Those heat vents are clever. You could set them 5 in a row. And have them set at increments of 20% draw, and you'll have an idea how much power you're using on the fly!
The thing about small grid durability is basically that turrets now target subsystems like weapons, propulsion, and power. Cockpits are no longer directly targeted by turrets, or at least they are considered a very low priority target, and are thus much less likely to be destroyed before the rest of the grid. The grids themselves aren’t more durable, but they should last longer before becoming unusable.
Translation of 'last longer' = 'survive whole 2 seconds more'. Even vanilla gatlings shreds small grids to pieces in seconds, cockpit or not. With new weapons it doesn't matter if they target thrusters or whatever, small grids still disintegrate with just stern look. Large blocks aren't any better though, heavy armor might as well be made from tofu. And with railguns and such it's even less relevant than it was before. Unless you use 10+ layers of heavy/blast everywhere....
@@lazyman7505 large railgun is stopped by 3 layers of heavy armour and does damage in a 1 block radius. Small railgun goes through one layer of heavy armour. That and it's a full minute reload for the large one.
Not all people will choose for there turrets to target subsystems, for example they may specifically target the cockpit on smaller craft or have lets say 2 turrets targeting the cockpit and the other 4 targeting sub systems, or none of them etc, so in conclusion smaller craft CAN be stronger.
Something that you may've missed in the patchnotes (not sure if it works already, but at least it's intended) is that the AI targeting range for turrets of 800m is only the limit for 'automatically' chosen targets. If you have turrets with 1.4km range, and a target is 1.2km away, they won't automatically start firing - but if you lock it as a target on the same grid, and copy the target to the turrets (which can be a hotbar-ed action), they WILL fire at if it it's in weapon range, no matter the AI targeting range that you set. This allows turrets to be passive = no AI targeting range until you do the copy-target action, upon which suddenly a whole broadside of turrets lights the poor victim up.
The ammo storage on a ship is called the magazine, just like the ammo storage part of a gun. The gun magazine is actually named after the ship magazine. In naval warfare, a ship is well and truly destroyed if the magazine gets hit. It will be cool to have this be a thing in space engineers too.
I was messing around with this a bit this morning (excuse me, yesterday morning. Being on grave can be confusing). Unfortunately, I think Keen broke the AI targeting; specifically the part that says “stop firing when a friendly grid is in the way.” My main base defenses tried to chew through my mining facility to get at one of Splitsie’s Assert drones… Thank goodness in hadn’t upgraded my turrets yet.
Actually, the new gatling gun has the same bounding box length as the older one. The old gatling gun just has an block of empty space at the muzzle. They did that when they changed the model from 3 barrels to 6 when they replaced the beta block style with the new higher-detail blocks. Personally, I preferred how the beta gatling guns used to look.
Rotor groups are one possibility, however an option for each hinge/rotor to have its own movement modifier (reverse movement) would be better. Double arm turrets and solar towers with only one camera come to mind.
11:49 - I would say missiles - to the list provided by you - also need either small amount of gold or silver 27:34 - That was immediately my though as well, the Search Light should have been added as vanilla block even if I immediately bought the whole pack 34:08 - Share inertia is a must for turrets to be smooth Also you missed that Turret Controller have "tools" as option to add, i.e. seem you can make articulated mining hands now in vanilla version. i.e. you can add just vertical movement and articulate if you want to dig up or down without controls. Also speaking about camera, I think Developers need to add a functionality on Camera block to have pre-defined list of overlay options, or possible specify an overlay in the turret control system, including a checkbox for showing reload status of selected weapons? Heavy armour blocks wherever you can I guess if you're engaging the enemy =)
@@DFPercush That's true, but the original gameboy Tetris animations were block-by-block, not pixel-by-pixel, so to render just the gameplay portion, the effective resolution would only need to be something like 10x20, which is totally doable.
