I can already imagine how cool it would be to see someone set up a bunch of retractable ball turrets with doors using a timer block. A bit beyond my capability, but it would be awesome
This Update is virtually everything I wanted in SP for a looong time. Cool new guns and vanilla custom turrets. Now I only need some Lasers and custom missles.
@@XxKidnoffxX Ideally I would like enemies as well, but there's mods for that. Meanwhile I found weapon mods to be poorly balanced, not really compatible with each other or just too big.
Would make sense for the railgun turrets to *"hide"* when they are recharging and then *"pop up"* when ready to fire - it actually makes pop-up/deployable turrets useful as a concept. Not sure how to program it though, it might require a script... Can't wait to see all these changes used on the Mad Aaron server, truly mad this time haha :) Also pro tip: Chaining 16 railguns in a gatling setup gives you a constant fire rate of a shot every 3.75 seconds (which I find to be begining to be useful for "sustained fire")
Ngl, I'm kind of looking forward to somebody designing a good looking ship with a retractable Large Railgun. I am aware that it would be more practical to just have a hanger door infront of the barrel, but the sheer intimidation factor of a sleek flat ship opening up what you think is a hanger on the top, only for a massive fuck off Railgun to emerge out of the top with and a panel opening up on the front of the ship to reveal the words "Too whom it may concern." is just too good.
One thing to note: Weapons explode along with whatever ordinance they have when destroyed. Having that many guns all right next to each other means you risk some large chained explosions if they get hit.
@@ScarletFlames1 I was thinking of that. However the downside to that is, if anything takes out the conveyor you lose any turrets that are being supplied by it.
@@CrayvenCarnage risk vs reward. Think of it this way, if something manages to cut into most conveyors, you're pretty much done for anyway. This allows you to up-gun the turret with a massive battery of guns with no safety spacing between them at no risk of chain reactions. Basically you get a choice osustained fire even when heavily damaged but with lower output, or massive alpha strikes that erase enemies.. so long as you get the first shot.
It would be interesting to see how builders would take advantage of the limited/constricted movement of their turret designs for the sake of aesthetics for their builds
I can imagine some people creating spinal mount turrets that only a hinge or rotor (depending on where they have the mounting space.) after all, you don't need 360 movement if you can't actually aim left and right. I'm imagine that you have a bridge way back on the ship, with 2 projecting spikes going forward. Have some ball turrets on the outer edge of the spikes where the range of movement is useful, and have your heavier turret (say, that 4 Railgun design) in the middle, able to adjust aim up and down. Sacrificing angle of fire for greater protection on your heavy weapon.
When I first saw these ball turrets, my first thoughts was of the scene in Halo Wars 1 when the Spirit of Fire's guns were released from the hull and began to fire, and now I wanna design something like that
Artillery, flak, autocannons and MG laying down layered fire. Edit: I forgot missiles and rockets. Edit 2: I forgot that it wouldn't be layered unless most/all of them use self-exploding munitions considering it's in space.
I saw a surprisingly easy way to align the small hinge part that should also work in survival. - Build a second advanced rotor next to the turret. - Remove the head. - Use the control panel to add a small head (this adds big small grid version) - Just stack small grid armor blocks up then sideways. They will line up perfectly. - attach the small hinge part to the "reverse L" you just built - Attach the hinge part to the turret and you can tear all that down.
1:53 my strategy in survival is kinda weird but does work easily : -Put another hinge next to your main hinge -remove the hinge part from both of them -go to a control seat, select the secondary hinge, and add a small hinge. It will had the large grid small head. -from this small head, create a line of small block to the main hinge. When reaching about the center of the hinge, place a small grid small head -Go to a control seat, and click attach on the main hinge. And now it’s done
If your turret controls get inverted you dont need to rotate the camera you can just flip the numbers on multiplier settings instead of lets say 9 elevation multiplier you can just put it on -9 el. Mutiplier and it will flip the controls
With the welders, an idea would be to add some sort of "gun shield" to the ball turret that gives better coverage of the large hinge, while not blocking most of the rotational movement
Hmm, you could combine those manned turrets with one of those mods that let you place static engineer dummies, then switch on the turrets AI mode. It would be kinda cool to have a perimiter of 'manned' guns around your base.
