Clang was a dangerous entity looming over us, now tamed and controlled. Now I must learn about the Bee swarm ( an old destruction method that I never see anymore or learnt much about, but remember a video about 3-4 years ago.)
@@deeznuts-kw6yv Like fire. It can be our best friend, but there is so much sheet power and destructive capacity that if you leave it unattended it can destroy everything you care about, and possibly everything you don't too
Very good to know the early iterations can crash a server. We have a group on the server I currently play on that makes it their religious duty to destroy any tech that makes use of Clang (it's blasphemy apparently) and now they have an actual good reason to do so for a change :D
@@PetersonZF people who tame Clang disprove the omega directive. I mean, if people can harness the power of Clang without destroying their world, I'm sure we could figure out how to harness the power of the omega particle without destroying ours
My first experience with clang physics was when i had a damaged airtight hanger door on my ship. I stood on top of it to weld it in back up and when it was repaired it launched me into the roof of my ship. The extending parts of the airtight hanger door instantly appear when the grid is welded back to functional and it launches anything in the path, including players. I tried to turn it onto a warhead lunching weapon but instead invented a self-destroying clang drive as my prototype shoved the warhead inside the grid then flew up into the air before exploding. It was kind of funny and sad at the same time.
I built your clang gun on the server. It blew up often(hinge part used to fly off) until I changed the sequence of detaching/attaching hinge to doing this with two rotors in the back, below the hinge. Now it’s really stable and lag proof :D maybe it helps somebody
I love how due to their piston using nature, all of these guns have this really powerful feel when you fire them and see the piston launch full speed, then get pulled back. It's like built-in animation!
There is a fine line between being an artist and an evil genius, and you are balacing on it masterfully! May I ask for some advice? I'd like to equip the projectiles the guns shoot with an exhasut block, just like you showcased it in your orbital slingshot video. That photon torpedo effect with the large electric visuals from the exhaust is simply too good to miss out! How could I do that without breaking the guns? I tried to copy the projectile, edit it, save it as my own blueprint and load it back to the projector on the gun, but for some reason it didn't work.
That would be the way to go. For some reason it tends to not work when you have too few blocks (I think you need at least 5) or if it's too light. Does it work when you just add it on top without removing any blocks from the projectile?
@@MajorJon Thanks for the reply! For some reason, the guns blew up upon firing with the modified blueprint loaded in them. Both your older small grid gun and the large grid gun as well. I did not remove any blocks from the projectile, I only added the exhaust. I managed to make it work by jury-rigging a second projector onto them, which only contained the exhaust block. Furthermore, the large gun's projectile loses the effect in about a second due to being unpowered, so that one also needed a battery besides the exhaust. I was wondering if there was a more elegant solution to this, but couldn't find anything so far.
I remember making a small grid piston cannon (rotor speedbreaking) on a planet, it was pointing straight up into the sky and whenever I needed to go to space and I didn't want to wait 7 minutes by just doing it the normal way, I placed a passanger seat on the projectile and then catapulted myself into space at about 500 m/s :D. Later I tried to pilot the thing and of course, we know what happened xD. 2:07 Yeaaaah, I remember staring into that thing with a few friends and just not being able to comprehend wtf was happening xdd. Just taking it apart piece by piece but it took so long just to figure out which timer block is the one that fires the gun... "Some Chinese dude," like usual. Great memories, good luck with the ship you're building!
And if you grab a block and hold it against the cannon before launch, you should be able to build a second gun that fires you back down at or near the original launch site. You might need to adjust for any twist in the subgrids that causes off-axis deviation, though. Either way, just remember to brake in time. ;)
As a new space engineers player, to my understanding, Clang is a scientific phenomenon, scientific concept, a godlike entity and a beverage. Beautiful 😂
that third gun trick that keeps the projectile part of the gun, means you could make some interesting things like the death lotus and use gun mounted timers to control their deployment.
This is a great video, and the explanations were simple and easy to follow even for someone like myself with very little knowledge of the technical side of this game. Also, that target ship looks pretty cool so far, even if it is just the shape right now.
From your previous videos, I was lead to believe that the speed limit is broken by sharing the inertial tensor. Its really interesting what actually happens here.
