a missile ship can be used like this... time for Wolfpack 2.0.
@robin wang trust me, they can be used in so many ways. A large grid missile can be the hammer to bring down dreadnoughts, it can be the shield to devend yourself against missiles and fighters, it can be the distraction to open up oportunities, it can be the knife in the darkness, striking without notice in a decisive engagment.
With the right tools, it can saturate an area in thousands of pellets, blotting the sun with a deadly payload. And it can even thread the long distances between plannets, flying silently, for hours, to carry out its duty. Creatively, such weapons can aslo be made for alternative uses, like providing long range supply delivery, or even acting as area denial and scouting units. The only limit really is your imagination, what your specific server allows, and of course just how much room you have to spare on your ships
is this ship on the steam workshop i love it ???
Which missile script are you using?
Low key tripophic but dope
What script do ur missle use?
damn, i guess the empire IS pretty chill, guess i should join it or something
also I think it would be cool to make the decoy launcher into a sort of scatter cannon
is this on steam?
It just a bomber in space
Well...it;s very good work, but still in real battle this missles can't overrun thouse small ships.
So many things are coming out it's rediculas.
I will give you like coz you are torpedo guy like me but your ship size can't support online battle of that speed and size you will be better of jumping away or you will be broke before you kill the enemy
Missiles: madness
Server admin: madness too
The interior is one of the sweetest parts of the build. It's so clean and well-made
This needs more likes
There's SO MANY!
Reminds me of the drone weapons from Stargate Atlantis.
thats also another mod and its really op
Why'd you wreck the enemy frigates, they looked cool too.
I f I were to build this on a server I can feel my pcu just die
Wish I could build like this, your amazing.
Damn, this looks really cool! Will we be seeing this on the workshop anytime soon?
Honestly, keen really just needs to add the ability to "save" the compilation result of a program inside a prog block instead of compiling every time it is built
because then that means we would be able to use Lidar guidance with stupid ammount of missiles
I'm not sure but I think it is posiblle in unity engine but keen soft uses its own so it might be impossible due to how engine works
@@idkidk9204 It can be reworked. Its just that keen used to think for the longest time that in game scripting was a luxury feature that only a minority of the comunity was interested in. Hell keen DISABLE scripts by default on most presets
They only realized they were wrong with the Xbox version where people started asking why the fuck there was no scripts.
The code is old and in dire need of reworking, both to solve the compilation issue, but also the API, make so functions can run parralel to the normal simulation as to not freeze it, and fix glaring missing API that prevent many functions of blocks from being acessed.
@@mobiuscoreindustries oh, I didn't know about that
They should just use the money gained from the dlcs to rework the engine and basically make SE2.
Better stability and less performance issues with large numbers of players and difficult subgrids would make for an awesome game.
Beautiful and dangerous!
Can`t wait to see more!
Great job as always Major, your builds rock!
The streaming would be an issue for online play. Wouldn't be as bad as a rotor head cannon, but still would be fairly laggy
Dang! it flings out those missiles so fast!
Weapons are cool, but what wowed me is how gorgeous that ship is!
The missile knows where it is because it knows where it isn't.
In 2:20 there are two white blocks flying towards the enemy. I thought these are some kind of new decoy technic ;) nice ship, the interior looks very cool. Everytime i print one missile, the game lag for 1-2s. How did you managed to record this without any lags?
This is mainly because of his use of RDAV's script. Unlike scripts like easy homming, Diamond dome or WHAM, the missile has no independent control unit. Rather, the launching ship remotely controls every missile through a crossgrid interface (though the merge block, an old bug that has willingly be kept around by the devs).
What lags the game is the compilation. For some reason a prog block will have to compile every time it is built, even if the code has already been compiled before. And it will do so on the main thread which will show down the game until that is completed.
Hopefully one day, keep implements compilation better or at least allows a projector to "store" the compiled code, as such it would not have to recompile every time. This would allow missiles with a much more effective guidance system to be used in larger numbers.
@@mobiuscoreindustriesYou sounds like a programmer or like a SE Veteran. This was a very good explanation which was completely new for me. Thank you very much 👍
@@MightyAssa Well, missiles are my jam in SE. Started using them as soon as the first scripts emerged. And i have worked for serval years to upgrade my designs and my doctrines to push these playermade weapons on the pedestal of domination that they rightfully deserved. Sure it takes a lot more thinking and design to make it work but hot damn is it satisfying when it does
@@mobiuscoreindustries Indeed :) playermade weapons are fun to use. I made a missile video when i fall in love with these playermade weapons. I had luck to capture such a nice footage
ua-cam.com/video/91P8S5SMysc/v-deo.html
Those birds had a drink too much before starting their job
The subtleties in this! The lighting! THe small stuff! IT'S SO SUPERB! Well done!
