I would love to see a video on retrofitting an existing workshop ship with the Artemis system, including redesigning the missile bays and maybe give us a sneak peak into what goes into the small grid missile arrays we've seen bits and pieces of.
That is already the case in the Artemis tutorial. Though in that case it's adding some missiles and a drone to a ship that had none. If you already had a missile system you can convert it. Rip the missile out, remove the antenna and program blocks, run the torpedo helper on it, paste it back on the launcher, setup the projector, and tag the mount and that would be just about it.
@@mobiuscoreindustries I have a question to ask, do you personally notice any "accuracy/tracking" differences with the popular workshop PMW scripts? or they "should" be on par mostly?
@@morghdred017 There is. Primarily in the guidance type and amenitities provided by the script. For example RDAV's script does not do lidar tracking, so that means your tracking is going to be entirely dependent on low range, slow target speeds or modded turrets. That or being a god at estimating impact points. Easy Lidar Homing is pretty solid even after all these years, but the fact it needs to lock on after launch can make you miss shots if, lets say, you fire and then fail to lock the target as he dashes out of render range. DDS and WHAM constantly fight between WHAM's really good readability when it comes to target tracking, and DDS having bad readability but also doing multi-tracking. DDS I found is also better at handling fire and forget but WHAM can retask missiles mid flight by changing the locked target. Overall WHAM is less likely to lose lock without you noticing, but its aslo a lot harder to manage multiple enemies at once. Then there is network targeting. ELH and RDAV don't do it, so your range will always be limited to what your own eyes can see. In single player its fine because you can easily see enemies from very far away but on servers you can be as blind as a bat past 3km with things randomly unloading out of existence. Now you CAN actually lock and track these guys with LIDAR past that range, but it won't help if you get cheese-grated by armored boxes with modded guns that dip in and out of reality before you can get a lock on. However if you have other ships, or automated drones, you can compensate for this. Network information sharing allows you to overcome the limited vision and intel you have by sharing as much data as possible. WHAM does that, but only on a per target basis, meaning the Intel is going to be limited to only what people are actively shooting at, and you can't actually make use of said intel until you lock it yourself (which past render range is really hard to do). DDS natively supports this feature but its really just the script that benefits from it as it is next to impossible to actually know exactly what the script is aware of. Artemis draw for me was really the fact it could do both of those above without compromise. You can multitrack, but you aslo have a dynamic readout telling you exactly what is where. Anything you track is broadcasted to the network and if someone sees it, you can shoot at it, regardless if it is 5km or 60km away. Now doing that without broadcasting your exact position to every crayon eater in the galaxy is another topic entirely, but at least it gives you options.
@@mobiuscoreindustries oh wow, was not expecting this in-depth of respond, thank you so much to enlighten me. With that been said now I really can't wait for Artemis to come available to public then
I'm a noob, and this is by far the most epic SE video ever! I feel like I have nostalgia. The base design, the rocket flight, the angles, the pending doom, the explosions. Like wtf you can lock on with a drone? Like is that a mod 😅🤩😍 Subscribed!!!
No real clue yet, only they i know that it's sooner rather than later. I have just been rather delayed by IRL events. The tutorial is done and is just hidden on the channel. The trailer is mostly done and all that remains is the stream stuff and other related things. And of course the go ahead from AKI to proceed with publication
Speedlimit-breaking piston guns might be able to be used to get rid of bases defended by missiles. Especially on vanilla servers where you can just sit right outside of turret range. This makes safezones necessary for an adequate base defense on servers with economy enabled.
@@A.Person.Who.Exists I mean there will be various tutorials on how to do stuff. For example, if someone ask me "how about cluster missiles?" and I'll show my reasoning, probably show a couple example models and uses, and if i use public available resources, there will be blueprint links. But the goal of the academy is to investigate concepts that people are interested in
@@A.Person.Who.Exists actually idk, i don't think i should release the tutorial until the script actually releases but would that be something people are actually interested in?
I have started dabbling in player made missiles and found that 2 launchers are enough. I am using HWAM/LAMP by whiplash. With just two tubes my base can pump out 1/s and I am using the advanced designator turret with a 5km range I am deff going to check your stuff out though. Your stuff looks cool as heck.
