CUSTOM TURRET TUTORIAL - Space Engineers Guide
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- Опубліковано 7 лют 2025
- Hello everyone! Today we are taking a look at how we can use the custom turret controllers to make small grid custom turrets in Space Engineers. We also look at some examples, as well as a common ball turret guide. If you enjoyed, please like comment and subscribe to support the channel!
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space, engineers, lunar, kolony, SE, survival, creative, planets, space, asteroid, gunship, patrol, corvette, large ship, large grid, warship, battleship, fight, fleet, combat, warfare, update, cannon, assault cannon, content, challenge, competition, live build, frigate, cruiser, lunark, walkthrough, guide, playthrough, gameplay, turret, custom turret, turret guide, turret controller
A useful trick I like to use for repairing custom turrets, is that I save all my custom turrets as a blueprint, so if one gets heavily damaged, I can just disconnect it, print a new one, install it, and then grind down the old damaged one. I have a little mover vehicle specifically for positioning around small grid ball turrets into large grid hinges
Reminds me of tank turrets being placed.
So that's what tugs are for
When the turret controllers first came out, I just went nuts building all kinds of turrets near my moon base. They were all quite large, designed to be manned and well armored. On one, I went kind of nuts on it. It had 8 reloadable missile launchers, and they would ripple fire by timers.
I build compact large grid ships for PvP in creative that rely on custom turrets a lot to punch above their weight. I've put anything from 20 assault cannons to 11 bp-edited fixed artillery to 10 small grid railguns on custom turrets. Here's a few tips that should still be helpful for survival:
- Durability of the small grid large adv. rotor head is probably better, so use that where possible (you can check with build info mod)
- Heavier turrets will have problems with overshooting and missing targets if you don't adjust rotor & hinge torque and turret controller speed accordingly
- On ball turrets, leave the hinge facing upwards and build forward, this makes it so the turret can aim downward, reducing blind spots
- Whip's TCES script fixes most issues with turrets bugging out, as long as the groups are set up correctly
- I don't know how weapon tracking works with customs with multiple weapon types on, but considering weapons fire projectiles at different speeds and not all have bullet drop, you are often either going to compromise and hit nothing, or only have one weapon type hitting anyway if you do that.
- Put non-deformable blocks underneath your larger custom turrets, in combat armour can deform into your turrets and cause clang to visit you, then either your turret will detach or you'll have clang forces from the stuck turret clanging. Blast doors rather than heavy, beam blocks rather than light.
- If you inset the azimuth rotor 1 block deeper and place a welder adjacent, you can project a prefab turret in the space of the custom, so that if the custom gets shot off you can build a prefab to replace it mid-battle. Mostly for creative, but if you inset by 2 blocks then you could fit a conveyor connection under the prefab turret for survival.
- If you use Whip's salvo script, don't. Instead, put a salvo group and script block on each of your custom turrets, and set the custom data to filter to only the weapon group for the turret it's on. Then you are not vulnerable to getting hit by one lucky shot that will take out all of your salvo setup.
- YMMV with this one: I've found rocket launcher tracking and the target lead indicator for it to be very inaccurate and inconsistent, this is unfortunate as salvo'd rocket launchers would otherwise be very effective guided missile defense
- I don't consider custom turrets with only 1 or 2 weapons to be worthwhile, it's nice that they can be made to look good and personalised, but for the advantages of turning rate and weapon accuracy you pay the price of stability and in accuracy from physics. That's very subjective though, you should use your own judgement on it.
Custom turrets are great for getting a specific look and for packing more punch in the same space. They are almost universally weaker than placed turrets, but that's a trade-off to consider when picking your weaponry.
Being able to out-range small grids by 200m is significant unless you plan on charging in, at which point bayonets would be a better option anyway.
An easy way to extend their lifespan is to have either a standard turret or even fixed weaponry on your vessel closer to the enemy - this will take targeting priority from AI weapons and give the customs more time to shine with their higher damage output
THANK YOU SO MUCH! I've been trying to figure this stuff out for *years!* Thank you!
Glad to help!
Although rotor+hinge work quite well... i've recently been making some custom turrets and having either 2 rotors or 3 rotors (using 2 controllers) has been way better than using a rotor and a hinge. It's way more stable and allows it to look way better and be even better armored. The only disadvantage is that it is a bit larger but I don't mind it that much... I was even able to fit one with 2 assault cannons in a small fighter. A nice video nonetheless!
You helped me build my first custom turret with this tutorial, thanks 👌
My complaint with custom turrets is their vulnerability. Unless you have a very clever complicated design, custom turrets are destroyed very quickly compared to their placeable counterparts. Even if your armor layout is done well explosions are likely to destroy the hinges or rotors. especially when compared to the assault cannon and artillery turrets.
