About [Archive] Rdav's Guided Missile Script
From Steam WorkshopMy new guided missile script is designed for the everyman out there, easy to use with exceptionally effective guidance (same as the AIM-9 sidewinder) With a bare minimum setup and designed and…
My new guided missile script is designed for the everyman out there, easy to use with exceptionally effective guidance (same as the AIM-9 sidewinder) With a bare minimum setup and designed and optimised for multiplayer engagements, I'm hoping to make missiles both commonplace and viable in dogfights.
2025 Note
This script is superseded by my new one, however will still remain working for people that prefer this version
About The Script
This missile script is designed for the masses and multiplayer, with a core focus on easy use, effectiveness, and performance friendliness, with no raycasts or cameras needed:
~ Easily installed system with intergrated instructions and useful diagnostics, ~ Advanced interception algorithm capable of hitting small fast accelerating targets ~ Readily built with, missiles are all the same, can be copied, pasted welded, no individual setup ~ Barebones missile requirements means missiles are cheap
Installation Of The Script Into The Programmable Block (PB)
This is not a blueprint like my previous scripts, this ultimately makes it easier to directly install. To install a workshop script do the following (there is an image at the top of the page that shows these steps) - Open the pb's terminal - Press 'Edit' - Press 'Browse Scripts' - Find This script and click OK - Click OK again
The scripts runtime indicator ( a small moving indicator) will now be seen along with the version number and a few other bits of useful information. the PB is now set up and will give further instructions by itself.

Basic Installation Of The Script
To set up the remainder of the script the code will help you as best it can, and will tell you if you have any blocks missing or if a missile failed to fire and for what reason etc. However at a glance all missiles require these blocks:
- Forward thrusters (really go wild with the forward thrust) - Gyro - Power (reactor/battery) - Merge Block
Everything on the missile should be called #A# (or have in the name), if in any doubt you cannot go wrong by calling everything on the missile #A# the missile will sort itself which blocks it needs and which it does not.
To set up the launching ship will require: - 1 turret (also called #A#) - The programmable block - a cockpit or button set with a toolbar option set to to 'Run' the Prog block with the argument 'Fire'
In Addition To These Components: Missiles can have warheads (call these #A# and they will be proximity detonated), side thrusters to help them corner or stop dropping in gravity.
A sound block is used to trigger a 'lock-tone' when you have a target lock. it's use is not compulsory but advised. The code will select the first sound block it can find.

Basic Usage Of The Script
Move to engagement distance (800m), a distinctive target lock beeping will sound from the sound block. (if installed)
After you have target lock 'Run' The programmable block with the argument 'Fire' this will launch the next available missile. this action can be bound to the toolbar of any cockpit. The missile will move away from the ship and once clear will engage guidance and seek in.
Missiles will target what the turret called #A# targets, thus keep an eye on the turret to see what your missiles are trying to engage.
![]()
Hints Tips And Tricks
Performance Tips: The system uses the same tracking algorithm as the AIM-9 sidewinder Air-to-air missile, thus it is very good at taking out Light ships in arial dogfights and engagements. The algorithm also is effective at large ship combat using simple large grid missiles.
To Make the system work best ensure your missile has adeqaute acceleration, as a rule of thumb acceleration needs to be at least 2x that of your target to ensure a good hit rate, more is better though! If missiles are failing to hit the target it is usually an issue with inedequate acceleration.
You can put lateral (sideways) thrusters on the missiles for better handling and gravity correction, although the code will work adequately without them.
Generally only 1-2 warheads are good for small fighters & dogfighting. for hardened targets usage of hard penetrating blocks are more advisable.
Usage Tips: ID'ing of a target has to be done with 'common sense' the system locks whatever the seeker turret does, thus manual confirmation of target can be done by looking at where the turret is currently firing.
You can fire a missile without any lock and it will be guided by the direction you point your ship, thus if you have a turret on the missile you can wire guide it to engagement/lock range from a safe distance.
Turret Settings Can be changed to change how far the missile locks from (range) and what it will lock
Missiles have a proximity fuse that will arm and detonate any warheads when close to an enemy ship, this makes these missiles exceptional at taking out smaller fighters or missile interception.
Automatic Firing
As of Update 1.05 The Script can now auto-fire missiles when a target is in proximity, To enable this go into the code and set 'autolaunch' to true:

![]()
Thanks And Acknowledgements
Many thanks to my beta-testing team and discord who gave continuous support and testing along the way, if you'd like to be a part of the discussion you can join in at: https://discord.gg/MXz8Gkj
Highlights
From source dataFootprint
A 46 KB download, rated a light load on a server.
Last update
Its author last shipped an update 7 yr ago.
[Archive] Rdav's Guided Missile Script on Nxeon
From our catalogue- One-click install
- Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
- Server load
- light
- Smallest plan we suggest
- Space Engineers — 8 GB (8 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 2019-05-06, released 2019-05-06, 46 KB
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| Workshop |
From 1 recorded build of [Archive] Rdav's Guided Missile Script.
Run [Archive] Rdav's Guided Missile Script on a Space Engineers server
Deploy a server above, then upload the file in Files.
What kind of mod it is
From the catalogTechnology & automation
Machines, power, logistics and automation.
Compatibility
- Game
- Space Engineers
- File size
- 46 KB
Verified at the source
- ✓Steam WorkshopOfficial listing, checked 2026-10-10Open ↗
- ✓AuthorRdav, as published on Steam Workshop
- ✓LicenseNot published by the sourceFree