Hey Kanajashi, my first comment on your post here, really good work there, really loved it and the new stuff is simply awsome, but you forgot (or did not found it yet) about a cool feature about the target locking system: you can set any Control Block (Pilot Seat, Remote Control, etc.)to auto set a command when your grid is lock in by any other grid, like placeing a light or a speaker to rise a warning when you are been target locked! like the locking warning on combat planes in real ( or more where we more normaly see it: the movies) or you can even set a response on a custome drone when it is been locked makeing them actually a bit smarter. And you don´t need timer or programable block for it , all the commanding blocks (ie: blocks for driveing) have custom actions that will trigger themselves when been locked so the will work even on servers without Scripts, same for the new custom turret controler. Hope to have added my own sand grain, keep up the good work!!! (edited because i found an error previously: the lock on detection is done by Control Blocks not any block)
Tbh, I'd have been more happy with some story elements, scenarios or similar. Varied range turrets and targeting specific parts on a ship are welcome additions, but still, my main problem was not that I had not enough guns (I despise PVP), but that without mods a vanilla SE is pretty boring. KSH should have adopted a few more mods, like the air traffic and similar and create some system to generate "story" elements in the game, like larger outposts, cities, etc.. I appreciate some cosmetic blocks, but let's be honest those are just low effort re-skins and the models as you pointed out are re-used parts put together. It's an effort, but that's not what I was personally looking forward to.
@@shahbazfawbush It be nice to have some more Scenarios to work thru. Esp for the new DLC's they added. At least they added a race one, but that only a race, nothing you have to build or solve to get too. Or it be nice to play on those Worlds they created in the Scenarios, make option. Play Scenario or explore on your own. Use it as start point for players to build off of.
One of the coolest things about this is how easy it will be to use the turret controller blocks to manually rotate solar arrays for people who can't/don't want to run scripts.
Nice update we had here ! Hey @Kanajashi, little tip, if you want your turret to not giggle you just have to share inertia tensor between all part of the turrets. For exemple in your large railgun turret, share inertia tensor on the elevation rotor and the turret would be much smoother and nicer to use.
Seats: I'd like one near the window, please. Assault cannon: Is it the Veruc model? Railgun: Tackleberry! Reactor: Pop-top for banana peels and beer cans? Spotlight: Suspect is on foot heading SE! Shark helmet: "Ah!" Helm: One-Oh-Eight! Rotor turret: Wiggle wiggle wiggle! Thanks for the in-depth first look! Hope everyone's mods made it through! (Still hoping for large-grid offset lights, but this is cool.)
There was a heatsink script that was much like the vents. It controlled the radius and intensity of lights based on power usage, it was a cool effect but it could be hard to hide the lights and tweak the values to get something as good as the new block. Paid blocks look well worth having, I've got a few unfinished designs that would appreciate the new stuff. Waiting on my new hard drive until I can play again though. New turret control block caught me by surprise, will be fun to have a play with. Using scripts before I made the main gun on a fighter function as both fixed and turret so it will be intersting to see if I can copy that. Auto cannon is cool, I always wanted something like that in vanilla.
Now you can do those economy missions where they're asking you to find a container more readily, by hanging a spotlight turret on your ship and setting it to look for neutrals. It'll automatically pick out the cargo container for you.
The recharge cycle on railguns is fun... I put two on a drone, which drops from the sky after firing the double railguns. It's like an EMP hit the drone. Unintended, but if the drone hits its target it is totally worth the risk of losing it as it falls during the recharge cycle.
Gatling gun isn't one block longer on the DLC variant. The normal gun takes up the same space as the DLC reskin, but now it actually looks like it should.
You read my mind with this video, I did almost the same thing and having a ball killing the Ai especially with the laser gun. You will notice it sucks up a lot of power while playing. Thumbs up ! This is from a very old gamer. Take care
I've tried the Assault Cannon paired with a coaxial Gatling and stuck into a custom small grid turret: even with inertia shared, recoil in the main gun shoots it off target (my testing showed it errs to the right, but I've shot maybe less than 50 shells, so it's not very representative) by a few degrees, so the gatling is key in reacquiring target if you are not (or cannot) use the leading system
I can't wait to watch the angry Jalopy attempt to move through an area littered with artillery posts while being circled by a C-130 Spooky gunship raining shells on it. This update is going to be a NIGHTMARE for the Wrong Way Up boys.
The warfare Gatling gun may be one block longer, but it’s not like you were putting things in front of the business end of your gatlings anyway. And if you were, then what were you thinking?