I’ve set myself up a few on one of my bases now. Using a transparent LCD with an artificial horizon is a surprisingly effective crosshair, I’ve found. Also gives you a good readout of the angle you’re shooting at so you can adjust for drop off when you’re on a planet
Crazy idea: Put railguns on a rotor as if its a minigun and use the timer block so the firing railgun is always rotated to the correct position. Would imrpove accuracy. But ofc thats a large turret and is more vulnurable because of complexity.
With the auto cannon design you can add shielding to the sides of the hinge, attached between the cannons either side of the camera. Since that point is already blocked from swiveling down by the cannons, it will add defense without taking any mobility.
Simple method I use when in gravity - 2x armour blocks sitting in the base of the hinge, add the rotor part to them - it'll be close enough, then click attach.
so basically have, lets say 6 cannons, you'll need 6 timer blocks, the first timer blocks will fire cannon one, and start the timer for the second timer block, the second timer block will fire cannon two, and start the timer for timer three...and so on and so forth, does that clear things up?
I would consider for the ball turret to build guns pointing horizontally while the hinge is pointing up, this way you are limited to vertical angle, but you retain the control direction not going i reverse when you go past top point, and you also have some ability to point below horizontal point
I have seen two ways of attaching the small hinge part to the large hinge frame. One was to build a small grid scaffold to place the small hinge part in place then hit [ attach ]. The other way, that does not need a control seal, was to have a timer block with the hinge attach command and the timer block trigger command, that way the timer block tries to continuously attach something to the large hinge frame.
Was playing around abit and realised you can put a small custom turret controller on the turret it's self and use it in the cockpit of a large ship, helps save space for other goodies in you're large ships
I wont lie when i saw the ball turret in your warfare update video i was like thats a cool block then i watched this and went tf its not a single block thats cool af
I want to give the main ship I am working on a main Railgun battery along the spine, with the artillery turrets on the sides and some ball turrets on top for defense.
forgoing the elevation of the hinge, you can make turrets mounted to the sides of ships that can swivel to hit targets above and below the front of your ship. Pretty useful, and much easier to build.
I literally had the idea earlier today to try and make a manned ball turret for a ship, and my days, the first thing I see in the thumbnail is exactly that hahahaha
An easy way to connected the small hinge: you can simply build a 2 block tall tower in the middle of the big hinge and place a small hinge on top, this will allow you to attach the small hinge and then you can just remove the excess blocks
6:53 So I've built this glassed in turret design and then copied/blueprinted it. I included the large block advanced rotor as well. I thought I could then paste at will this pre-built turret on to any large block conveyer to save time having to build each one from scratch. But alas I can't get the copy to turn green when touching the conveyers. I thought this was possible, but it's been a couple years since I've played this game, maybe I'm forgetting something? Thanks for your info in the vid, nice looking turrets. 😎👍
i find it easy to place a block where the divot is and have the hinge part connected to that block. it will always default to one extreme or the other when its connected
Guys I play on Xbox and I have to shout out Shastoul’s: Rotors mod on these ball turret videos! This mod is the best I’ve seen on Xbox when it comes to new types of rotors and hinges that are VERY useful in everyday building and especially when it comes to making these types of turrets very maneuverable and allow full angle use “was having trouble getting turrets to aim lower than “eye level”. I won’t put a full description here and I will admit that it takes some practice to understand how each new piece works, but definitely worth it and I’ve tested they are fully useable with the custom turret controller
Loved the video @LastStandGamers! Can't wait for the next video man! As I've said to @Space Engineers on their UA-cam channel, This update is going to have me providing some Really Extensive Refits to The Armaments of my Ships if I was already playing the game, though I'm not sure if I'd want to replace the Quad Cannons, Oerlikon PDC's, and the 310 millimeter Battleship Cannon Turrets that I have planned for my Arquitens-class Light Cruisers and Corellian CR 90 Corvettes or any other Warship from Galactic Surplus and I know @Captain Jack is Going to need to look into doing the Same for his Ships in RWI Service as well!
