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Thunder Gaming
Приєднався 3 лис 2013
Scriptless Automated Combat Drone: Space Engineers
THE AUTO LEVEL IS NOT NEEDED
This is a proof of concept prototype, frame of a automated combat drone in Space engineers. It does use a mod of my own that adds upgraded sensors, but other then that it is 100% vanilla. In theory u could use vanilla sensors, however your engage distance would be very limited and u would have to get creative with GPS markers.
If u want to see a in depth walk through guide leave a comment down below!
If you have any questions or would like to just hangout and chat or play with me on SE feel free to join my Discord: discord.gg/AgtC2E22Uv
Music by: NCS
This is a proof of concept prototype, frame of a automated combat drone in Space engineers. It does use a mod of my own that adds upgraded sensors, but other then that it is 100% vanilla. In theory u could use vanilla sensors, however your engage distance would be very limited and u would have to get creative with GPS markers.
If u want to see a in depth walk through guide leave a comment down below!
If you have any questions or would like to just hangout and chat or play with me on SE feel free to join my Discord: discord.gg/AgtC2E22Uv
Music by: NCS
Переглядів: 2 156
Відео
Space Engineers: Clang Cannon Tutorial
Переглядів 11 тис.3 роки тому
This is my Clang Cannon Design that I implemented into my Gatling Cannon. It uses/manipulates Vanilla SE physics in order to fire a projectile faster then max allowed speed. ie 110 m/s. If you guys have any questions please don't hesitate to ask. Like and SUB for more content like this!! I have other creations id like to share if enough of you are interested in this design. If you have any ques...
Space Engineers: Gatling Clang Cannon
Переглядів 25 тис.4 роки тому
Mk1 of the Clang Death cannon. Checkout the TUT here : ua-cam.com/video/TTHAq7o8RPo/v-deo.html&ab_channel=ThunderWOKS If you have any questions or would like to just hangout and chat or play with me on SE feel free to join my Discord: discord.gg/AgtC2E22Uv
Space Engineers: (Clang Thruster) Bomber
Переглядів 7814 роки тому
Mk1 of the implication of my clang thruster design
Space Engineers: Clang Thruster Prototype
Переглядів 3,1 тис.4 роки тому
Space Engineers: Clang Thruster Prototype
QUINQ Takes Down RORQUAL: EVE Online
Переглядів 3974 роки тому
Following a previous engagement with Allied operations, and taking out two of there other capitals, Quantum Inquisition seeded there hole in hope to take a rorqual we missed.
Solo Tengu: Eve Online
Переглядів 17 тис.4 роки тому
Logged on to find our C3 getting gas mined, set up a bubble on our static and ran with my Dual tanked BAIT tengu. Music By: NCS
Minokawa FAX Solo PvP: Eve Online
Переглядів 3 тис.4 роки тому
This is me trying to prove a concept and COLLECT INSURANCE , i was looking to get some action in FW space and test if u could actually use a FAX for anything other then Logi; LOL. However it seems that everything that moves in ls is still dropped on. Stay tuned i would love to try some orca and rorqual!! Music by: Chainsmokers and NCS
Procurer SOLO PvP: Eve Online
Переглядів 2,4 тис.4 роки тому
Trying something new........ I do have many other ideas like this one : ) If i can get 20 likes i will try a different industrial ship! Music: Arcadia (Hardwell) ua-cam.com/video/3d5ZxZdEUvA/v-deo.html&start_radio=1 I used my own MIX of the song
EVE Hyperion PvP
Переглядів 3736 років тому
Workers of Kronos meets a corp of 7 alts in high sec .30 minutes goes by as i wait for backup. Music By: NCS
It blows my mind that you're this cap stable even while being neuted. I made up a fit playing around and I think I got close to what you would have had. 32ish% cap stable with one booster active and everything else active so I'm still missing something. 1.6B ISK today
@@kodykj2112 yea honestly 30-55 extra Gj/s is my goal. Just be aware, that very factor should always be your priority when deciding to take a fight. Especially with RLM. Given the fights are long people can reship or call friends ect. Take a look at the enemies comp before engaging, run the rough numbers in your head and go from there. Hope this helps man ! 😊
@@kodykj2112 rough numbers meaning estimated incoming neuts, all part of that good ol battle IQ when flying solo
so which rotor is which and what settings do they have??
absolutely beautifuly managed. good shit mate
Hello man! Thanks for such a guide! But I got some problems. I tried to replicate your design with some cosmetic changes, but it seems the projectile can't breach the speed limit, no matter if I use double or triple piston design. I've tried with merge block originally and after I got this problem I tried gatlings. But with gatlings it simply don't detach. Had you got such an issue?