I made a ship that does the namesake of this update. It has 18 fixed artillery on both the port and starboard sides to unleash a devastating broadside attack. They are hidden internally behind the new hatch doors. I can open the doors and fire out of them without a problem. I might add some timer blocks to stager them so that they can continuously fire.
Interior turret with conveyor access? Small grid Gatling on a large grid hinge with a small hinge part. Also allows folding outbid the way to hide behind paneling.
Given how slow and power hungry the big rail gun is it strikes me that it's probably better to mount a few small rail guns and use them with some kind of sequential firing on a base. Seems to be all sword and no shield in terms of warfare.
its situational, the big rail gun has the potential to take out almost any ship VERY quickly, which can make a big difference, lets say you can lock on to the big ships in an incomming fleet at just under 2000km , the big railgun will make what it hits less effective, before it can really start to engage, you may only take out a few ships that way, but that's before you are at risk of taking much damage.
I guess you are gonna have to catch a lot of artillery fire in the next installment of "Wrong Way Up"! Also, that custom turret controller, I can already see that being used for controlling cranes.
Rail guns are very cool but man are they power hungry. One will suffice on a custom turret, at least for me it does, the bulk of firepower coming from assault cannons etc does more damage much faster with generally the same range. Either way this was a very nice addition to an already fun and awesome game.
Couldn't you make a controllable arm using the new turret controller? You'd still need to operate some segments manually, but you could easily aim the tool at the end.
Nice video, great overview There is a lot of hidden Clang messages o the eyboards :) hmm Did I hear a Polish "dobra" around 23:05 when youu go from minigun to helm ?
Well, finally some big guns where you dont need a mod to have them. XD I mean, i found a LOT of nice turrets, cannons and all through mods, but hey, having it in vanilla is just nice to have too. And i'm sure that new control block that allows to easy control self-build turrets and cannons will become really handy in the future.
What this DLC showcases more then anything is the evolution of graphics power in video games. Everythign new is highlie detailed and needs per unit probably as much GPU compute power as an entire 1.0 Big Red Ship. Makes me wonder when blockgroup defomation tools come so you can let's say a 3x3x3 large grid block and deform it so it locks oval. same hitbox same recources but diferrent shape.
True, and the optimization is really good too. I’m surprised my 1060 3g is capable of running this game so well despite being somewhat old now. Graphics in now days are becoming very close to Reality now
If you have a good logistics network, you shouldn't have a problem moving uranium down to a planet, provided you have scripts enabled and you have the ability to get a ship with manufacturing capabilities into space. Step 1: Use the resources from your ship to build a small mining base near a uranium asteroid with PAM drones to automatically collect uranium. Step 2: Build a small cargo drone using either the PAM or SAMV2 script to automatically move uranium down to your planetary base. Step 3: Respawn back at your planetary base and enjoy your uranium.
While watching the livestream, I was just waiting for your videos showcasing the update. Always an informative pleasure. Also, I am SO curious as to how you're gonna use these in WWU!
Haha I can tell you enjoyed the guns. XD Can’t wait to see what you do to Splits! >:3 I just wish that door opened like a cat flap instead for comic value lol
As always thank you for your coverage of the new blocks and weapons I was playing around with them and saw your vid always helpful to know what I'm getting into before I put them on a build
Needs a power cell mod for the rail guns. For a burst fire and or faster recharging times between shots in semi-auto. Say instead of 10 power cells for the small and 100 for the large in the build. You could have the 10 to 100 in small and 100 to 1,000 in large.
if you really wanted to you could turn the Helms into a watch tower on your base as kinda like a command centre or a tower for when aircraft take off and land if online
Custom built missiles do not need rare materials. they can use warheads which only need magnesium. WHAM/LAMP is are great scripts for custom built missiles
I love the new stuff, I don't know i haven't tested it on a new game yet but my jump drives are broken in my current game. GPS sets and even blind jumps the drives tell me they can't be used in gravity which sucks I had done one of those long distance delivery missions and now I'm 34,000 km from my base. When I get home from work I'll do more testing hopefully I can get it fixed.
