Space Engineers

Space Engineers

[RETIRED] WMI Komodo Guided Missile Destroyer Mk 1
182 Comments
Armistice840 16 Apr, 2021 @ 6:09pm 
might as well modify it with the RDAV missile script, and this is a ship thats been around for years probably seen alot of service across multiple factions
SPARKY 19 May, 2020 @ 8:00am 
Hello,
Thanks for this wonderful work. I projected and printed this ship in creative mode, and it worked like a champ; however, on a friends survival mode server it did not print any part of the missiles. In the missile bay there is a rotor (maybe rotor head) and no merge block. In tool bar one, item one and two are the book looking icon. Im going to reprint the ship, but I want to know if there is a setting we need to tweak for your ship to fully print. Thanks
Hrodemx 3 Apr, 2020 @ 10:50pm 
How i can recompile after firing and welding the missile?
-Devastator- 9 Mar, 2020 @ 5:14pm 
Hi whip can u accept my friend request? And, do u have any missile recommendations, or can u publish the missiles used here? Cause I want to use the missile but not the ship “I can’t use rotor turrets in survival due to projection”
Th3W0lf3 17 Jan, 2020 @ 6:57am 
beep
Whiplash141  [author] 15 Jan, 2020 @ 7:15pm 
@Recker79 : "Can you please make a revision for 2020"
Possibly... ;)

https://i.imgur.com/1mCXTDP.jpg


@All:

I went ahead and updated all of the scripts and fixed the blueprints inside, so she should fire again :). This version of the ship will be retired Soon(TM)
ZFau19 11 Jan, 2020 @ 8:07pm 
Can you please make a revision for 2020
Aljon 31 Jul, 2019 @ 10:37am 
rip its bugged now
enrique.waisfisz 19 May, 2019 @ 10:24pm 
ye de torpedos are not firing voor me too
:steamsalty::steamsalty:
Armistice840 30 Mar, 2019 @ 7:54am 
i think the ship may be bugged, also the torpedos are not firing
Foundation 26 Mar, 2019 @ 4:20am 
really cool
petruslima33 28 Jul, 2018 @ 8:17pm 
in my ship, none of the torpedoes reloaded
Kara Vaki 10 Apr, 2018 @ 9:38pm 
it seems that the ship can only fire one missile after it reloads
Axlion 7 Dec, 2017 @ 10:23pm 
Hm, even with the realign of the projectors, missile 1 doesn't seem to reload, and the reloaded missile 2 won't fire.
Neottious 27 Sep, 2017 @ 10:25am 
"A firing klaxon will sound when you fire with the doors open; if you do not hear this klaxon, the missiles bay doors are likely open." Excuse me, a sound will play when firing with the doors open and if I don't hear it, the doors are open?
Evasong 13 Aug, 2017 @ 7:59pm 
trying to build one of these in survival the problem is the fireing mechanism had to be blueprinted and the missile seperately then i gota build that and set it up in survival so not fun kinda anouyed SE dont let small grid / large grid blueprinting together with the whole rotor trick now i gota install it all manualy
Sander 21 Jul, 2017 @ 6:34pm 
Offset fix:
Vertical: 1
Horizontal: 3
Frontal: 3

Allows it to reload properly, don't know if it will work for all
susannewins 12 Jun, 2017 @ 6:33pm 
@brodye

Are the projector offsets right? I have a problem where the missile is not lined up with the merge blocks, so it doesnt fire
zoomfree 31 May, 2017 @ 9:44am 
The missiles do not reload after they are shot once
Schwarzengel 10 Apr, 2017 @ 4:13am 
does this program work well now?
HighPriorityToast 25 Mar, 2017 @ 5:55pm 
missiles arent reloading and im perfectly still
LordMiro 14 Mar, 2017 @ 11:30am 
I saw your ship in action on TheXPGamers YouTube channel. :)
moux 6 Jan, 2017 @ 11:26pm 
Hey there, beautiful build. Just have one question. I might be doing something wrong, cause after the first pair of missiles, it won't produce more. I tried manually enabling projector and welders, the result was incomplete and unresponsive missiles, didnt work. I tried manually running the reload program, nothing happened. Am i missing something important ?
drandarith 5 Jan, 2017 @ 1:43pm 
Hey Whip, I'd love the chance to join up with WMI at some point. I need to learn from you vets how to be a better engineer. I love the scripts and I've been wanting to design a small fleet that uses all of the different custom abilities. such as your turret AI script etc. I have a question on your auto airlocks.. can you (or I) be able to remove a certian door block from the program? I wanted to use the oldschool doors as "window shutters" and dont want them being auto closed by the script. Thanks in advance!
GrandBravo 15 Nov, 2016 @ 12:47pm 
Hi Whiplash,
First of all, i love your missile scipts! These guided missiles really makes the game more fun! :D

I got a little problem. I'm trying to design a battleship with your missile system installed. Unfortunately I'm stumbeling on a few problems. The first problem was to add the new (welded) missile to the grid. Fixed that with you Fire missile script. Although a new problem occure with timer blocks and programmable blocks. I don't know if this is a KEEN bug but if you could help me with it, that would be great :)

