@@daemonCaptrix Ha, well, it was orriginally meant just for civilian mining and salvaging operations, although, there is a bigger version of it on the workshop as well which is a bit more armored and a bit less... squishy.... lol! Its also go a bit of a power problem because I forgot to add some reactors before actually posting it to the workshop, but it does have everything that you might need as far as survival, and it was built in survival (the original anyway) so I know for a fact that it is a perfect support vehicle (resource gatherer) for any armada. :)
You can still get some pretty brutal damage with other kinetic weapons that dont use script and if you're a dirty little exploiter you can grief very effectively by block throwing. Also It's not very effective in atmosphere or against very mobile ships. I'm not quite sure how effective it is but I think you can make a blast door shield on your ship that would completely absorb the rotor heads
robin wang yeah I thought they had patched it so uncompleted blocks didn't do damage specifically to stop this and people dropping random blocks as caltrops in their wake.
This build is overpowered, as timer blocks does allow this build to work with a right timing setted. having one on your ship to fight in a server could get yourself on a bounty board so careful with it
Hey Jack I saw that you are a pretty experienced player of space engineers and I would like to know if you can make a video about Tracked vehicles I see many tracked vehicles in videos and in the workshop but nobody is explaining how to build them. It feels like i searched the whole internet. I like your videos keep going ^^
@@M3A7 Ah, that'd be a problem. I know they work on components and raw minerals, but I guess I overlooked that. Guess it's a "It'd be cool if you would" but it would also play havoc on subgrids and other nearby ships I guess, so maybe it's for the best.
You could replace the scripts with timer blocks on official. Just get one block to simultaneously detach and replace rotor heads and more to do the different fire modes
How much force does that gun propell the rotor heads with? Does it go faster if you make the speed limit higher? How much faster? With more speed would it make more destruction?
I imagin the way it works is by pulling the rotor head distance back and forth, releasing the forward head at the appropriate time to shoot it forward. I wonder if, by using that, you could set something similar up with timers.
Imagine building a capital ship powered by a clang drive and mounting a spinal piston jolt gun and one of these in a turret as a secondary. The cheatiest ship possible in vanilla SE.
"Technically yes" but the whole concept revolves around janking the rotor displacement meaning that you would need a metric fuckton of timer blocks to achieve the same results.
From the looks of it while fireing it sets all the roters to minimum offset, spawns a new head, sets all roters to max offset (to build momentum on the end) and releases the head before it springs back/stops. it might be possible with timers although I doubt you could get that rate of fire and possibly the velocity. I think timers can only move that offset in steps not the whole 0 to max in one go.
@@merendell I haven't tested it, but if you have many timers firing at the same time you should be able to go from 0 to max in one game tick. Though it will be a lot bulkier than just a programmable block.
This has existed for literal years..... Bruce LeedleLeedleLeedleLee is the first person who made it. ua-cam.com/video/RRoja8WNwMc/v-deo.html ua-cam.com/video/xHax-y8D-7Q/v-deo.html ua-cam.com/video/1zEia3t-Fmg/v-deo.html
@@M3A7 Bruce isn't the first. Exploits using rotor heads where known since the day the "add head" was added. Even now, as knowledge of rotor guns gets spread, there is a much more dangerous weapon that benefits from this tool, something that in its base form outshines all weapon types, made even more powerful by this exploit. It is only less known because of the difficulty and technical mastery needed to properly build and operate the archetype.
It will Work on All Server without the Script. The script is not Needed for the "Glitch", it makes it only "User" friendly. OneButton Use. But the System behind it is in the Base game. On the Rotor Block if it has no "Head" then u can Press the Button "Add Rotor Head" with out any Resource cost. then it does the "Rotor Head Distance change thing" to fire the head away.
Just seems to be a matter of how many timers you are willing to set up. How do you get the head to actually fire? I can extend the rotors, but the head seems to get caught in them instead of shooting out.
Funnily enough, as you can see in the video too, static grids are highly resistant to them while mobile grids get absolutely wrecked. So stations are generally a good defense
I've been using this kinda thing for a while, didn’t think about the whole free ammo thing so I've been using warheads and merge blocks, so what if I told you with just 21 timer blocks you could do this without scripts on up to 5 guns? It also works with fewer timers on a small grid, which is surprisingly effective for it's size
I believe it's possible to make a timer block add a rotor head so this could work without scripts. Question is do unbuilt rotor head frames still do this much damage?
If you center the cannon on your ship there should be no “kickback” as your forward thruster or drive will counter balance the force of the cannon, as long as the internal dampeners are on.
Don't have to worry too much about it depleting your block limit. Floating stuff gets deleted by the garbage cleanup script once it's far enough away from a player. Any that miss will get deleted quickly.
