Gunners also have some control over the vanilla turrets. You can view its camera by pressing on the toolbar. decoy launchers) to make flying the ship alone possible.Īs soon as a gunner sits in his station, mouse movement will move the turret, so be careful! The turret can be shot by pressing the -button. The third toolbar holds additional features where needed (e.g. The pilot can also use vanilla unguided missiles where available, usually located in the first toolbar. Do not move the ship during safety detach, as a stuck missile will still detonate – even within the silo. It is recommended to do this before flying longer distances.
This will shut off the welders and fire the missiles while activating their warhead countdown (10 seconds). This can be done by using the safety detach feature. IMPORTANT! Since having a loaded missile in the silos poses a danger to the ship and its crew by slowly disintegrating the block beneath its thrusters, the last missiles should be safely disposed. For key assignments see the workshop page of the ship or the panel at the respective flight seat. Īll three lamps should be off after this.
Dispose of loaded missiles by pressing.Missile lock-on will also sound a short sound on some ships and will be displayed on the MS_STATUS panel. Be warned: the camera crosshair does not coincide with the crosshair of the LIDAR-cameras! As soon as lock on is achieved, the missiles will automatically follow their target and detonate on impact. Aim the crosshair of the ship at the target.Single missiles can be fired from other toolbars (usually the second, +). On large ships, the default options are usually volleys of 2, 4 or even 8 missiles. On the Pathfinder the pilot can fire single missiles or two missiles at the same time. Wait for the blue lamp to turn on (takes 3 seconds).To fire a missile, the pilot needs to take the following steps: This is to ensure that no half welded missiles are fired by accident. Note: the blue lamp also turns off after firing only a single missile or only a fraction of all other misiles. The red lamp lights up when a missile launch is in progress (accompanied by an alarm sound) and the blue lamp indicates that all missiles are loaded and ready to fire. His station features various information about the ship (explained on the text panels) as well as three lamps: the orange lamp lights up whenever battle alarm is active. The pilot also controls the missiles as well as the battle alarm. He also controls the jump drives, located on the second toolbar (+) as well as the flip and burn script (where available). Guide to Usage All Ship PilotĪs the name suggests, the pilot flies the ship. So we pick up many pieces of information from several sites for you.
#SPACE ENGINEERS SHIPS HOW TO#
In this guide, We try to explain How to Use All Ship in the Space Engineers game.