If you want, I'll sent you a friend request and you can come on the server to see the problem for your selfe 0:)

NOTE: Ownership, block alignment etc etc (amatuer problems) are not the issue here :S
Elysian 13 Nov, 2016 @ 6:55pm 
whiplash, im just wondering. when is the planned realese date for the komodos update?
Karma 3 Nov, 2016 @ 4:50am 
It's alright thx for notifying me.
Whiplash141  [author] 2 Nov, 2016 @ 6:54pm 
@Karma:
Yep, keen changed how projections worked a few months ago. Since then, I have not updated this ship because (1) I have a much better version pending release and (2) My hard drive where this blueprint was stored failed. Sorry for any inconvenience, but to my knowledge, the fire system should still work if you go in and change the projector offsets. :)
Karma 2 Nov, 2016 @ 6:03pm 
and the projection shows the missle halfway in the wall
Karma 1 Nov, 2016 @ 2:51pm 
missles won rebuild
Daniel L Parry 15 Sep, 2016 @ 7:08pm 
On the plus side since both DEV and Stable are bugged anyway I guess I can go back to using the DEV build again
Whiplash141  [author] 15 Sep, 2016 @ 6:23pm 
Amen to that!
Daniel L Parry 15 Sep, 2016 @ 6:22pm 
Well I guess I'll be doing a bit of a conversion, I had been using the komodo to reverse engineer my own torpedo destroyer, but without using mods to stick some high calibre weapons on it'll be a little underwhelming, PMW's are so much more elegant than a cluster of turrets.
Whiplash141  [author] 15 Sep, 2016 @ 6:05pm 
@Daniel: Yep... "stable" huh? Thanks Keen... :P
Daniel L Parry 15 Sep, 2016 @ 5:03pm 
Hmm, copy and pasted this ship and it summoned clang, Am I to assume the DEV build rotor issues have now migrated to the stable build?
Xantholne 。◕‿‿◕。 29 Aug, 2016 @ 1:26am 
To fix the current problem from the new projector mess up, go to the control panel once it is spawned in. Navigate to the Projectors group and set the following:

Horizontal Offset: 1
Vertical Offset 3
Forward Offset: 3

Doing that allows it to work just fine again with the automated reconstruction of the torpedos.
Whiplash141  [author] 21 Aug, 2016 @ 11:08pm 
@Fullen:
Keen jacked up how projections work. I'll try and fix it :)
Fullen 21 Aug, 2016 @ 8:27pm 
First shot fires fine but after that the missiles are being built with engines missing.
Whiplash141  [author] 31 Jul, 2016 @ 11:38pm 
liamkirk97 31 Jul, 2016 @ 11:01pm 
what type of script did you use for the torpedos?
Whiplash141  [author] 8 Jul, 2016 @ 1:49am 
@grayando:
Bloody awesome work! When I have time, I'll try and make an image album that shows all the timer binds :)
Grayando 8 Jul, 2016 @ 1:07am 
Hello again Whip..... if you want, i would be willing to help put together a survival building guide, with all you do here, I guess time is in short supply.... anyways, happy to help if you wish... '' )
Grayando 7 Jul, 2016 @ 4:56am 
Grayando 7 Jul, 2016 @ 4:51am 
so not sure if you have it noted down anywhere the timer and group setups? thats about all I need i think.... I even hand loaded all the restock materials into her...... for the love of god man!!!! lol
Grayando 7 Jul, 2016 @ 4:51am 
Hi Whip, so I have made blue prints of the GASP missile, 1 and 2.... made blue printe of the projecter heads front and back, and managed to get the small rotor heads pushed and locked into the large rotor bodies..... Ive renamed all the timers and programables and other blocks as needed.... the only thing Im missing now is how to set all the timers up??? argghhh!!!! lol.... its only been three days Ive been trying haha.... shes worth it though....

so for example...... Timer - Close Missle Bay, slot 1 *Fire Missiles* what should this be set to? I get the others.... slot 2 Timer - Close Missile Bay - Toggle off
slot 3 Timer - Open Missle Bay Start - Toggle off
slot 4 Main Gun - Blast Doors / Close I guess?

Whiplash141  [author] 6 Jul, 2016 @ 4:53pm 
@josh.a.good.friend:
The actual ship is fully survival capable . Whether or not you can build it all at once with a projection is a different story. Keen does not support the projection of multiple grids which is quite problematic. Not much I can do about this.
McHammer 6 Jul, 2016 @ 4:17pm 
Yeah, I second the fact that this thing is, as is, not ready for survival. Many of the blocks are missing in the blueprint when, though not when spawned in creative. I worked uber hard to get this baby, just to turn it into a gunship.. >.<
Grayando 4 Jul, 2016 @ 7:08am 
HI Whip, How many Timers should I have? I see in the set up drawing you have three laid out, but after building from blueprints, I only seem to have one Timer....!? I have got the doors working with your script, but still seem to be having trouble getting her going.... could not tempt you into joining the server im on and having a quick look over her would you? After the furious building effort, it would be nice to see her do her thing... '' )
Grayando 3 Jul, 2016 @ 11:23am 
Wish I could could get her to work in Survival.... any idea why she wont fire?