Hmm, the custom turret controller said "Tools." I wonder if you can setup a welder or grinder "turret" to further automate your welding and grinding systems... :thinking_face:
Now they have custom turrets in base game and them new guns looks like most my old mods can be removed but they need to add overlays as a camera option. Still gonna keep weapon core because I like laser weapons but also hoping the devs add them at some point to.
Is my game the only one that's bugged with the targeting not working?? It either never shows up, or just simply doesn't do the "loading lock" animation.
you said "uhmmm, it's delicious" just as I took a bite of bacon. I just wish Keen would chill with the drip feeding content behind a pay wall and instead build us a new game experience. I want compound grids dammit.
rasper dan Could you make a race were your friends join and build there own racers. Make a start and a finish point on a rugged planet. A 40 min vid would be well kool. Second thought..... you could make some tracks were you all have to run. Like sectors A B C that you could design.
While I do not know about this game, in real life, the hellfire missiles have depleted uranium in them, so apparently, the devs of this game may have modeled their missiles around this detail. Just so you know the potential origins of this. ~( 'w')/
Great review as always kanajashi, I already test most of the gun. But just wanna see which is which between the DLC and free block that we have (since i didn't buy the DLC). Plus your review is always organized and easy to understand. Thank You.😘😘😘
I cant see uranium being used in rockets unless its a short range low yield nuke but for armor piercing rounds i can because the A-10 warthog's ammunition in real life is solid uranium because its heavier and denser so it has more punch at longer ranges
shouldn't they try to update sci-fi ion thruster, so it has multiple flames too? U know what I mean, this new thruster has 5 flames coming from five holes, the sci-fi thruster has 3 holes and only one large flame.
Those heat vents are clever. You could set them 5 in a row. And have them set at increments of 20% draw, and you'll have an idea how much power you're using on the fly!
Yeah, setup like this they're a perfect power display for those folks that prefer to play with the HUD off...
@@Tilion462 Or when they just are focused on what's in the center of the screen instead of the corner.
Gonna use this idea, thankyou!!
As we speak, someone is probably using those light panels and a programmable block to run Doom in SE.
I was thinking Tetris first, but Doom on a programmable block will probably run as well.
So now we need bad apple as well
Or rick roll people
The thing about small grid durability is basically that turrets now target subsystems like weapons, propulsion, and power. Cockpits are no longer directly targeted by turrets, or at least they are considered a very low priority target, and are thus much less likely to be destroyed before the rest of the grid. The grids themselves aren’t more durable, but they should last longer before becoming unusable.
Translation of 'last longer' = 'survive whole 2 seconds more'. Even vanilla gatlings shreds small grids to pieces in seconds, cockpit or not. With new weapons it doesn't matter if they target thrusters or whatever, small grids still disintegrate with just stern look. Large blocks aren't any better though, heavy armor might as well be made from tofu. And with railguns and such it's even less relevant than it was before. Unless you use 10+ layers of heavy/blast everywhere....
@@lazyman7505 thats pretty realistic though
@@lazyman7505 large railgun is stopped by 3 layers of heavy armour and does damage in a 1 block radius. Small railgun goes through one layer of heavy armour. That and it's a full minute reload for the large one.
Not all people will choose for there turrets to target subsystems, for example they may specifically target the cockpit on smaller craft or have lets say 2 turrets targeting the cockpit and the other 4 targeting sub systems, or none of them etc, so in conclusion smaller craft CAN be stronger.
@@Anonymous-pl7be you can’t chose to target the cockpit. You would have to manually control a turret to do that.
Something that you may've missed in the patchnotes (not sure if it works already, but at least it's intended) is that the AI targeting range for turrets of 800m is only the limit for 'automatically' chosen targets. If you have turrets with 1.4km range, and a target is 1.2km away, they won't automatically start firing - but if you lock it as a target on the same grid, and copy the target to the turrets (which can be a hotbar-ed action), they WILL fire at if it it's in weapon range, no matter the AI targeting range that you set.
This allows turrets to be passive = no AI targeting range until you do the copy-target action, upon which suddenly a whole broadside of turrets lights the poor victim up.
The ammo storage on a ship is called the magazine, just like the ammo storage part of a gun. The gun magazine is actually named after the ship magazine. In naval warfare, a ship is well and truly destroyed if the magazine gets hit. It will be cool to have this be a thing in space engineers too.