Would you be willing to make a tutorials on the most simplest piston gun? By simple I mean, for somebody who's never done this before that's still trying to understand it, could comprehend how to make it. Step-by-step. I want to learn this so I can make and modify my own. I've liked and subscribed
Excellent video. You mention accelerating the projectile further with artificial gravity. I've found that piston jolt projectiles do not have gravity(mainly planet gravity?) applied properly while breaking the speed limit. Any thoughts on remedying that? Or is it just a limitation of planet gravity and clang? I tried accounting for it in the targeting computer's math, but the calculus gets a little yucky when the gravity doesn't follow the inverse square law and changes with horizontal speed(Keenian relativity). Either way excellent video, it really sounds like you had a hell of a time reverse engineering that Chinese gun lol.
How do you build 2-rotor-base breaker? I use double piston, tried to make 2-rotor once by pushing the head with a piston and failed. Another thing, I use merge detach and as soon as I detach another projectile, previous fixes itself (starts being it's own grid). Also might be worth mentioning that the glitch persists through landing gear attach/detach (you can prepare projectile and move it around without losing the effect, unless you unmerge next one). You can have landing gears or mag panels on the projectile with lots of submunitions - the whole thing would break speedlimit too (unlocked submunitions would be slowed down to 104 right on unlock). Any grid subdivision fixes the grid too, it can be used to slow down before impact to have accurate collision detection for kinetic projectiles (have a detach part on projectile procced by code or timer).
That's a really good idea, never thought of that. Interesting that landing gears work too, seems kinda counterintuitive. The double rotor I think I just made with pistons as well. Was a bit fiddly though. You could also just snatch one from a workshop creation :)
Can some please, for the love of God, at the very least show the script to get the two rotors connected to the same rotor head? It is the singular most important part of this gun and NO ONE shows it.
Update: We did some experiments. Once the projectile is detached it no longer counts as a subgrid. It has to be accelerated beyond the speed limit *before* being detached.
basically, imagine a bow, the pistons stretch creating potential energy, which is focused into a projectile when released, this projectile has a weird bit attached to break physics mildly but the main bit is the pistons flinging
I'm not sure your double piston cannon breaks the speed limit, it appears to be using merge block, which upon disconnection makes the projectile it's own grid (instantly resetting the speed), unless you do the trick with the block destruction again which i didn't notice.
I have a question about these clang guns, I tried recreating them myself (I play with speed of light mod, so it was a bit simpler to do), but I had 2 problems with my design. Firstly no matter what I did, the projectiles were extremely slow (150m/s at max if I played with the distance of the gatling gun from the conveyor) Secondly, while the gun was precise, all the projectiles from a single gun landed in the exact same spot, but that spot changed every time I spawned a new cannon or reloaded the game (the deviation was mostly vertical and could reach up to 30°. Do you have any ideas what this might be caused by without access to the blueprint?
That deviation sounds to me like the centers of mass might be off. When the pistons are put under tension, are they still perfectly straight or sort of at an angle? I've never had copy pasting the guns have such drastic effects, but generally share intertia tensor could usually make the piston jolting more reliable. I guess the lowish speed could be caused by it not shooting straight, but you can also improve the speed by adding more pistons ofc or by adjusting the mass of the projectile+projector subgrid. There is an optimal mass for max speed. Maybe just try adding a few rotor heads on that subgrid to balance out the gun and adjust the weight.
Great video, I was never that interesseted in Klang guns but it was very Interesting to see your desinge steps and have your explanation. PS: you got a great voice for this.
This is an idea - Clang guns contain bullets of high velocity and high explosive potential posing a real threat to the enemy, so how would you defend against it. What would you think of making and AC Gun (Anti Clang gun). It may be out there but i don’t play this and i thought it was a good idea.
Railguns are cool and all but the Clang gun will always be a timeless classic And now with the new meta we can possibly develop ways to launch refineries out of them!
Have you looked into the game From the Depths yet? Its SE but with more depth to building and reasons besides PvP to build weapons. And yes, someone built a similar thing to a clang gun there too. But at least there, my ships don't spontaneously explode when I have a ramp on my ship and stand still
This still work with the new updates/Warfare 2? Because, if it does, then I know what I'm going to be doing. UNSC Frigate lookalike, but armed with one of these centrally mounted, and using the gravity/mass block thing you mentioned for lots of speed. It wouldn't be to scale, because that would make the ship 525 meters, or 210 blocks, long. Which is, based off my experience, is basically the SE equivalent of a superheavy battleship.