I usually put the control block in/on the turret so I don't have to change more on my ship than replace the last conveyor with a rotor. I'm more interested what if I combine different type of guns o the same turret, in terms of accuracy! Is it worth it at all? Witch gun is more accurate over all? Does 6 GG guns do more DPM than 6 autoguns?
I really can't wait to see the ideas people would come up with for these. And I already have some of my own, though more for a broadside gimballed weapon.
@@hyperforce Honestly this feels like too unintentional of a feature to ever get direct support like that. I doubt it'll ever be removed, ofc, but I don't think we'll be getting a button for it
you can use that in atmosphere. drop the 3x3 in a hinge right next to the hinge your are building up, cross the cap from the 3x3 towards the actual gun hinge with small blocks and you can hang a 1x1 inside of the hinge, and attach it. i believe splitsie made a video on that
I dont know if some one has pointed it out yet or not, The Hinge marker needs to point in the opposite direction from the standard direction of the turret. Having it facing forward causes the mouse to be inverted vertically (elevation) either change the direction of the hinge to the opposite direction of the turret or in the controller change the elevation acceleration control to be a negative value you want it to be.
think about adding smaller weapons alongside the railguns. This way when they think the turret is defenseless you end up ripping them apart. Probably best to add the small turrets to the command block and the big guns to be manually fired.
If I have a remote turret, I like to make another camera pointing at the turret, and hotkey it. That way I can see the damage without jumping out the control seat
In survival on a planet, put down 2 small bricks in the middle of the hinge then add the small hinge on top and you can attach and break down the 2 blocks :)
Amazing that you have to manually build this instead of them just giving you ball turrets. Space engineers is so complicated its almost daunting to get into.
actually there's a way to shield th ehinge and is by extruding from the blocks in the front to the sides and then going back to make a plate over the rotor part.
The only real disadvantage of the new ball turret meta is that hinges are weak to weapons fire so if they get hit from the side the entire inside mechanism fallouts out.
B r o. A big thank you for that! I was struggling with the script stuff and cant find anything for the current version 1.200, but wanted to build a turret. Big thank you!🙌
Is the next video going to perhaps be building the larger style turrets - like perhaps taking the large ship artillery cannon and building a WW2 style triple barrel battleship gun turret?
They just need to go ahead and make an official block that makes it so rotors, pistons, hinges etc. All have a small grid head option, even if the, say a rotor, is a large grid object. It works perfectly fine using the normal methods to switch to a small grid, its just a hassle to set up. Unless they actually have, I haven't played in a while. Just dropped by once I heard of the newest update.
@@vqlcano1698 jeah I noticed that as well as I watched splitsies video on it where he explicitly said why you can't just use that button. Still would have been better if Aaron had mentioned why he did it like that
If I use a small grid setup, and say I use Assault Cannon (static), and I get a target lock, will this still shoot the target at 1400m automatically, like a large grid Assault Cannon Turret would? (The small grid static shows in G menu that it's max effective range is 1400m.)
Can you still make turrets the old fashioned way with a rotor on the bottom building up the turret housing and a side rotor allowing the guns to elevate?
Been making these and they are really cracking. A little fiddly in atmosphere but I popped two small light armour bricks into the well of the Hinge and built the hinge part onto them and it works when you 'attatch' them. Can I ask how you make the assault cannons 'stagger fire'?