Yeah, i'd like to at least see like an ammo shelf block with the sabots and artillery shells
Given that demonstration I think Splitsies convoy will be safe from Kanajashi's aim.
Well, the convoy does not fly and is a tad bigger, so I would not bet on that :-).
i just find it amusing he didnt name drop him directly, just the situation.
3:34 Meant to say "Mod API Improvements" and not "Mod AI Improvements"
I was messing around with this a bit this morning (excuse me, yesterday morning. Being on grave can be confusing). Unfortunately, I think Keen broke the AI targeting; specifically the part that says “stop firing when a friendly grid is in the way.” My main base defenses tried to chew through my mining facility to get at one of Splitsie’s Assert drones… Thank goodness in hadn’t upgraded my turrets yet.
Actually, the new gatling gun has the same bounding box length as the older one. The old gatling gun just has an block of empty space at the muzzle.
They did that when they changed the model from 3 barrels to 6 when they replaced the beta block style with the new higher-detail blocks. Personally, I preferred how the beta gatling guns used to look.
I just had a suggestion, the turret controller should accept rotor groups
Rotor groups are one possibility, however an option for each hinge/rotor to have its own movement modifier (reverse movement) would be better. Double arm turrets and solar towers with only one camera come to mind.
11:49 - I would say missiles - to the list provided by you - also need either small amount of gold or silver
27:34 - That was immediately my though as well, the Search Light should have been added as vanilla block even if I immediately bought the whole pack
34:08 - Share inertia is a must for turrets to be smooth
Also you missed that Turret Controller have "tools" as option to add, i.e. seem you can make articulated mining hands now in vanilla version.
i.e. you can add just vertical movement and articulate if you want to dig up or down without controls.
Also speaking about camera, I think Developers need to add a functionality on Camera block to have pre-defined list of overlay options,
or possible specify an overlay in the turret control system, including a checkbox for showing reload status of selected weapons?
Heavy armour blocks wherever you can I guess if you're engaging the enemy =)
The light panels look just right for Tetris.
The turret controller needs some extra options, most notably the ability to follow the sun.
Just put Whip out of a job, now you want to do the same thing to Isy? Jk, I think that's a great idea!
That's a great idea! Tetris is very blocky. A gameboy screen, otoh, has 23,000 pixels. I think that's a bit over the light limit even now.
@@DFPercush That's true, but the original gameboy Tetris animations were block-by-block, not pixel-by-pixel, so to render just the gameplay portion, the effective resolution would only need to be something like 10x20, which is totally doable.
Hey Kanajashi, my first comment on your post here, really good work there, really loved it and the new stuff is simply awsome, but you forgot (or did not found it yet) about a cool feature about the target locking system: you can set any Control Block (Pilot Seat, Remote Control, etc.)to auto set a command when your grid is lock in by any other grid, like placeing a light or a speaker to rise a warning when you are been target locked! like the locking warning on combat planes in real ( or more where we more normaly see it: the movies) or you can even set a response on a custome drone when it is been locked makeing them actually a bit smarter. And you don´t need timer or programable block for it , all the commanding blocks (ie: blocks for driveing) have custom actions that will trigger themselves when been locked so the will work even on servers without Scripts, same for the new custom turret controler. Hope to have added my own sand grain, keep up the good work!!! (edited because i found an error previously: the lock on detection is done by Control Blocks not any block)
Tbh, I'd have been more happy with some story elements, scenarios or similar. Varied range turrets and targeting specific parts on a ship are welcome additions, but still, my main problem was not that I had not enough guns (I despise PVP), but that without mods a vanilla SE is pretty boring. KSH should have adopted a few more mods, like the air traffic and similar and create some system to generate "story" elements in the game, like larger outposts, cities, etc.. I appreciate some cosmetic blocks, but let's be honest those are just low effort re-skins and the models as you pointed out are re-used parts put together. It's an effort, but that's not what I was personally looking forward to.
Let's hope they'll get to that for Warfare 3...
@@shahbazfawbush It be nice to have some more Scenarios to work thru. Esp for the new DLC's they added. At least they added a race one, but that only a race, nothing you have to build or solve to get too. Or it be nice to play on those Worlds they created in the Scenarios, make option. Play Scenario or explore on your own. Use it as start point for players to build off of.