Can you please share the fit?
Is this possible to do on a console version?
You could've made this video 3 minutes long and saved everyone 8 minutes of their lives where you're just warping doing nothing
Imazing Good Fight
I've been trying to replicate this in a large grid but the safety disconnect keeps screwing me over
Clang gun is what we wish the railgun was.
So much effort and time wasted for nothing. Eve online in a nutshell.
Idiotic.
I have noticed a few comments talking about the "double rotor" this is a very old trick in a sense where sub grids don't follow the same speed limit rules that traditional grids do ... so by attaching the projectile to BOTH of the rotors allows for the somewhere in the ball park of 1100 m/s speed cap.... the reason i left this part out and sorry for the late explanation is because this "SPEED BREAKER" is 100% an exploit, and some may argue this entire creation is an exploit. However there is a big difference as this version is very easy to build in survival and the uncapped speed version is quite another feat. Thanks again for all the love guys!
So my first big project is going to be using a bunch of pistons and the clang mechanism to launch expanding defense nets. The issue is IDK automated targeting. It should work like cage armor against other clangers and shoot missiles down NP if you cannot target the incoming clang munitions. The extension ratio should peak to match the detection radi. I am seeing a lot of pistons in my head. There is going to be a performance issue. I assume the clang projectiles are affected by gravity, that will help.
I am calling it Heimdall
It will be a long time. I am starting off in survival to learn progression and mechanisms. I am also going through stuff and have to decide between depression naps or hobby
Lmk if you want to discuss some details I just complicated. Rn, for future
I want to build a modified clang gun that can launch ore detector pods. Is this feasible?
100%
By the Clang, that should be banned by Mars convention!
Can u put this on mod io? I hate being an Xbox player and saving for a pc I'm very close to getting a pc
Does it have to be in experimental?
yes
How would I make it fire faster? I saw something about a 2-to-1 rotor connection, but I'm not sure where to use that. Is it connecting two rotor halves to a single connector? Or two rotors between the same two grids? Also how does adding more pistons affect the speed?
Adding more pistons does affect the speed but it's limited by the speed cap. The 2 - 1 rotor connection will keep the projectile connected as a sub grid that has a greater speed cap. I suggest watch in this video: ua-cam.com/video/-a_WUQq0nIM/v-deo.html
Good job ! This drive will make multi directional movement much smoother compared to rotating merge blocks.
So that's what obliterated my capital ship. I've been trying for some time to get it back into space
Imagine mounting them on a ship as a super weapon
Yea lol, I have a few projects with that in mind, hopefully one of these days I’ll get around to finishing them lol
FEAR ME: its what this machine has writed on the left side
imagine where humanity will be in 1 one year: automated machine clang guns, controlled missiles with clang cannons.. your imagination its the limit
THEY ADDED CUSTOM TURRET CONTROLLERS OH NO
you didnt show how to attach the projectile rotor top to the 2 rotor bases.. im still confused
That isn’t required for proper functionality …. However to achieve a higher projectile velocity a dual to one rotor exploit or similar is required
There's a problem. So I replicated this after watching your video a few times. It was a bit gruelling but I finally got it. Everything is set as you have shown here. Unfortunately after attaching this to an aircraft in space, every time it fires, the ship moves around. Clang moves my ship around even while everything is shared. What do
That's just a thing that happens with Clang guns. The forces generated create a large amount of recoil. if it turns into a Clang drive (constantly moving the ship) I don't know how to help you.
The Recoil isn't the issue. It's pressing the trigger which moves my ship all the way around. Simply using it is the issue. You've mentioned in this video that sharing initiative tensioners would prevent this, but it doesn't. Of course I expect recoil, it's a gun with moving mechanisms. I don't mean to seem standoffish but, it doesn't work the way you said it should and, I'm asking you how to fix this since its your design. It's just a little frustrating because you're the only person who's made a tutorial video on this, and the results are, well, not so good. It's unusable via ship
@@c.jandrews304 the physics engine does not like Piston Jolts so it will act in strange ways as pistons are not suppoed to work like how they do in a piston jolt. The game is trying to force the piston head onto the piston thus generating force at lest that's my theory. I don't have the know how to fix this issue as the video is not mine. The only solution I can suggest is centering the forces the gun makes so it moves the ship straight backwards to make it more controllable. Another theory I have is to give the ship more mass so it's harder for the Clang Gun to move. Edit: Major Jon is another youtuber who seems to specialize in Clang guns they recently built a printable survival version of one of his Clang guns Video link - ua-cam.com/video/Iw1zszZrduI/v-deo.html
beautiful
What the fuck was up with these guys ma man get a legion into 30% armor with no signs of breaking and the gang is like nah dude we can still kill him its not like on of our tengus have bailed. Also that legion just ramming him at the start even though it was kite fit like why.