Railguns is virtually impossible without a specialized flying generator, autocannons I would say only 4 if they staggered fire, and artillery I would say about 10. However, I do not know for sure.
railgun ball turret, me and a couple of friends have been ripping out a lot of our old turrets and replacing them with new ones but i've been making ball turrets with railguns. the ones i've made are just the 4 railgun ball turrets and it take a lot to make them and a lot of time because i have to rename everything as i goso each custom turret control i make doesn't interfere with each other, and now i think i am going to have to redo all of them after seeing how all of these have fancy platforms around the rotors and can be used to hide welders damn i wish i thought of that be for making over 10 of these turrets, at least i don't have to remake the 8 big railgun turrets
I can already imagine how cool it would be to see someone set up a bunch of retractable ball turrets with doors using a timer block. A bit beyond my capability, but it would be awesome
would actually be quite easy honestly
Challenge accepted
I thought of that as well but I would also make welder
I'm waiting for someone to figure out how to get a practical turret working with the large grid Railgun.
I built a retractable turret with the small grid hinge this morning. So I might as well get started on the retractable large a grid hinge turret.
This Update is virtually everything I wanted in SP for a looong time. Cool new guns and vanilla custom turrets. Now I only need some Lasers and custom missles.
And the turrets don't have to be clunky monsters like before
Why you wanted new weapons in SP if there is no ennemy?
@@XxKidnoffxX you can get some pretty awesome ai enemy ships off the workshop
@@XxKidnoffxX Ideally I would like enemies as well, but there's mods for that. Meanwhile I found weapon mods to be poorly balanced, not really compatible with each other or just too big.
@@nonyabisness6306 okay, thank you for the answer
I love how we all where excited for new guns but now it's all about the turret controler.
The turret controller is the real gem of this update.
@@LastStandGamers not sure if anyone else has asked, but where does this leave Whip's turret scripts?
@@8bitarmory846 I haven't tried the new turrets, but my guess is that they make Whip's turret script obsolete. This just looks so much easier to use.
@@8bitarmory846 This is far more plug and play.
@@LastStandGamers especially since not every game or server offers the use of scripts
Would make sense for the railgun turrets to *"hide"* when they are recharging and then *"pop up"* when ready to fire - it actually makes pop-up/deployable turrets useful as a concept.
Not sure how to program it though, it might require a script...
Can't wait to see all these changes used on the Mad Aaron server, truly mad this time haha :)
Also pro tip: Chaining 16 railguns in a gatling setup gives you a constant fire rate of a shot every 3.75 seconds (which I find to be begining to be useful for "sustained fire")
Actually, I think you can use heat vents. If you make the vent visible to the camera, they close when the gun is recharged
Ngl, I'm kind of looking forward to somebody designing a good looking ship with a retractable Large Railgun. I am aware that it would be more practical to just have a hanger door infront of the barrel, but the sheer intimidation factor of a sleek flat ship opening up what you think is a hanger on the top, only for a massive fuck off Railgun to emerge out of the top with and a panel opening up on the front of the ship to reveal the words "Too whom it may concern." is just too good.
@@kiritotheabridgedgod4178 i know what I'm doing tonight
Its not that hard, you can do it with a few timers. A script would be more elegant though
You just need a piston, adv rotor, hinge, and door
Most things can Be Done with timer blocks, scripts are rarely needed
One thing to note: Weapons explode along with whatever ordinance they have when destroyed. Having that many guns all right next to each other means you risk some large chained explosions if they get hit.
If that really bothers you I am sure you can use timers to disable the ammo from transferring into the guns until right before they fire.
@@ScarletFlames1 I was thinking of that. However the downside to that is, if anything takes out the conveyor you lose any turrets that are being supplied by it.
@@CrayvenCarnage risk vs reward. Think of it this way, if something manages to cut into most conveyors, you're pretty much done for anyway. This allows you to up-gun the turret with a massive battery of guns with no safety spacing between them at no risk of chain reactions.
Basically you get a choice osustained fire even when heavily damaged but with lower output, or massive alpha strikes that erase enemies.. so long as you get the first shot.
Maybe use some form of armour to contain the explosion
@@jameson1239 there's not that much space in the turret.
It would be interesting to see how builders would take advantage of the limited/constricted movement of their turret designs for the sake of aesthetics for their builds
Like say battleship turrets
I can imagine some people creating spinal mount turrets that only a hinge or rotor (depending on where they have the mounting space.) after all, you don't need 360 movement if you can't actually aim left and right.