I was so disappointed so you do not present the destructive force of each concept and design. In the end I got it... You had the one with the large grid and only one cruiser to shoot on :D Destroyed in couple of shots with it, must try, thanks :)
Is anything like this possible on the Xbox version? I know you said that these designs were only for pc experimental but I was wondering if you knew of any klang related weapons for other systems. Thank you for the wonderful video!
can this be implemented for small grids, or is it a large grid only thing? I can't think of a good reason why it wouldn't work on small grids too except that it'd probably be less powerful bc it'd have less travel space, but I'm still curious how fast a small grid clang gun could sling a projectile
I made a drill rover that used a bunch of sequential pistons (7, don’t do that) when fully entended the drill arm would yeet the entire fucking mining vehicle like a baseball, not really surprised someone managed to weaponize them
Is there any way to make the large grid version without using a script? What if hinges were used instead? Or the two rotor setup with the remote detonation feature after some distance? I'm trying to find a way to create the large grid version for the console SE. which cannot use scripts.
Thank you so much. I’m at war and my enemy managed to perfect this type of weapon and had been very devastating to my forces. No I could make my own and strike back
Was testing this today, cannot glitch pistons into eachother to connect to same head. Cannot get hinges to connect to same hinge part. I suspect these were patched out of the game....
I always thought clang was this strange and inexplicable force. The way you explain it however makes it seem not only simple, but elegant
Clang was a dangerous entity looming over us, now tamed and controlled. Now I must learn about the Bee swarm ( an old destruction method that I never see anymore or learnt much about, but remember a video about 3-4 years ago.)
Nah its strange but with enough expirementation you can learn things about it...such as dont attach pistons and rotots
@@nineonine9082 you cannot truly "tame" clang, it’s like a captive tiger as it will destroy all you love at a moments notice
@@deeznuts-kw6yv Like fire. It can be our best friend, but there is so much sheet power and destructive capacity that if you leave it unattended it can destroy everything you care about, and possibly everything you don't too
@@prisoner6266 quite so, clang is a chaotic power, you can partially control the chaos, but you cannot tame it.
Very good to know the early iterations can crash a server.
We have a group on the server I currently play on that makes it their religious duty to destroy any tech that makes use of Clang (it's blasphemy apparently) and now they have an actual good reason to do so for a change :D
It's like the Omega Particle in Star Trek. ;)
Makes a clang powered server crash bomb
@@PetersonZF people who tame Clang disprove the omega directive. I mean, if people can harness the power of Clang without destroying their world, I'm sure we could figure out how to harness the power of the omega particle without destroying ours
You have caught the attention of the followers of Clang
"And here we have the latest in ordnance delivery technology: Springs."
He should name it the Red Ryder Clangy Gun.
My first experience with clang physics was when i had a damaged airtight hanger door on my ship. I stood on top of it to weld it in back up and when it was repaired it launched me into the roof of my ship. The extending parts of the airtight hanger door instantly appear when the grid is welded back to functional and it launches anything in the path, including players.
I tried to turn it onto a warhead lunching weapon but instead invented a self-destroying clang drive as my prototype shoved the warhead inside the grid then flew up into the air before exploding.
It was kind of funny and sad at the same time.
I built your clang gun on the server. It blew up often(hinge part used to fly off) until I changed the sequence of detaching/attaching hinge to doing this with two rotors in the back, below the hinge. Now it’s really stable and lag proof :D maybe it helps somebody
Clang always watches and guides you towards your victorious day
I love how due to their piston using nature, all of these guns have this really powerful feel when you fire them and see the piston launch full speed, then get pulled back. It's like built-in animation!
About time we hear the mad lad's voice!
There is a fine line between being an artist and an evil genius, and you are balacing on it masterfully! May I ask for some advice? I'd like to equip the projectiles the guns shoot with an exhasut block, just like you showcased it in your orbital slingshot video. That photon torpedo effect with the large electric visuals from the exhaust is simply too good to miss out! How could I do that without breaking the guns? I tried to copy the projectile, edit it, save it as my own blueprint and load it back to the projector on the gun, but for some reason it didn't work.
That would be the way to go. For some reason it tends to not work when you have too few blocks (I think you need at least 5) or if it's too light. Does it work when you just add it on top without removing any blocks from the projectile?