Agreed, scenarios would be a welcome addition.
they said during the stream that they are planning to do an npc update
31:18 I can't wait to see the meatbags looking around constantly in extreme paranoia the next time they have to traverse a mountain pass 🤣
One of the coolest things about this is how easy it will be to use the turret controller blocks to manually rotate solar arrays for people who can't/don't want to run scripts.
34:07 *turn on share inertia tensor on the hinge or rotors to stop the wiggle!*
24:24 that Senchou Ahoy impression caught me off guard ngl
Shoot itself and shoot by itself...
Naming stuff is always a good idea. You don't to have to dig thru 30 rotors.
Nice update we had here ! Hey @Kanajashi, little tip, if you want your turret to not giggle you just have to share inertia tensor between all part of the turrets. For exemple in your large railgun turret, share inertia tensor on the elevation rotor and the turret would be much smoother and nicer to use.
Seats: I'd like one near the window, please.
Assault cannon: Is it the Veruc model?
Railgun: Tackleberry!
Reactor: Pop-top for banana peels and beer cans?
Spotlight: Suspect is on foot heading SE!
Shark helmet: "Ah!"
Helm: One-Oh-Eight!
Rotor turret: Wiggle wiggle wiggle!
Thanks for the in-depth first look! Hope everyone's mods made it through! (Still hoping for large-grid offset lights, but this is cool.)
Actually I'm pretty sure the new Gatling gun variant is the same length, the normal one just has an empty space at the end
There was a heatsink script that was much like the vents. It controlled the radius and intensity of lights based on power usage, it was a cool effect but it could be hard to hide the lights and tweak the values to get something as good as the new block. Paid blocks look well worth having, I've got a few unfinished designs that would appreciate the new stuff. Waiting on my new hard drive until I can play again though.
New turret control block caught me by surprise, will be fun to have a play with. Using scripts before I made the main gun on a fighter function as both fixed and turret so it will be intersting to see if I can copy that. Auto cannon is cool, I always wanted something like that in vanilla.
Now you can do those economy missions where they're asking you to find a container more readily, by hanging a spotlight turret on your ship and setting it to look for neutrals. It'll automatically pick out the cargo container for you.
That's a fun and cool little trick!
I do this with the modded designator turrets all the time. Works fantastic
The recharge cycle on railguns is fun... I put two on a drone, which drops from the sky after firing the double railguns. It's like an EMP hit the drone. Unintended, but if the drone hits its target it is totally worth the risk of losing it as it falls during the recharge cycle.
3:16 yo that's dope as hell
Mr Owl, how many bullets does it take to get to the center of a bison pop?
Gatling gun isn't one block longer on the DLC variant. The normal gun takes up the same space as the DLC reskin, but now it actually looks like it should.
You read my mind with this video, I did almost the same thing and having a ball killing the Ai especially with the laser gun. You will notice it sucks up a lot of power while playing. Thumbs up ! This is from a very old gamer. Take care
I've tried the Assault Cannon paired with a coaxial Gatling and stuck into a custom small grid turret: even with inertia shared, recoil in the main gun shoots it off target (my testing showed it errs to the right, but I've shot maybe less than 50 shells, so it's not very representative) by a few degrees, so the gatling is key in reacquiring target if you are not (or cannot) use the leading system
I can't wait to watch the angry Jalopy attempt to move through an area littered with artillery posts while being circled by a C-130 Spooky gunship raining shells on it. This update is going to be a NIGHTMARE for the Wrong Way Up boys.
Or have Splitsie and the boys build an absolute mammoth of a tank to take on the next airbase.
The warfare Gatling gun may be one block longer, but it’s not like you were putting things in front of the business end of your gatlings anyway. And if you were, then what were you thinking?
I made a ship that does the namesake of this update. It has 18 fixed artillery on both the port and starboard sides to unleash a devastating broadside attack. They are hidden internally behind the new hatch doors. I can open the doors and fire out of them without a problem. I might add some timer blocks to stager them so that they can continuously fire.
makes my head hurt a bit that the shorter barrled turets have the same range as the long barrled non turreted
Interior turret with conveyor access?