I'm imagine that you have a bridge way back on the ship, with 2 projecting spikes going forward. Have some ball turrets on the outer edge of the spikes where the range of movement is useful, and have your heavier turret (say, that 4 Railgun design) in the middle, able to adjust aim up and down. Sacrificing angle of fire for greater protection on your heavy weapon.
When I first saw these ball turrets, my first thoughts was of the scene in Halo Wars 1 when the Spirit of Fire's guns were released from the hull and began to fire, and now I wanna design something like that
Yee I imagine this would be fun to make lol
Finally, we can build those Galactica flak guns, but also turn entirely docked ships into turret platforms for even bigger ships.
Artillery, flak, autocannons and MG laying down layered fire.
Edit: I forgot missiles and rockets.
Edit 2: I forgot that it wouldn't be layered unless most/all of them use self-exploding munitions considering it's in space.
I can imagine the dock being on a hinge and just use the whole docked ship as a comically large turret lmao
This gives me an idea, wonder if you can make turrets like that. Just have a fighter land on a connector and now it's a turret.
I saw a surprisingly easy way to align the small hinge part that should also work in survival.
- Build a second advanced rotor next to the turret.
- Remove the head.
- Use the control panel to add a small head (this adds big small grid version)
- Just stack small grid armor blocks up then sideways. They will line up perfectly.
- attach the small hinge part to the "reverse L" you just built
- Attach the hinge part to the turret and you can tear all that down.
1:53 my strategy in survival is kinda weird but does work easily :
-Put another hinge next to your main hinge
-remove the hinge part from both of them
-go to a control seat, select the secondary hinge, and add a small hinge. It will had the large grid small head.
-from this small head, create a line of small block to the main hinge. When reaching about the center of the hinge, place a small grid small head
-Go to a control seat, and click attach on the main hinge.
And now it’s done
@Criticality thx. I saw it on some other UA-camr video, lost the name but it really is the easiest method I’ve found.
If your turret controls get inverted you dont need to rotate the camera you can just flip the numbers on multiplier settings
instead of lets say 9 elevation multiplier you can just put it on -9 el. Mutiplier and it will flip the controls
Oh my god I was so frustrated over that, thanks a ton
With the welders, an idea would be to add some sort of "gun shield" to the ball turret that gives better coverage of the large hinge, while not blocking most of the rotational movement
maybe like an attachable shield projected by a projector and a hidden welder that can reach when the gun lowered?
Hmm, you could combine those manned turrets with one of those mods that let you place static engineer dummies, then switch on the turrets AI mode. It would be kinda cool to have a perimiter of 'manned' guns around your base.
That's be nice. Really make it look as if you had a full crew manning the station.
yes but than the controller controlled turrets should, just like standaard issue base turrrets, have a 'looking around' animation
I’ve set myself up a few on one of my bases now. Using a transparent LCD with an artificial horizon is a surprisingly effective crosshair, I’ve found. Also gives you a good readout of the angle you’re shooting at so you can adjust for drop off when you’re on a planet
Great advice, I never thought of using that. Thanks for that!!
Crazy idea: Put railguns on a rotor as if its a minigun and use the timer block so the firing railgun is always rotated to the correct position. Would imrpove accuracy. But ofc thats a large turret and is more vulnurable because of complexity.
We need the return of Build Battles and other related battle challenges now that SE PVP is actually fun
might benefit a bunch of us if you made a video demonstrating how to set up a sequential fire system with timers.
I can't wait to see the Star Wars turbolaser battaries
I just love how badass these new custom turrets look
With the auto cannon design you can add shielding to the sides of the hinge, attached between the cannons either side of the camera. Since that point is already blocked from swiveling down by the cannons, it will add defense without taking any mobility.
You could give your railgun turrets an autocannon or artillery cannon as a ranging gun to adjust your aim.