@@MajorJon Thanks for the reply! For some reason, the guns blew up upon firing with the modified blueprint loaded in them. Both your older small grid gun and the large grid gun as well. I did not remove any blocks from the projectile, I only added the exhaust. I managed to make it work by jury-rigging a second projector onto them, which only contained the exhaust block. Furthermore, the large gun's projectile loses the effect in about a second due to being unpowered, so that one also needed a battery besides the exhaust. I was wondering if there was a more elegant solution to this, but couldn't find anything so far.
"Fine line between being an artist and an evil genius" yeah its called being an engineer
@@JukeboxTheGhoul I don't think I've ever heard it said better
@TheGreyPixell What? I was agreeing with them on engineers balancing the line between artist and evil genius, did I miss something?
I remember making a small grid piston cannon (rotor speedbreaking) on a planet, it was pointing straight up into the sky and whenever I needed to go to space and I didn't want to wait 7 minutes by just doing it the normal way, I placed a passanger seat on the projectile and then catapulted myself into space at about 500 m/s :D.
Later I tried to pilot the thing and of course, we know what happened xD.
2:07 Yeaaaah, I remember staring into that thing with a few friends and just not being able to comprehend wtf was happening xdd. Just taking it apart piece by piece but it took so long just to figure out which timer block is the one that fires the gun... "Some Chinese dude," like usual.
Great memories, good luck with the ship you're building!
hm noted
And if you grab a block and hold it against the cannon before launch, you should be able to build a second gun that fires you back down at or near the original launch site. You might need to adjust for any twist in the subgrids that causes off-axis deviation, though. Either way, just remember to brake in time. ;)
@@Anvilshock espically when you are using oh idk speed mods that alow you to go 1km a second or as i like to think 100 klicks to fast XD
clang guns is basically humans weaponizing god with science, it's beautiful
so in essense you invoke the wrath of clang to destroy your enemies?
cool
As a new space engineers player, to my understanding, Clang is a scientific phenomenon, scientific concept, a godlike entity and a beverage. Beautiful 😂
And I thought the railgun I made back in the day that yeeted rocks with gravity generators was neat. I gotta start playing this game again!
Gimmie GIMMIE!
This condenses so much about pistions jolt gun into one video that before was much harder to find!
Clang guns: stupidly powerful slingshots
that third gun trick that keeps the projectile part of the gun, means you could make some interesting things like the death lotus and use gun mounted timers to control their deployment.
This is a great video, and the explanations were simple and easy to follow even for someone like myself with very little knowledge of the technical side of this game. Also, that target ship looks pretty cool so far, even if it is just the shape right now.
From your previous videos, I was lead to believe that the speed limit is broken by sharing the inertial tensor.
Its really interesting what actually happens here.
Would you be willing to make a tutorials on the most simplest piston gun? By simple I mean, for somebody who's never done this before that's still trying to understand it, could comprehend how to make it. Step-by-step. I want to learn this so I can make and modify my own. I've liked and subscribed
Excellent video. You mention accelerating the projectile further with artificial gravity. I've found that piston jolt projectiles do not have gravity(mainly planet gravity?) applied properly while breaking the speed limit. Any thoughts on remedying that? Or is it just a limitation of planet gravity and clang? I tried accounting for it in the targeting computer's math, but the calculus gets a little yucky when the gravity doesn't follow the inverse square law and changes with horizontal speed(Keenian relativity). Either way excellent video, it really sounds like you had a hell of a time reverse engineering that Chinese gun lol.
It's an in-game problem with anything going over 100m/s
Nice video. Love the chill vibe.
this is absolutely amazing great work dude
"Let me show you its features"
its*
@@Anvilshock ah you just had to ruin my day didn't you?
Lol.
@@Horesmi Was I the one who didn't pay attention in the first place?
*Hearty German Laugh*
This is like if someone managed to create a Faster than Light cannon in real life. It breaks the speed limit lol.
Awesome designs! And by the end those are really powerful! I can definitely respect the engineering behind all the iterations.
These are basically just more realistic rail guns! I love it!
Great video! Space engineers wouldn't be the same without you.
I like SE for the clang. That’s the real engineering
After a point, engineering is literally just exploiting the physics engine of reality
Yep, it’s just a process of getting knowledge about how things work and how to use it.
How do you build 2-rotor-base breaker? I use double piston, tried to make 2-rotor once by pushing the head with a piston and failed.