Yeah. I found that the sweet spot for me was about 2 wyvern launchers (that's about 2 welders and 8 missiles) and occasionally a large grid launcher. But then also gets added whatever combat ship is nearby which bumps up the numbers. Also these launchers also reload in a second or two, but I usually don't reload them on cinematics and opt for more units, primarily for spectacle and to prevent frame rate drops during welding though nowhere near as bad as wham even could
Though about that. Probably could be done however these PMW are suite bulky on small grids. But if i don't care about ruining the design, a PW.mk1 is a possibility. Maybe something to do for using PMW on small grids?
@@mobiuscoreindustries would probably need to be larger than preferred, but upscaling the hull would eventually give enough room for such a weapon, probably at around the corvette/light frigate scale in sg. wildly impractical of course, but would be quite cool
@@mobiuscoreindustries not exactly, that's in space against a few large grid targets. I was thinking more "showcase how many different targets a single ship can target with script" like how the pw-mk1 swarm can target ~20 different things, don't know if we've seen a solid stress testing of multitargeting. ~~plus I just want to see more PW stuff~~
@@deckerbarborka6405 Ah! Well that is sure something i can do, but the just of it is really that depends on mods and just how many missiles you have on hand because there really isn't any limits. I mean that drone squadron was 13 individual targets. Lidar-ing all of that would be a pain in the ass but even that is technically doable. And with mods its just trivial.
Some fantastic work! I'm new in SE, so let me ask, how do you build these rockets? Do they have multiple thrusters or are they handled by script? Also, do you have discord server?
Thanks! The missiles vary in shape, sizes and function, but they are overall entirely script controlled. Appart from the basic requirements (at least one thruster, at least a remote, power, at least a connecting piece of some kind) the rest is entirely up to the designer. Have 1 thruster, or have a thousand, or a modded thruster, it really does not matter. Also while I do not have a personal discord I am creating one as we speak. Link should drop on the next video as a dedicated place for me to manage questions.
I've seen a lot of PMW missile scripts but this looks especially interesting... Does this requires a ton of camera to work? And something I've always wanted but not seen anywhere: Can we fire upon a specific block, or only able to aim at geometric center? Like take out all the turrets with minimal hull damage (in case of a capture operation)?
By camera work, I assume you are refering to the aiming and locking procedure. Its surprisingly easy and i'm pretty sure the HUD is a very very large part of it. Obviously you need to wrangle LDIAR a bit if you are using that but once done the system takes over the tracking. If you use a modded designation, then things are just automatically logged into the system and all you need to do is point and shoot. As for shooting specifics, it sadly only really aims at the center, however it does offer dynamic offset that allow the missiles to spread their damage. If the enemy is using player made turrets you can individually lock onto those and the system will treat it as a separate ship as long as it can maintain contact with it. This is a trade-off of all the other features, however if the demand is high enough, maybe we can work something into the system to allow for specific targeting.
I know it wouldn't technically be a PMW, but have you tested to see how well the scripts work with the Torpedo Parts mod? I have been toying with some ideas in my head about building some designs using that mod, but the guidance parts mod for it always seems broken. Not sure if other PMW scripts would integrate well with the modded blocks
It works (well, on one condition only), and you do get all the advantages of inline modules, strong all environement thrusters without the need for hydrogen and fucking nuclear warheads. I'd just recommend to use vanilla merge blocks for connection, just to be sure the ref point isn't going to be bugged, but other than that it should work just the same
@@Fallout0SC Maybe after release i could see about stuff like modular encounters. No idea how that works but if i figure it out, maybe a few ground/space encounters that use player made weapons?
Aryx weaponcore pack Specifically the Doppler radar. For the shot in orbit the radar was insufficient so I used cameras on the drone to lidar-lock the station. Because the drone was communicating to the base, targeting data was shared allowing the base to engage the target well outside the range of the designator
"just dodge lmao" In all seriousness the evasive spital can be operated manually and you can use a gyro override to manage the spin if you want. Using a script behind that would be detrimental as the script could not anticipate parameters like an evading missile (which would lead to a really wierd and unpredictable intercept window) and trickshot missiles (that arrive from multiple angles). Dodging just a combinaision between acceleration of both objects and the rate of motion of the interception point.