This is way easier than i thought it would be. great video. I have a lot to catch up on in Space engineers, and these types of videos definitely help.
FYI, the AI CANNOT handle railguns. It misses by a mile, even against stationary targets.
was prototyping some similar turrets, then began thinking outside the ball
and oh my you can make some funky turrets
Simple method I use when in gravity - 2x armour blocks sitting in the base of the hinge, add the rotor part to them - it'll be close enough, then click attach.
My man, I need a turret video and you never fail to deliver.
Appreciate the video, i absolutely love these hinge turrets and the creative designs ppl are making with them is amazing to see.
ive been using this update with robot arms. they are actually viable now for mining, welding and grinding, plus whatever else you want
Would be so cool to have a proper small advanced rotor so you could feed a small turret from inside a vehicle
I'm really liking the stagger fire rail gun.
9:00 can you go into detail on the stagger fire? I would like to try it out with a full auto assault cannon.
so basically have, lets say 6 cannons, you'll need 6 timer blocks, the first timer blocks will fire cannon one, and start the timer for the second timer block, the second timer block will fire cannon two, and start the timer for timer three...and so on and so forth, does that clear things up?
0:20 this turret looks amazing
I would consider for the ball turret to build guns pointing horizontally while the hinge is pointing up, this way you are limited to vertical angle, but you retain the control direction not going i reverse when you go past top point, and you also have some ability to point below horizontal point
The cockpit turret gives me inspiration on building Y-Wing kind of fighters.
It really makes me want to build some WW2 style bomber with the underbelly ball turrets.
Splitsie gave a really good tutorial on how to make these in SMP, as well make sure the notch is facing towards the rear of the hinge not the front.
I have seen two ways of attaching the small hinge part to the large hinge frame. One was to build a small grid scaffold to place the small hinge part in place then hit [ attach ]. The other way, that does not need a control seal, was to have a timer block with the hinge attach command and the timer block trigger command, that way the timer block tries to continuously attach something to the large hinge frame.
I absolutely love this. This program block opens up endless possibilities. Wonderful update. Oh and the weapon sounds are AWESOME!!!!
You know keen implemented this system well when I didn’t even know anything about them but still figured it out when it first came out
Would really like to see how you built that turret with the seat in it. That looks clean af
Was playing around abit and realised you can put a small custom turret controller on the turret it's self and use it in the cockpit of a large ship, helps save space for other goodies in you're large ships
By far the most Star Wars thing I’ve seen yet
I didnt read any of the patchnotes so seeing this video got me really excited cause I've been waiting for something like this for so long
I wont lie when i saw the ball turret in your warfare update video i was like thats a cool block then i watched this and went tf its not a single block thats cool af
Well done sir! Trying to decide on secondary weapons for a ship using the ball turrets. Good stuff.
I want to give the main ship I am working on a main Railgun battery along the spine, with the artillery turrets on the sides and some ball turrets on top for defense.
0:25 Wow, you've come a long way as a person. Good on you
I had no idea you could put the small hinge head on the large hinge part! Thank you
forgoing the elevation of the hinge, you can make turrets mounted to the sides of ships that can swivel to hit targets above and below the front of your ship. Pretty useful, and much easier to build.
I literally had the idea earlier today to try and make a manned ball turret for a ship, and my days, the first thing I see in the thumbnail is exactly that hahahaha
An easy way to connected the small hinge: you can simply build a 2 block tall tower in the middle of the big hinge and place a small hinge on top, this will allow you to attach the small hinge and then you can just remove the excess blocks
Mini turrets are nice but fully armored, self-repairing "battleship" turrets are more fun. They just can't do 360 degrees.
6:53 So I've built this glassed in turret design and then copied/blueprinted it. I included the large block advanced rotor as well.
I thought I could then paste at will this pre-built turret on to any large block conveyer to save time having to build each one from scratch.
But alas I can't get the copy to turn green when touching the conveyers. I thought this was possible, but it's been a couple years since I've played this game, maybe I'm forgetting something?