Yea were some red flags for sure, but that along with my nervousness given I wasn’t on my desktop and was traveling. I also made a few mistakes lol. They had a decent reputation too which was strange and the legion was a bawly ham fit … they rrly struggled with APP from lack of webs most of the fight. Given the single Webb they had on grid struggled with the bubble…
would be great if you would stay still, so we can watch the mechanism! But great work anyway!
Check out the TUT to see more how it works
what's the mass limit of the shell it shots ?
i have never done a full limit, however id imagine as u put more torque on the lever arm that attaches to the piston it will start to flop and will 100% vaporize at that high velocity
I'dd like to make one of these but my server is hardcore and the welders are slow
What server you're playing on?
lmao fucking awesome love it lol ;D
Now we need to transfer this to a ship or a station
I have big plans for it, just need the time to finish the project :)
This + ai turret script would be disgusting
@@Bzorlan 6 barreled clang cannon ball turret
i know this is over half a year old but things keep throwing me off. first, most the time i don't even know which rotor and/or timer you're working settings on, and that was before you said you got something backwards and switched things around. and why are ts there a rotor at both ends anyways? after half a day I still can't even get the parts built to test it but don't you just need a detach/attach rotor? The closest I've got so far turning the tension sharing thing on right after I ran out the pistons. Those were the only 2 piston related things i did and it shook itself off the large magnetic pad i had to locked down with. Laptop doesn't alt-tab back into space engineers very well so I have to build and set off memory.
I’d recommend watching it on your phone if your having tabbing issues … but about the timers, I build them in a sequence … if that is confusing for some reason I’d recommend pausing to the video at the very start. Read the timer displays left to right and that will solve that. Also this design isn’t supposed to be a traditional build .. most servers consider this type of clang manipulation to be an exploit so the nature of having two rotors is is what allows the pistons to collapse ….. if I was unclear on anything please feel free to respond I can always try and work with u 1 on 1 to get the mechanism explained. Also I’d strongly encourage if your new to SE to take an extra long while analyzing what is going on , instead of just listening to me ramble on. Once u have a sense of what is goin B on then I would try and reverse engineer it….. u shouldn’t really need to follow my steps it’s an extremely simple concept .
How’d you connect a single rotor head to two rotor bodies?
Push one rotor head with a piston toward the other rotor … then the attach function will become available on the other rotor … that will lock the head in between both the rotor bodies
Incredibly stable and consistent for Clang.
Can I have a blueprint on this gun?
I need to find a basics of clangology video.
Well huess i have a new superweapon for my capital ship
You have a workshop link?
When, instead of fearing Clang, you begin to believe in him
Hi, I liked your building. You can throw off your workshop
Hello. Can I have a link to a workshop for this building? I wonder how this ship works
Nice work man! This is a really cool concept, I haven’t seen this type of design either. Do you have plans on adding any design elements?
yea man for sure, hopefully in the next couple months : )
Everytime I fire, the blocks im using as projectiles simply fall. What am i doing wrong? Edit: I am on a server hosted by my friend through Steam, and I think the problem is with the gatling gun. Another thing is, the thing the gatling gun shoots is a small converyor.
i tried making it and it sorta worked (doesnt break the speed limit), what you need to do is to enable the gatling gun, and make it shoot once (both on the second timer) and make the third disable the gun. also on the second timer make sure when you add the third timer to it put it as 'trigger now' so its much quicker.
How I fixed it is I put a artificial gravity block and a battery to add weight to the back it doubled the distance
a weapon to surpass metal gear
script less ? LOL
? elaborate
I have drones like that.
Has this been patched or just not doable on console? It’s not working for me
its a manipulation of the current engine physics, to my knowledge it will never be able to be patched without a alteration to how the physics behaves. I haven't tried it on console but it should work.
I have also still problems to do it on Xbox. It explodes during release or the projectile simply drops in front of the gun.
@@saschadaniels6879 it is very possible the physics engine on the Xbox handles clang manipulation like this differently. But to answer your question I’ve never played on a console so I couldn’t tell ya
I've seen someone detach via Merge Blocks