@UCYNsEkrM-F0qd48CflwbTcA Not saying you can't, you can make anything with scripts. All i'm saying is that the investment/complexity to reward ratio on evasive trails off once you got the proper spiral vector aligned to your most important target. Target intel flow is also important to consider, If you only works of vanilla, 800m of certain target detection will often be too little too late. LIDAR does not make automatic targeting, you would rely on having a modded designator until/if warfare 2 adds a more sustainable way to acquire targets at long ranges. Can be done, and is already being somewhat done by Artemis and the combat autopilot with the evasive spiral motion. The rest is decided by ship design
@@friedrichhayek4862 Actually you can, if they all come from the same vector and if your ship is maneuverable enough. It was already shown on a somewhat more realistic scale during the second episode of this series. Space engineers has already massive issues handling 15 automated fighters, doing so exceeds the complexity limit allowed on scripts which locks your program blocks. As funny as this aspirational number is, just having two thousands individual grids is tanking the game to unplayable levels. So with respect I will doubt this particular claim. Even disregarding the outrageous number, raven drones, being controlled by Artemis, can dodge missiles by using the exact same spiral evasion that is being used to avoid turret fire by both the drones and the combat autopilot. Drones have an advantage in that their TTW can be pushed higher than most ships by stripping them down until only thrusters, fuel and guns remain. Dodging is only dependent on velocity change, Even dumb strategies like burning away from the missiles are guaranteed to work if your acceleration is high enough.
@@mobiuscoreindustries Yes the number is exagerated, I have the game but no a computer powerful enough to play it enjoyably, meanwhile I want my fully automated faction (e.i. Automated based building, base defense, resource grinding, administration of creation of new bases, automated logistics, automated selection of what new ships add to the faction, etc...). The limit is on computer resources or is a setting?
Idea for future video: What to do when a crazy Frenchman starts spamming super-advanced missiles at you
Good idea actually
In all the time I've spent in SE, I've never even thought to create something such as this.
This game seems to have no limits. This is amazing!
I love the hybrid 80's action montage/anime action scene soundtrack! Perfect
I would love to see a video on retrofitting an existing workshop ship with the Artemis system, including redesigning the missile bays and maybe give us a sneak peak into what goes into the small grid missile arrays we've seen bits and pieces of.
That is already the case in the Artemis tutorial. Though in that case it's adding some missiles and a drone to a ship that had none.
If you already had a missile system you can convert it. Rip the missile out, remove the antenna and program blocks, run the torpedo helper on it, paste it back on the launcher, setup the projector, and tag the mount and that would be just about it.
This was almost like todays: Reinmetal Defense Systems commercial! Incredible! Keep going you are the boss!:)
I love this so much, you actually are the one that spark my journey for pmw design and usage, cant wait for artemis to come public o7
I am greatly honored. A pleasure to see that my content inspired others to dabble into the great and wacky thing that is PMW.
@@mobiuscoreindustries I have a question to ask, do you personally notice any "accuracy/tracking" differences with the popular workshop PMW scripts? or they "should" be on par mostly?
@@morghdred017 There is. Primarily in the guidance type and amenitities provided by the script. For example RDAV's script does not do lidar tracking, so that means your tracking is going to be entirely dependent on low range, slow target speeds or modded turrets. That or being a god at estimating impact points.
Easy Lidar Homing is pretty solid even after all these years, but the fact it needs to lock on after launch can make you miss shots if, lets say, you fire and then fail to lock the target as he dashes out of render range.
DDS and WHAM constantly fight between WHAM's really good readability when it comes to target tracking, and DDS having bad readability but also doing multi-tracking. DDS I found is also better at handling fire and forget but WHAM can retask missiles mid flight by changing the locked target. Overall WHAM is less likely to lose lock without you noticing, but its aslo a lot harder to manage multiple enemies at once.