Thanks for your info in the vid, nice looking turrets. 😎👍
This makes me want to build some huge battleship style armored turrets.
That's weird that you can attach small grid heads like that. Very cool :D
I bet you could make that ball turret a shield similar to a howitzer, would help protect the bearing sides from head on attacks
i find it easy to place a block where the divot is and have the hinge part connected to that block. it will always default to one extreme or the other when its connected
I don't play SE but been following it for a long time now and it's so bizarre to see this finally being added into the game.
Guys I play on Xbox and I have to shout out Shastoul’s: Rotors mod on these ball turret videos! This mod is the best I’ve seen on Xbox when it comes to new types of rotors and hinges that are VERY useful in everyday building and especially when it comes to making these types of turrets very maneuverable and allow full angle use “was having trouble getting turrets to aim lower than “eye level”. I won’t put a full description here and I will admit that it takes some practice to understand how each new piece works, but definitely worth it and I’ve tested they are fully useable with the custom turret controller
Great video man. I love the way these look
Loved the video @LastStandGamers! Can't wait for the next video man! As I've said to @Space Engineers on their UA-cam channel, This update is going to have me providing some Really Extensive Refits to The Armaments of my Ships if I was already playing the game, though I'm not sure if I'd want to replace the Quad Cannons, Oerlikon PDC's, and the 310 millimeter Battleship Cannon Turrets that I have planned for my Arquitens-class Light Cruisers and Corellian CR 90 Corvettes or any other Warship from Galactic Surplus and I know @Captain Jack is Going to need to look into doing the Same for his Ships in RWI Service as well!
Can you hook up multiple hinges for elevation adjustment? If yes, one could build those ww2 Battleship high caliber turrets but with railguns
I usually put the control block in/on the turret so I don't have to change more on my ship than replace the last conveyor with a rotor. I'm more interested what if I combine different type of guns o the same turret, in terms of accuracy! Is it worth it at all? Witch gun is more accurate over all? Does 6 GG guns do more DPM than 6 autoguns?
I really can't wait to see the ideas people would come up with for these. And I already have some of my own, though more for a broadside gimballed weapon.
this reminds me of the robocraft fanmade stationary concept.... brings back memories of a once-a-good game
Could you theoretically just press the "Add Small Head" button in the terminal to attach a small hinge head?
That adds the 3x3 small head, not the 1x1 small head.
Yeah this should become a default feature for hinges and rotors.
@@hyperforce Honestly this feels like too unintentional of a feature to ever get direct support like that. I doubt it'll ever be removed, ofc, but I don't think we'll be getting a button for it
you can use that in atmosphere. drop the 3x3 in a hinge right next to the hinge your are building up, cross the cap from the 3x3 towards the actual gun hinge with small blocks and you can hang a 1x1 inside of the hinge, and attach it. i believe splitsie made a video on that
I somewhere, they used a Landing gear to hold the Small Hinge while attaching it to the Large Hinge outer piece.
You can use the see through LCD i front of the camera to make a sort of aiming reticle 👍🏻
Or put glass a bit out from the camera, and put a 'colon' on it. Once you target, aim the top dot to the reticle. No DLC required.
All I can think of after 8:00 is "Bullpup turret."
I dont know if some one has pointed it out yet or not, The Hinge marker needs to point in the opposite direction from the standard direction of the turret. Having it facing forward causes the mouse to be inverted vertically (elevation) either change the direction of the hinge to the opposite direction of the turret or in the controller change the elevation acceleration control to be a negative value you want it to be.
Awesome video. Very well thought out and put together. Thank you!
Was that a doggo i hear ? give that good boy a treat !
think about adding smaller weapons alongside the railguns. This way when they think the turret is defenseless you end up ripping them apart. Probably best to add the small turrets to the command block and the big guns to be manually fired.
These kinda videos are why I subscribed to you!
