Space Engineers – Guide to Usage All Ship

Introduction

Welcome, guideoui.com visitors. In this guide, We try to explain How to Use All Ship in the Space Engineers game. So we pick up many pieces of information from several sites for you. We hope that this guide will help you.

Guide to Usage All Ship

Pilot

As the name suggests, the pilot flies the ship. He also controls the jump drives, located on the second toolbar ([Strg]+[2]) as well as the flip and burn script (where available).
The pilot also controls the missiles as well as the battle alarm. 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 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. Note: the blue lamp also turns off after firing only a single missile or only a fraction of all other misiles. This is to ensure that no half welded missiles are fired by accident. To fire a missile, the pilot needs to take the following steps:

  1. Activate battle alarm. This welds up the missiles.
  2. Wait for the blue lamp to turn on (takes 3 seconds).
  3. Choose what missiles to fire. On the Pathfinder the pilot can fire single missiles or two missiles at the same time. On large ships, the default options are usually volleys of 2, 4 or even 8 missiles. Single missiles can be fired from other toolbars (usually the second, [Strg]+[2]).
  4. Aim the crosshair of the ship at the target. To use a camera, press either [1]. 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.

Missile lock-on will also sound a short sound on some ships and will be displayed on the MS_STATUS panel.
To end a battle, do the following:

  1. End battle alarm. This shuts off all welders.
  2. Dispose of loaded missiles by pressing [5].

All three lamps should be off after this. For key assignments see the workshop page of the ship or the panel at the respective flight seat.
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. This can be done by using the safety detach feature. This will shut off the welders and fire the missiles while activating their warhead countdown (10 seconds). It is recommended to do this before flying longer distances. Do not move the ship during safety detach, as a stuck missile will still detonate – even within the silo.
The pilot can also use vanilla unguided missiles where available, usually located in the first toolbar.
The third toolbar holds additional features where needed (e.g. decoy launchers) to make flying the ship alone possible.

Gunners

As 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 [C]-button. You can view its camera by pressing [1] on the toolbar. Gunners also have some control over the vanilla turrets. Where available, the gunners can also start the decoy launchers. Everything else is explained on the panels of the gunner station.

Drone pilots

The drone pilot seat is only used to access the ships broadcasting system and the hangar bays. The toolbar has options for the connector, the hangar doors and to view the hangars cameras. The drone has to be controlled using its remote control. Press [Shift]+[i] and select “Control” for the drone you wish to control.

This the ending of the guide. I hope it will help you. If there is wrong or you have suggestions, please let’s know and comment us. Have fun.

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Written by NexusSpaceSquid

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