Small grid Gatling on a large grid hinge with a small hinge part.
Also allows folding outbid the way to hide behind paneling.
18:40 looks like the block the door slides into doesn't have to be a full block
why not have a door that closes on one side and opens up on the other and vice versa.that way the block you are in keeps oxygen in or from escaping.
8:36 why only dorsal? Ventral works too
Given how slow and power hungry the big rail gun is it strikes me that it's probably better to mount a few small rail guns and use them with some kind of sequential firing on a base.
Seems to be all sword and no shield in terms of warfare.
its situational, the big rail gun has the potential to take out almost any ship VERY quickly, which can make a big difference, lets say you can lock on to the big ships in an incomming fleet at just under 2000km , the big railgun will make what it hits less effective, before it can really start to engage, you may only take out a few ships that way, but that's before you are at risk of taking much damage.
Covid friendly passenger seats xD 4:18
Man even the sounds for the Artillery are bassy and awesome!
I guess you are gonna have to catch a lot of artillery fire in the next installment of "Wrong Way Up"!
Also, that custom turret controller, I can already see that being used for controlling cranes.
Does artificial gravity also influence the bullet drop?
Certain moded weapons are influenced by it.
@19:57 Why would you want to announce your weapon is recharging? Wouldn't it be better to mount this internally and use it as an indicator?
Rail guns are very cool but man are they power hungry. One will suffice on a custom turret, at least for me it does, the bulk of firepower coming from assault cannons etc does more damage much faster with generally the same range. Either way this was a very nice addition to an already fun and awesome game.
What is the background music playing at 38:30?
Curious about industrial uses fro the turret ctrl block. cranes, arms, etc..
That reactor has a serious "Mr. Fusion" (or Krups coffee grinder) feeling to it.
Hey do you record for the wrong way up series? I was just wondering is all. I watched the other guys point of view and was looking for yours.
Couldn't you make a controllable arm using the new turret controller? You'd still need to operate some segments manually, but you could easily aim the tool at the end.
Nice video, great overview
There is a lot of hidden Clang messages o the eyboards :)
hmm Did I hear a Polish "dobra" around 23:05 when youu go from minigun to helm ?
Well, finally some big guns where you dont need a mod to have them. XD I mean, i found a LOT of nice turrets, cannons and all through mods, but hey, having it in vanilla is just nice to have too.
And i'm sure that new control block that allows to easy control self-build turrets and cannons will become really handy in the future.
Have you tried to open your agaris after this update? I keep having error log after this update with agaris.
What this DLC showcases more then anything is the evolution of graphics power in video games. Everythign new is highlie detailed and needs per unit probably as much GPU compute power as an entire 1.0 Big Red Ship. Makes me wonder when blockgroup defomation tools come so you can let's say a 3x3x3 large grid block and deform it so it locks oval. same hitbox same recources but diferrent shape.
True, and the optimization is really good too. I’m surprised my 1060 3g is capable of running this game so well despite being somewhat old now. Graphics in now days are becoming very close to Reality now
Can't wait for *_BAD APPLE_* be done in Space Engineers, now that we have these square LEDs.
Question: projectiles now have a drop when in gravity, is this true also in artificial gravity?
If you have a good logistics network, you shouldn't have a problem moving uranium down to a planet, provided you have scripts enabled and you have the ability to get a ship with manufacturing capabilities into space.
Step 1: Use the resources from your ship to build a small mining base near a uranium asteroid with PAM drones to automatically collect uranium.
Step 2: Build a small cargo drone using either the PAM or SAMV2 script to automatically move uranium down to your planetary base.
Step 3: Respawn back at your planetary base and enjoy your uranium.
the turret controller do you need 1 per turet ????
While watching the livestream, I was just waiting for your videos showcasing the update. Always an informative pleasure.
Also, I am SO curious as to how you're gonna use these in WWU!