If I have a remote turret, I like to make another camera pointing at the turret, and hotkey it. That way I can see the damage without jumping out the control seat
In survival on a planet, put down 2 small bricks in the middle of the hinge then add the small hinge on top and you can attach and break down the 2 blocks :)
Amazing that you have to manually build this instead of them just giving you ball turrets. Space engineers is so complicated its almost daunting to get into.
very daunting, but incredibly rewarding, I kind of prefer it this way, but in a perfect world, we would have both.
How did you add the staggered firing for the railguns? Thats really cool.
Timer blocks
If you drop a small grid half armor block face down in the large hinge then a full block on top it will hold the hinge in the perfect spot to connect
actually there's a way to shield th ehinge and is by extruding from the blocks in the front to the sides and then going back to make a plate over the rotor part.
The only real disadvantage of the new ball turret meta is that hinges are weak to weapons fire so if they get hit from the side the entire inside mechanism fallouts out.
New ways to make Tanks are always great!
The small hinge part doesn't need to be placed on the side of the hinge block, it can be anywhere along the axis of rotation inside it.
B r o.
A big thank you for that! I was struggling with the script stuff and cant find anything for the current version 1.200, but wanted to build a turret. Big thank you!🙌
Ive been building micronukes so hopefully I can incorporate them into a launcher like this! You give me some things to think about
Is the next video going to perhaps be building the larger style turrets - like perhaps taking the large ship artillery cannon and building a WW2 style triple barrel battleship gun turret?
The Star Wars fans must be thrilled!
They just need to go ahead and make an official block that makes it so rotors, pistons, hinges etc. All have a small grid head option, even if the, say a rotor, is a large grid object. It works perfectly fine using the normal methods to switch to a small grid, its just a hassle to set up. Unless they actually have, I haven't played in a while. Just dropped by once I heard of the newest update.
old habits die hard.... XD
aaron flat out ignoring the "add small head" button in the menu at 2:00
That button adds the 3x3 version of the small head. You need the 1x1 version to make this.
@@vqlcano1698 jeah I noticed that as well as I watched splitsies video on it where he explicitly said why you can't just use that button.
Still would have been better if Aaron had mentioned why he did it like that
OMG Ball turrets with a cockpit?? Helloooo Liberty!
That is amazing. Do you think Mecha is more possible now?
If I use a small grid setup, and say I use Assault Cannon (static), and I get a target lock, will this still shoot the target at 1400m automatically, like a large grid Assault Cannon Turret would?
(The small grid static shows in G menu that it's max effective range is 1400m.)
Can you still make turrets the old fashioned way with a rotor on the bottom building up the turret housing and a side rotor allowing the guns to elevate?
Been making these and they are really cracking. A little fiddly in atmosphere but I popped two small light armour bricks into the well of the Hinge and built the hinge part onto them and it works when you 'attatch' them.
Can I ask how you make the assault cannons 'stagger fire'?
3:26 the thing where you add the autocannons isn't there for me even though I have them placed on the turret
Die artellerie are great, love it.... ow on the lag fixes XD
Loocks very cool. Thanks for the idea.
How do you manage it, to have with the artillery guns the chainfire?
7:00 This one reminds me of this one mission from Jak 2.
Heh heh. Reminding me of some old Chrome Hounds builds for some reason :)
My question is how many of each gun do you need to have a continuous rate of fire.
Railguns is virtually impossible without a specialized flying generator, autocannons I would say only 4 if they staggered fire, and artillery I would say about 10.
However, I do not know for sure.
If you want 1 Hz frequency, then it's 6+ for Assault Cannons and 12+ for Artillery.
railgun ball turret, me and a couple of friends have been ripping out a lot of our old turrets and replacing them with new ones but i've been making ball turrets with railguns. the ones i've made are just the 4 railgun ball turrets and it take a lot to make them and a lot of time because i have to rename everything as i goso each custom turret control i make doesn't interfere with each other, and now i think i am going to have to redo all of them after seeing how all of these have fancy platforms around the rotors and can be used to hide welders damn i wish i thought of that be for making over 10 of these turrets, at least i don't have to remake the 8 big railgun turrets
Great, now I want to make a custom artillery turret minigun