Then there is network targeting. ELH and RDAV don't do it, so your range will always be limited to what your own eyes can see. In single player its fine because you can easily see enemies from very far away but on servers you can be as blind as a bat past 3km with things randomly unloading out of existence. Now you CAN actually lock and track these guys with LIDAR past that range, but it won't help if you get cheese-grated by armored boxes with modded guns that dip in and out of reality before you can get a lock on. However if you have other ships, or automated drones, you can compensate for this. Network information sharing allows you to overcome the limited vision and intel you have by sharing as much data as possible. WHAM does that, but only on a per target basis, meaning the Intel is going to be limited to only what people are actively shooting at, and you can't actually make use of said intel until you lock it yourself (which past render range is really hard to do). DDS natively supports this feature but its really just the script that benefits from it as it is next to impossible to actually know exactly what the script is aware of.
Artemis draw for me was really the fact it could do both of those above without compromise. You can multitrack, but you aslo have a dynamic readout telling you exactly what is where. Anything you track is broadcasted to the network and if someone sees it, you can shoot at it, regardless if it is 5km or 60km away.
Now doing that without broadcasting your exact position to every crayon eater in the galaxy is another topic entirely, but at least it gives you options.
@@mobiuscoreindustries oh wow, was not expecting this in-depth of respond, thank you so much to enlighten me. With that been said now I really can't wait for Artemis to come available to public then
I'm a noob, and this is by far the most epic SE video ever! I feel like I have nostalgia. The base design, the rocket flight, the angles, the pending doom, the explosions. Like wtf you can lock on with a drone? Like is that a mod 😅🤩😍
Subscribed!!!
Wow this looks awesome. Cant wait for this to become public! Had no idea player made missiles could work so well with mods too.
2:31 looks amazing
This looks incredible! Any approximate timeline on when the script + tutorial will be released?
No real clue yet, only they i know that it's sooner rather than later. I have just been rather delayed by IRL events.
The tutorial is done and is just hidden on the channel. The trailer is mostly done and all that remains is the stream stuff and other related things. And of course the go ahead from AKI to proceed with publication
@@mobiuscoreindustries awesome, can't wait to play with it!
Wait, so it's on the workshop?
That skybox is fantastic.
Can't wight for this script! Looks amazing
Speedlimit-breaking piston guns might be able to be used to get rid of bases defended by missiles. Especially on vanilla servers where you can just sit right outside of turret range. This makes safezones necessary for an adequate base defense on servers with economy enabled.
The tutorials are finally here! I'm so excited!
I mean its not the tutorial. Though in reality the tutorial for Artemis IS on the channel! Its just hidden for now.
@@mobiuscoreindustries oh, ok my bad. I thought this was the first tutorial since it said academy in the title.
@@A.Person.Who.Exists I mean there will be various tutorials on how to do stuff. For example, if someone ask me "how about cluster missiles?" and I'll show my reasoning, probably show a couple example models and uses, and if i use public available resources, there will be blueprint links. But the goal of the academy is to investigate concepts that people are interested in
@@mobiuscoreindustries Ok, thanks
@@A.Person.Who.Exists actually idk, i don't think i should release the tutorial until the script actually releases but would that be something people are actually interested in?
Man this is just so cool. I wish this game was larger scale in a way like eve.
Love all the missiles
I have started dabbling in player made missiles and found that 2 launchers are enough. I am using HWAM/LAMP by whiplash. With just two tubes my base can pump out 1/s and I am using the advanced designator turret with a 5km range
I am deff going to check your stuff out though. Your stuff looks cool as heck.
Yeah. I found that the sweet spot for me was about 2 wyvern launchers (that's about 2 welders and 8 missiles) and occasionally a large grid launcher. But then also gets added whatever combat ship is nearby which bumps up the numbers.
Also these launchers also reload in a second or two, but I usually don't reload them on cinematics and opt for more units, primarily for spectacle and to prevent frame rate drops during welding though nowhere near as bad as wham even could
@@mobiuscoreindustries I like the idea of multi targeting.
I did not find Artemis in the workshop though.