Another thing, I use merge detach and as soon as I detach another projectile, previous fixes itself (starts being it's own grid). Also might be worth mentioning that the glitch persists through landing gear attach/detach (you can prepare projectile and move it around without losing the effect, unless you unmerge next one). You can have landing gears or mag panels on the projectile with lots of submunitions - the whole thing would break speedlimit too (unlocked submunitions would be slowed down to 104 right on unlock).
Any grid subdivision fixes the grid too, it can be used to slow down before impact to have accurate collision detection for kinetic projectiles (have a detach part on projectile procced by code or timer).
That's a really good idea, never thought of that. Interesting that landing gears work too, seems kinda counterintuitive.
The double rotor I think I just made with pistons as well. Was a bit fiddly though. You could also just snatch one from a workshop creation :)
thats some amazing engineering. I have a 600m long supercarrier that would love to have two of these mounted on it lol.
you are awesome man, people like you are the only reason SE still lives
Can some please, for the love of God, at the very least show the script to get the two rotors connected to the same rotor head? It is the singular most important part of this gun and NO ONE shows it.
Clang is so iconic in SE that it wouldn't surprise me if Keen simply _doesn't_ want to ever patch it out.
Neat video, it’s cool seeing the old piston gun
Gonna love it when said ship is on the workshop
Man, you could launch your stuff at the moon or other planets with this.
seems for an interesting build/rp/scenario
This is an excellent explanation of quite a complex issue. Thanks!
Update: We did some experiments. Once the projectile is detached it no longer counts as a subgrid. It has to be accelerated beyond the speed limit *before* being detached.
basically, imagine a bow, the pistons stretch creating potential energy, which is focused into a projectile when released, this projectile has a weird bit attached to break physics mildly but the main bit is the pistons flinging
Clang gun? The biggest one is more like a superweapon! Imagine bombarding someone from orbit but with bigger shells
Always thought that a Mac Canon sounded the coolest for a big gun.
Now I know it's the "Clang Canon"!
I'm not sure your double piston cannon breaks the speed limit, it appears to be using merge block, which upon disconnection makes the projectile it's own grid (instantly resetting the speed), unless you do the trick with the block destruction again which i didn't notice.
I love your videos. You have an amazing voice for this! You're like the Bob Ross of space engineers.
I have a question about these clang guns, I tried recreating them myself (I play with speed of light mod, so it was a bit simpler to do), but I had 2 problems with my design.
Firstly no matter what I did, the projectiles were extremely slow (150m/s at max if I played with the distance of the gatling gun from the conveyor)
Secondly, while the gun was precise, all the projectiles from a single gun landed in the exact same spot, but that spot changed every time I spawned a new cannon or reloaded the game (the deviation was mostly vertical and could reach up to 30°.
Do you have any ideas what this might be caused by without access to the blueprint?
That deviation sounds to me like the centers of mass might be off. When the pistons are put under tension, are they still perfectly straight or sort of at an angle? I've never had copy pasting the guns have such drastic effects, but generally share intertia tensor could usually make the piston jolting more reliable. I guess the lowish speed could be caused by it not shooting straight, but you can also improve the speed by adding more pistons ofc or by adjusting the mass of the projectile+projector subgrid. There is an optimal mass for max speed. Maybe just try adding a few rotor heads on that subgrid to balance out the gun and adjust the weight.
Thank you, I'll try and see if I can implement these changes.
Very informative, although I wonder... how easy/safe/practical is it to build one in survival?
Great video, I was never that interesseted in Klang guns but it was very Interesting to see your desinge steps and have your explanation. PS: you got a great voice for this.
very useful for escape pods
This was an amazing presentation. I've been interested about this for a while
Please make a guide how to build these in survival.
But the blocks where they are supposed to go then weld them
This is the faction of Space engineers that worship the Clang.
clang guns feel more like cannons than the actual cannons we have
This is an idea - Clang guns contain bullets of high velocity and high explosive potential posing a real threat to the enemy, so how would you defend against it. What would you think of making and AC Gun (Anti Clang gun). It may be out there but i don’t play this and i thought it was a good idea.
You've made a junk rail gun. Not as in bad. Just that it fires random crap. Pretty big hole from it though.
i wasn't sold on this idea until the gun became a ship. i need it!
Railguns are cool and all but the Clang gun will always be a timeless classic
And now with the new meta we can possibly develop ways to launch refineries out of them!