Not to mention once they are destroyed it's a lot more work to repair/replace them without the use of subgrid projection plugins.
That's my gripe with them. If subgrid projections were more applicable I'd use them exclusively. I don't like messing around with plugins and game files
Yeah but given enough damage output and good positioning, it can shred through enemies before they can even think about hitting you. Also a good option is placing decoys as far away from the turret as possible, although that only works for regular ai controlled turrets
i was wondering if you would be able to explain how hydogen engines work, and how to power them with oxygen and hydogen genarators
You need to have a pure hydrogen tank attached to the yellow part of the thruster and the tank, then they fire up
Nice tetoreal. I always look forward to your vids
thank you ! :)
My honest custom turret reaction
For some reason when I try to add a small rotor head it adds the 3x3 version and I don't know how to change it
fr me too
Same here. It adds a 3x3 rotor part but just lower than the original one
Nice turrets.
1:03 im not sure what im doing wrong. When i click on "Add Small Head" it attachs a large 3x3 rotor head instead.
That's the small grid medium conveyor. You can still build off of it
Same and then my turret seems to be off
they just fixed that in the contact update actually, now when you click add small head it adds the 1x1 small grid, and add medium head adds 3x3, hope that helps!
Do you need to attach a AI block to the CTC to make them work automatically with AI? Curious because I built a gunship and the CTCs are set to AI but won’t shoot a pirate block I set out. Hooked to ammo, power and I can manually fire them but will not automatically engage targets.
Very nice guns ya got there!
thank you!
How are you getting the small rotor head onto the advanced rotor? That isn't an option on mine.
Same problem
@@kad6563 turns out it was removed from the game lol
Hi there new to the game but was wondering if the update changed some functionality i cant seem to add the specific weapons to a specific turret controller
I love the custom turret controllers, but MART still has a special place too, and you can still drive rovers while using a MART turret, sadly something you can't do while using the custom turret controller
This is supposed to be a thing now with the vanilla CTC in one of the latest updates
I don't know if I'm dumb or not but when I'm on PS4 I did exactly what you said and for some reason I don't have the option to control whenever I'm sitting in the pilot seat is there a reason why?
There does nit appear ro be any option for control when Ive done everything up to assigning the turret controller to the flight seat and Im not sure why. Does anyone know anything about it?
thanks for the tutorial
no problem!
Control does not pop up in the g-menu after I build it and set it up in the control panel
Does the grid have power?
@LunarKolony it's fixed, I need to control it from the turret control center first. Then the option for controlling will appear in the g-menu.
this helped yo, thanks
Thanks
Thankyou sooo much
My rotors keep adding 3x3 heads every time I add a small head. Do you need a mod or dlc to add a 1x1?
Im having the same issue, did you figure out how to add the 1x1 rotor head?
@@MaxNStax yep. Kolony is using a mod that he isn't disclosing in the video. If you want to do this in Vanilla, you need to add a separate hinge on a different grid, add a 3x3 small head to that hinge, built standard armor blocks from that hinge head over to the empty hinge (make sure to center it directly above the target hinge), build two more armor blocks down, add a 1x1 small hinge head to the bottom of your armor trail, then attach the empty hinge.
@@MaxNStax ua-cam.com/video/wz_4sGJnE_g/v-deo.html
That's actually remarkably easy...
Can confirm weapon core 2.4 breaks this being unable to add weapons or tools to the turret had to disable to be able to do so.
I'm building a custom turret and everything is functional except for one thing. I his the control button and it fires off a shot without my input. Otherwise, it works perfectly fine. Does anyone know reasons why this could happen and how to fix it?
I'm not sure to be honest
I think it's a glitch, I've had that problem too
It's particularly annoying with railgun turrets ._.
@water435 yeah. Working on a small carrier with a couple of small railgun turrets. Forgot about the glitch and nearly blew a hole in the ship. Good thing I already had it's heavy paneling where it hit XD
yeach... the turet shakes uncontrolably until it explodes, help!
Can you control multiple turrets with one control seat
Yes
Thank you
You helped me start out, but I feel
Like you moved a bit fast at the start
Anyone know how to make them projector friendly?
Is it possible to have multiple costom turrets on one ship with one turret controler?
Yes
You need to chain multiple controllers to one pilot/command seat
how about ai controlled turret?
Not working for me:(
Why what's happening?
Did not help was way to fast and I couldn't follow
Ball turrets look OK but they're terrible in practice
ive found they work pretty well
@@LunarKolony I find they're only as resistant to damage as the base hinge, which isn't much
@@BrianRonald you can help that by putting a projector in the small grid and placing a welder underneath the hing pointing up.
Frist
Useless tutorial.
@@munchaking1896 cry about it