The base looks like a halo wars did u do that on purpose or was it just a coincidence cuz it looks awesome
Yh it is the workshop link is in the description
countermeasure missiles are so cool
suggestion: so you know that one super plane from project wingman? the one with the swarm missile launcher? that would be quite cool
Though about that. Probably could be done however these PMW are suite bulky on small grids. But if i don't care about ruining the design, a PW.mk1 is a possibility. Maybe something to do for using PMW on small grids?
@@mobiuscoreindustries would probably need to be larger than preferred, but upscaling the hull would eventually give enough room for such a weapon, probably at around the corvette/light frigate scale in sg. wildly impractical of course, but would be quite cool
@@deckerbarborka6405 oh so you mean just in the sheer amount of Spam ? Then I already have the thing for you ua-cam.com/video/mk4oHUinKVs/v-deo.html
@@mobiuscoreindustries not exactly, that's in space against a few large grid targets. I was thinking more "showcase how many different targets a single ship can target with script" like how the pw-mk1 swarm can target ~20 different things, don't know if we've seen a solid stress testing of multitargeting. ~~plus I just want to see more PW stuff~~
@@deckerbarborka6405 Ah! Well that is sure something i can do, but the just of it is really that depends on mods and just how many missiles you have on hand because there really isn't any limits. I mean that drone squadron was 13 individual targets. Lidar-ing all of that would be a pain in the ass but even that is technically doable. And with mods its just trivial.
Some fantastic work! I'm new in SE, so let me ask, how do you build these rockets? Do they have multiple thrusters or are they handled by script? Also, do you have discord server?
Thanks! The missiles vary in shape, sizes and function, but they are overall entirely script controlled. Appart from the basic requirements (at least one thruster, at least a remote, power, at least a connecting piece of some kind) the rest is entirely up to the designer. Have 1 thruster, or have a thousand, or a modded thruster, it really does not matter.
Also while I do not have a personal discord I am creating one as we speak. Link should drop on the next video as a dedicated place for me to manage questions.
Been a little bit but just in case you haven't been noticed, here is the link to the discord: discord.gg/Q85Dafqfna
"This is way too many! Just a dozen are more than enough"
NONSENSE! There is never too many missiles!
what the hell is that map?? those giant asteroids look AWESOME!!
Amei o conteudo será que dá para fazer agora com o Automatons?
can i ask where i can find said "Modded Designators" in 0:21? thanks
They are part of the AWE weaponcore pack
This probably got asked many times, but how are you setting this script up to lock and launch at multiple targets from a drone at the same time?
is the script released by now? I had a small bet with my friends and that script really could be helpfull
what mod are you using for your thruster effects/ smoke trails?
It's called RocketFX by Klime
I've seen a lot of PMW missile scripts but this looks especially interesting...
Does this requires a ton of camera to work? And something I've always wanted but not seen anywhere: Can we fire upon a specific block, or only able to aim at geometric center? Like take out all the turrets with minimal hull damage (in case of a capture operation)?
By camera work, I assume you are refering to the aiming and locking procedure. Its surprisingly easy and i'm pretty sure the HUD is a very very large part of it. Obviously you need to wrangle LDIAR a bit if you are using that but once done the system takes over the tracking. If you use a modded designation, then things are just automatically logged into the system and all you need to do is point and shoot.
As for shooting specifics, it sadly only really aims at the center, however it does offer dynamic offset that allow the missiles to spread their damage. If the enemy is using player made turrets you can individually lock onto those and the system will treat it as a separate ship as long as it can maintain contact with it. This is a trade-off of all the other features, however if the demand is high enough, maybe we can work something into the system to allow for specific targeting.
What was the engine effect mod used? Can't imagine that every missile had a smoke stack on the back
When will this be released to the workshop?
whats the script name? i cant find anything under artemis in the workshop. Oh and from what mod are the designators?
I know it wouldn't technically be a PMW, but have you tested to see how well the scripts work with the Torpedo Parts mod? I have been toying with some ideas in my head about building some designs using that mod, but the guidance parts mod for it always seems broken. Not sure if other PMW scripts would integrate well with the modded blocks
It works (well, on one condition only), and you do get all the advantages of inline modules, strong all environement thrusters without the need for hydrogen and fucking nuclear warheads.