31:05 I don't see any wall there
Haha I can tell you enjoyed the guns. XD Can’t wait to see what you do to Splits! >:3
I just wish that door opened like a cat flap instead for comic value lol
As always thank you for your coverage of the new blocks and weapons I was playing around with them and saw your vid always helpful to know what I'm getting into before I put them on a build
Space Engineers Pokemon sounds hilarious. so many fun ideas
fun fact with the railgun from my experiances if you hit the right spot you can disable an entire ship
Needs a power cell mod for the rail guns. For a burst fire and or faster recharging times between shots in semi-auto. Say instead of 10 power cells for the small and 100 for the large in the build. You could have the 10 to 100 in small and 100 to 1,000 in large.
I love the game spending another $4 on it seems perfectly fine to me. I think this is the best DLC yet
Now I'm just imaging the mischief you will get up to in splitsy's wrong way down series.
if you really wanted to you could turn the Helms into a watch tower on your base as kinda like a command centre or a tower for when aircraft take off and land if online
Offset passenger seat just made making cars so much easier
Had any luck getting Agaris to work after the update, I can't stop crashing
And this is exactly why I love watching your videos was waiting for your video on this update to even play se 🤣
Playing mega Tetris in Space Engineers, I like it.
Custom built missiles do not need rare materials. they can use warheads which only need magnesium. WHAM/LAMP is are great scripts for custom built missiles
Thank you for this bought after it came out, have had a chance to test yet
I love the new stuff, I don't know i haven't tested it on a new game yet but my jump drives are broken in my current game. GPS sets and even blind jumps the drives tell me they can't be used in gravity which sucks I had done one of those long distance delivery missions and now I'm 34,000 km from my base. When I get home from work I'll do more testing hopefully I can get it fixed.
i cant get the targeting system to wok on my save, its not that old either
Hmm, the custom turret controller said "Tools." I wonder if you can setup a welder or grinder "turret" to further automate your welding and grinding systems... :thinking_face:
wish they included maybe some upgraded defense to add to ships
Now they have custom turrets in base game and them new guns looks like most my old mods can be removed but they need to add overlays as a camera option.
Still gonna keep weapon core because I like laser weapons but also hoping the devs add them at some point to.
Is my game the only one that's bugged with the targeting not working?? It either never shows up, or just simply doesn't do the "loading lock" animation.
Do you ever get copyright strikes for the background music on your videos?
everyones blowing eachother up and im just here playing by myself making the most over the top meteor defense grid ever constructed
I would have that railgun on a detachable module like on project slypheed where you can swap from assault cannons to lasers
you said "uhmmm, it's delicious" just as I took a bite of bacon.
I just wish Keen would chill with the drip feeding content behind a pay wall and instead build us a new game experience. I want compound grids dammit.
rasper dan
Could you make a race were your friends join and build there own racers. Make a start and a finish point on a rugged planet. A 40 min vid would be well kool.
Second thought..... you could make some tracks were you all have to run. Like sectors A B C that you could design.
4:41 dont forget trains as well
While I do not know about this game, in real life, the hellfire missiles have depleted uranium in them, so apparently, the devs of this game may have modeled their missiles around this detail.
Just so you know the potential origins of this. ~( 'w')/
hatch door isnt first multi block door, theres that big one from frostbite
Need to see the next wwu. Is there a chance to watch your point of view?
not bothering to take a blueprint is going to be a think of the past.
Those light blocks would be great for runway lights
Great review as always kanajashi, I already test most of the gun. But just wanna see which is which between the DLC and free block that we have (since i didn't buy the DLC). Plus your review is always organized and easy to understand. Thank You.😘😘😘
Close support Artillery? MUEHAHAHAHA. Time to build a universal vanilla truck. Anyway, great video!
Looking forward too see you guys play with it in WWU!
It seems like you may not need an anti-missile turret given how obsolete the missile turret has just been made.
My fav item is the custom turret controller it reminds me of building turrets in another game From The Depths.
I cant see uranium being used in rockets unless its a short range low yield nuke but for armor piercing rounds i can because the A-10 warthog's ammunition in real life is solid uranium because its heavier and denser so it has more punch at longer ranges
shouldn't they try to update sci-fi ion thruster, so it has multiple flames too? U know what I mean, this new thruster has 5 flames coming from five holes, the sci-fi thruster has 3 holes and only one large flame.
man why they dont add the aim overlay to the camera? i dont want to use mods just yet...
cant wait to make a megaship with an Aurora/Venator reactor room