Have you looked into the game From the Depths yet? Its SE but with more depth to building and reasons besides PvP to build weapons. And yes, someone built a similar thing to a clang gun there too. But at least there, my ships don't spontaneously explode when I have a ramp on my ship and stand still
I wish these existed back when I was still playing (which is, a while ago.) Absolutely amazing tho.
I wonder why the speed limit is so low.
Collisions tend to get fucky above 100m/s, it's so you don't go through the earth at 1000m/s and explode on the other side
Next video - how to to make laser pointer for this gun?
Guessing the ship you shot is one your working on?
So it's like a bow and arrow or even like flicking with your fingers. Build up tention with a lock mechanism then release.
The most simple way to describe these guns is basically high power super slingshots.
Do not fear the Clang, harness the Clang.
Last ship was cool
I would love to see what you could do with building ships that land vertically and could pass for a bulding at a casual glance.
To put one of those big guns on a custom turret...
(edit): Could you maybe make a step-by step build guide for the larger ones?
Isn't this basically how nerf guns work, if you just replace the piston with a spring? Almost like a slingshot
Seems like it
This still work with the new updates/Warfare 2? Because, if it does, then I know what I'm going to be doing. UNSC Frigate lookalike, but armed with one of these centrally mounted, and using the gravity/mass block thing you mentioned for lots of speed. It wouldn't be to scale, because that would make the ship 525 meters, or 210 blocks, long. Which is, based off my experience, is basically the SE equivalent of a superheavy battleship.
I was so disappointed so you do not present the destructive force of each concept and design. In the end I got it... You had the one with the large grid and only one cruiser to shoot on :D Destroyed in couple of shots with it, must try, thanks :)
Looking at the ending makes me believe you could create a ship that uses clang as its main thrust.
the clang technology is real
This is very interesting. Thankyou for sharing.
This feels like a railgun before they added it
I realized that putting a lot of effort into the goal of winning through exploitable means makes it totally acceptable.
How do you attach the single rotor head to two bases?
Really silly question, but what was the shortcut to paint whole grid rather than individual blocks?
I don't know who you are, I don't know what Game this is, but I know it was interesting to watch.
THANK YOU
this was a very awesome and useful video
I wish stuff like this was in main line, without requiring bugs to function.
Is it possible to create a clang motor?
Is anything like this possible on the Xbox version?
I know you said that these designs were only for pc experimental but I was wondering if you knew of any klang related weapons for other systems.
Thank you for the wonderful video!
lol ,
"Ive spent a long time trying to reverse engineer this"
Not something you hear about many Chinese built items.
can this be implemented for small grids, or is it a large grid only thing? I can't think of a good reason why it wouldn't work on small grids too except that it'd probably be less powerful bc it'd have less travel space, but I'm still curious how fast a small grid clang gun could sling a projectile
Oh my god it's practically a MAC gun... But the mechanics are admitedly cooler :D
Do you plan to do more voice overs? I find them a bit easier to follow
Sure, it's just a bit weird the first time, talking to your screen and all :D
I made a drill rover that used a bunch of sequential pistons (7, don’t do that) when fully entended the drill arm would yeet the entire fucking mining vehicle like a baseball, not really surprised someone managed to weaponize them
so, do the larger designs also require the much higher-than-normal piston force? or is that only a limitation from the first design?
now my head is spinning... All hail CLANG?
I haven't played in a while. Can you make a tutorial on how to build them?
Are you able to launch starfighters from these clang guns?
Could you make a clang drive out of the recoil of the forth gun?
Due to the rotor sub grid magic, can you make a ship without a speed limit?
Can we get a video tutorial of building the large ship gun in survival?
Attach a camera at the front and use the projectile as a single-use espionage weapon.
So, can you yeet a player across the universe this way?
I am currently working in a Clang bomb that can be used to destroy Ships by basicly causing them to become uncontrable.
Is there any way to make the large grid version without using a script? What if hinges were used instead? Or the two rotor setup with the remote detonation feature after some distance? I'm trying to find a way to create the large grid version for the console SE. which cannot use scripts.
this is brilliant
Thank you so much. I’m at war and my enemy managed to perfect this type of weapon and had been very devastating to my forces. No I could make my own and strike back
Was testing this today, cannot glitch pistons into eachother to connect to same head. Cannot get hinges to connect to same hinge part. I suspect these were patched out of the game....