I'd just recommend to use vanilla merge blocks for connection, just to be sure the ref point isn't going to be bugged, but other than that it should work just the same
Any update on that artemis script?
Can you release an autonomous base/world file for us to fight?
Good idea! I'll probably publish an base example for the script release. I sort of really want to add large gird launchers to it however.
@@mobiuscoreindustries I wanna dog fight the missiles and get messed up.
Give us a easy/medium/hard bases to fight please. :)
@@Fallout0SC Maybe after release i could see about stuff like modular encounters. No idea how that works but if i figure it out, maybe a few ground/space encounters that use player made weapons?
Is it finally finished the missles
isso ainda funciona ?
I don’t think I’ve seen this planet or skybox before. Anyone know what they are?
ICBM's and cruise missiles.
Which mod is being used for the designators?
Aryx weaponcore pack
Specifically the Doppler radar.
For the shot in orbit the radar was insufficient so I used cameras on the drone to lidar-lock the station. Because the drone was communicating to the base, targeting data was shared allowing the base to engage the target well outside the range of the designator
What mod is designator from?
Now imagine if it was ICBM capable with the swarm missiles being cover for the larger missile
What is this Mod Radar you speak of?
This one is a WC radar from the Aryx enterprises weapon modpack
Planet?
what mod is that radar thing?
Its from the Aryx Weapon Enterprises. Called the Doppler radar. Its essentially a turret that does not fire anything and has a big range.
What planet is this?
Should have been Morbius academy
What about a missile dogging script?
"just dodge lmao"
In all seriousness the evasive spital can be operated manually and you can use a gyro override to manage the spin if you want. Using a script behind that would be detrimental as the script could not anticipate parameters like an evading missile (which would lead to a really wierd and unpredictable intercept window) and trickshot missiles (that arrive from multiple angles). Dodging just a combinaision between acceleration of both objects and the rate of motion of the interception point.
@@mobiuscoreindustries I don't think I would be able to manually dogge al the missiles that my fleet of 2 thousand autonomous flighters would recive.
@UCYNsEkrM-F0qd48CflwbTcA Not saying you can't, you can make anything with scripts. All i'm saying is that the investment/complexity to reward ratio on evasive trails off once you got the proper spiral vector aligned to your most important target. Target intel flow is also important to consider, If you only works of vanilla, 800m of certain target detection will often be too little too late. LIDAR does not make automatic targeting, you would rely on having a modded designator until/if warfare 2 adds a more sustainable way to acquire targets at long ranges.
Can be done, and is already being somewhat done by Artemis and the combat autopilot with the evasive spiral motion. The rest is decided by ship design
@@friedrichhayek4862 Actually you can, if they all come from the same vector and if your ship is maneuverable enough. It was already shown on a somewhat more realistic scale during the second episode of this series. Space engineers has already massive issues handling 15 automated fighters, doing so exceeds the complexity limit allowed on scripts which locks your program blocks. As funny as this aspirational number is, just having two thousands individual grids is tanking the game to unplayable levels. So with respect I will doubt this particular claim.
Even disregarding the outrageous number, raven drones, being controlled by Artemis, can dodge missiles by using the exact same spiral evasion that is being used to avoid turret fire by both the drones and the combat autopilot. Drones have an advantage in that their TTW can be pushed higher than most ships by stripping them down until only thrusters, fuel and guns remain. Dodging is only dependent on velocity change, Even dumb strategies like burning away from the missiles are guaranteed to work if your acceleration is high enough.
@@mobiuscoreindustries Yes the number is exagerated, I have the game but no a computer powerful enough to play it enjoyably, meanwhile I want my fully automated faction (e.i. Automated based building, base defense, resource grinding, administration of creation of new bases, automated logistics, automated selection of what new ships add to the faction, etc...). The limit is on computer resources or is a setting?
This probably got asked many times, but how are you setting this script up to lock and launch at multiple targets from a drone at the same time?