It reminds me of the Halo Wars 2 cutscene, where the sentinels just keep crashing on the Banished vessel to take it out. I like this build, you never disappoint me, Major!
I'm a low tech, vanilla, military ship designer, due to my limited work with scripts (learning the language gets difficult, and has recently started crashing my game). I find this incredibly impressive. What's the targeting range on these? Could we see this in action against both an AI ship, and one piloted by a human? I'd be very interested to see it's combat capabilities in a live fire exercise.
Aweasome work mate, how did you get the missiles and decoys to eject so easily even when maneuvering? I've been trying to make my own missile ship but the PCU goes bananas in an instant if I try to use pistons to eject them. So far the best I've done is an 8 drone launcher with individual pistons to push the drones out but it goes up to 18000 PCU whenever the drones are attached (about 1500 each), then there's this 10 drone launcher for 15000 PCU (drones included) but it can't individually launch the drones, it could but it would leave most the drones exposed while others are being launched.
Very curious to see how you set up the fure mechanism. That missile barrage only works in creative I think.
I imagine it would work in survival but, volume of fire power would likely be far less depending on how cargo capacity to print missiles
Awesomely looking and awesomely functional... What missile script did you use 😛?
Rdav's Guided Missile Script, it's a bit limited in what it can do (no raycast), but it's the only script that doesn't require prog blocks on the missiles.
When you weld up prog blocks, the game compiles the code and lags for a bit, at 20 missiles that becomes unbearable.
The ship is smart but effectiveless. Its pretty weak against heavyarmored ships with 8-12 mil kg mass with a lot of turrets which are meta in multiplayer. And the cost of this valley is pretty huge.
Is it named Perseus? Cause it sure rains down destruction.
I hate autocorrect, I meant Perses
Missiles for the Win!!!
As a long time Eve online player i approve of this.
will be very interesting if you ever make a Titan Class Dreadnaught Missile ship.
*Screams in terrified battlecruiser*
Dang. Where were U when RUI was gettin' it handed to'em by the drones??????
So you have built a gatling missile launcher. I think I said it before but you are crazy :) Thats how we love our engineers
how do the missiles not crash inside the ship before they get out and track?
ecspecailly when its moving.
Its a very cool ship i keep try8ng to make wuchs compact efectibe ships bud i never seem to end up whit a xompact ship xd
the missles and decoys dont fire tried to use them and i dont know anything about program blocks so i dont know how to fix
The music reminds me of ankha dancing.
Dear god imagine thinking you're taking on a single ship and then it just starts spewing out antenna signals at you
hot damn ... thats heavy ... alot rss just for 1 type of missle alone ....
are u goint to remake it for the latest update with the improved ai system?
This whole missle thing cant be cost efficient right!? XD
The Royal Manticoran Navy would be proud.
it costs 400,000 credits to fire these weapons for 12 seconds
I think you can dominate a hole server with this ship.
Is the ship with the dope custom turrets in the workshop?
How did you make them missiles cone out so fast?
so you DO burn down forests to hunt down rabbits
how do you get missiles to target something?
I would call this ship the Shatterback
compliments! one creation better than the other
That’s not a missile ship it’s a swarm ship
meanwhile in the enemy ships POV:
Officer: Our Sensors has detected an enemy ship within the asteroid field!
Captain: That’s odd, I don’t remember there being a asteroid field. Anyways, move in to inte-
Officer: The asteroids are all moving towards us! Picking up visuals now.
*Sees the fifty missiles quickly approaching their allies before seeing them blow up*
Captain: Oh god help us. Disengage with the enemy ship immediately and get us the hell away from them, NOW!
Officer: They’ve already locked onto us and there too man-
that clic is awful in the music
I wish i could stick this into some of my old builds. its amazing.
This game is insane.
Coming from an Xbox player, pc space engineers is so much cooler with all the possibilities you can do. Also mods but vanilla is just as cool
nice....
Now that's a warship
Release the swarm!
Is this on xbox?
Missiles go brrrrrrrr
this is probably going to be your best combat ship, cause those takes missile meta to another level.
Epic. gg