Space Engineers

Space Engineers

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VXM-08 Multi Launch Missile System
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Type: Mod
Mod category: Block
File Size
Posted
Updated
43.528 MB
3 Sep, 2022 @ 2:09pm
19 Feb, 2024 @ 3:15pm
8 Change Notes ( view )

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VXM-08 Multi Launch Missile System

Description
Adds in the VXM-08 Multi Launch Missile System for Large Grid. Fires VXM-08 HE Missiles and VXM-08 Decoy Missiles
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Extended Info/Lore
The newest edition to The Iron Orders weapon pack. The VXM-08 M.L.M.S came about after a growing need for a cheaper and smaller missile system was needed. While the Trident Torpedos are effective they lack in tracking and speed and the system needed to launch them far to big. The MLMS is able to launch 6 missiles in rapid succession before needing to reload. It has far better tracking and speed then the tridents at the cost of less armor and a lesser warhead

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Stats
Reload: 30sec
ProjectileRange: 5000m
MagSize: 6
ROF: 0.13 (reload is factored in)

HE Missile
DamagePerShot: 3000 (100 = 1 steel plate)
HP: 5
Explosive Radius: 5
Explosive Damage: 7000
Secondary Boost stage at 1500m from target will cause missiles to stop moving around and charge directly at the target. The missiles gain a speed boost at this phase
Shield damage modifier: 4x

Decoy Missile
DamagePerShot: 2500 (100 = 1 steel plate)
HP: 5
Secondary Stage at 2750m which produces 2 additional missiles per missile to fly around the target and distract PDC systems

*Stats may change as feedback comes in*
Other info:
These are fully colorable/paintable
Passive Power Draw of 10MW

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Most Recent Update Log
VXM Missile System Update
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Fixed target circling from HE missiles (Decoys may still do this but its a feature now)

HE Missiles are now much more aggressive and have better tracking resulting in much better accuracy

HE Missiles have a higher chance of not perfectly hitting. This was a value of 1 and is now 4. (still much more accurate due to increased aggressiveness and tracking)

HE missiles 1st and 2nd stage have had a speed increase of 200

2nd stage HE now activates at 1500m away from the target (was 2500m) this will make it more accurate in closer ranges but will make it more vulnerable to point defense in this stage

Decoy missiles are much more random both in direction and speed variance. Some will even linger around and circle the target
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This mod requires weaponcore
https://sp.zhabite.com/workshop/filedetails/?id=1918681825

If you would like to support me and more creations ;3
https://paypal.me/JacobLCollins?locale.x=en_US
https://www.patreon.com/KillersArmory

SUPPORTERS
Supporters now have access to a WIP pack which contains all of my in development weapons

Youtube Channel
https://www.youtube.com/channel/UCrjnvGDF9Vfv01LX4QDMd9A

Discord
https://discord.gg/5buf2myy3g
If you would like to see teasers,give feedback on current weapons and future projects and discuss what future weapons I shall make consider joining the discord. :3

If you like this weapon consider checking out my weapon pack which includes links to separate uploads of all my weapons

https://sp.zhabite.com/sharedfiles/filedetails/?id=2623116513

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Other Info:
The Torpedo Turret and APES has seen a massive rework consider checking it out!
https://sp.zhabite.com/sharedfiles/filedetails/?id=2559293991
https://sp.zhabite.com/sharedfiles/filedetails/?id=2491104114
266 Comments
Henderson 17 Feb @ 9:58pm 
Ammo disappears after being produced
Killerbee77  [author] 31 Jan @ 11:13am 
Vanilla and Vanilla + are 2 different things. Vanilla is default keen options which are very limited which is why WC was created. Vanilla + came after WC and could probably handle most of it but I’m mostly retired now
John Helldiver 31 Jan @ 5:26am 
The Assault Weapons mod and it's expansion have Vanilla+ down as a requirement for their missiles to track if I recall correctly.

I would be entirely ok with using weaponcore if it didn't break literally everything that isn't weaponcore.
Killerbee77  [author] 30 Jan @ 8:51pm 
Vanilla framework doesn't allow for anything fancy. You can't even make self tracking missiles with Vanilla which is why many use weaponcore or some form of custom script. Might be possible with vanilla + but im not really into modding enough anymore to pick up a project like that
John Helldiver 30 Jan @ 7:39am 
Why must all these amazing looking weapon mods use Weaponcore?

Weaponcore forces people to choose between it and everything else because it breaks literally every other weapon mod that I know of.

Is it possible that some of your mods could be remade using a different base? Vanilla+ maybe?
Killerbee77  [author] 2 Nov, 2024 @ 9:02am 
I’ve never been able to reproduce the issue of them not targeting an enemy. They can miss sometimes even when they probably shouldn’t. They are more accurate in my weapon pack but the separate uploads I’m not really maintaining anymore now that I’m out of school and working
Nemesis 1 Nov, 2024 @ 6:42pm 
There is a lot that can go wrong on any end ofc, but while testing a bunch of different weapon-core missiles (Ik weapon-core missiles are strange sometimes) this one basically never even tries to hit the target, and ofc the other missiles don't have this issue. They kinda go towards it and either fly way over or way under or start turning and being weird. These are the HE missiles. They will also weirdly try to hit a different target if there is one on the way but usually miss then continue on their path to miss the next target. I was testing with some average sized large grids.
Killerbee77  [author] 31 Oct, 2024 @ 8:42pm 
Yeah stuff like that will cause a crash. Glad ya got it figured out
Niviryd 31 Oct, 2024 @ 7:02pm 
i think i figured it out, i was using duplicate mods without realizing it. sorry for the false alarm
Niviryd 31 Oct, 2024 @ 6:37pm 
alright, but how would i check a crash log if only weapon core crashes but not the world? i got an in game notification that weaponcore crashed, but i was able to continue playing, just all the weaponcore blocks wouldn't work