I don't think the free steel plates exploit works in survival now. But yeah the thing is still and exploit and keen have said they would fix it. Just like with supergrid they are just waiting for the problem to become more apparent before taking actions to know most of the exploits using this. Being the one who made the first "modern" rotor gun and has developed vastly more scary things I can certainly hope keen fixes as much of the exploit as possible
Not a huge fan of the free ammo aspect. Everything should come with a cost otherwise it's broken. It might have some interesting applications for projectile printing though. I've been looking for a way to accelerate small objects without using thrusters.
Keen already said they where going to fix the thing because it is an exploit. As for throwing things without a thruster your best bet without the thing is to use a gravity gun. Alternatively go full on guided torpedo, which I would say I still the superior weapon for obvious reasons.
@@mobiuscoreindustries I've got both grav guns and guided torpedos. What I'm working on at the moment is ways to build really cheap decoys that can be built and launched without using rare minerals.
You know, for all the negative comments my ship (the blackjack) got, you sure do seem to use it in quite a few videos. Thanks for that. :)
I like it. It looks like a realistic military ship.
@@daemonCaptrix Ha, well, it was orriginally meant just for civilian mining and salvaging operations, although, there is a bigger version of it on the workshop as well which is a bit more armored and a bit less... squishy.... lol! Its also go a bit of a power problem because I forgot to add some reactors before actually posting it to the workshop, but it does have everything that you might need as far as survival, and it was built in survival (the original anyway) so I know for a fact that it is a perfect support vehicle (resource gatherer) for any armada. :)
@@SplatterEffectGaming It reminds me of the introductory mining ships like the Venture in EVE Online. I like it a lot
Brutal damage, surprising actually. If disabling scripts prevents this, I can see why some servers would run with scripts disabled.
You can still get some pretty brutal damage with other kinetic weapons that dont use script and if you're a dirty little exploiter you can grief very effectively by block throwing. Also It's not very effective in atmosphere or against very mobile ships. I'm not quite sure how effective it is but I think you can make a blast door shield on your ship that would completely absorb the rotor heads
Cancel that blast door shield idea. The rotor heads go straight through without damaging the blast doors but damaging everything behind them
@@andrewgodly5739 Armour Piercing rounds basically.
Lot of servers don't even allow rotors
@@theviolenceenjoyer and thats why lot of servers are empty and the rest is laggy
"Sir! We're under attack!" Not warheads but rotors!
Waiting for survival kit clone army weapon.
Lol was that last bit a reference to a certain incident by Splitsie xd
I fear no man, except that thing...(rotor cannon) it scares me
put a gravity cannon barrel on the front of it and add a speed limit remover mod, then youll have some serious fun
Fallout 4 Junkjet gone Space Engineers. Just throw random trash at your enemies.
Alternative Name: Littergun.
This is awesome but I can imagine insane server lag with this
Every time it's fired I think it sounds like a pop.
Is rotor head doing damage again? Last time I built one it just bounces off what ever it hits without damaging anything.
Edit:spelling corrections.
robin wang yeah I thought they had patched it so uncompleted blocks didn't do damage specifically to stop this and people dropping random blocks as caltrops in their wake.
@@AlanGChenery Surely wouldn't be hard to have a couple welders at the end.
It doesn't really do damage to stations but it wrecks ships
This build is overpowered, as timer blocks does allow this build to work with a right timing setted. having one on your ship to fight in a server could get yourself on a bounty board so careful with it
its crazy how it just cust through everything despite this just being some unbuilt rotor heads
Just want to say: this can be done with just timers and lots of groups, but I think rotor heads like ores no longer does damage.
I looked up rotary artillery cannon, and it took me here, I must say this is much more interesting.
Hey Jack I saw that you are a pretty experienced player of space engineers and I would like to know if you can make a video about Tracked vehicles I see many tracked vehicles in videos and in the workshop but nobody is explaining how to build them. It feels like i searched the whole internet.
I like your videos keep going ^^
omg, just found this and immediately thought of the custom turret block with this
I can see orks using this in the 40k universe
E're we go boyz!
They would win all wars
Harnessing the power of klang, dear gods!
Can these things pass through shields?
a very nice gun
With this you can annoy friends well and ech a complete struckturen full and litter with it
I think my favorite part about this weapon is that the best defense against it is a gravity generator.
grav gens dont stop it
@@zinwarin2365 I'll have to look into it, but it shouldn't take *that* much to push them off course so they miss. Guess I'm doing science today.
@@kevingriffith6011 Gravity generators don't work on regular mass, only artificial mass and players.
@@M3A7 Ah, that'd be a problem. I know they work on components and raw minerals, but I guess I overlooked that. Guess it's a "It'd be cool if you would" but it would also play havoc on subgrids and other nearby ships I guess, so maybe it's for the best.
It's pretty silly that grav generators don't affect more things...
What happens if you fire them while flying at the speed limit?
BOOM.
You could replace the scripts with timer blocks on official. Just get one block to simultaneously detach and replace rotor heads and more to do the different fire modes
Was curious about the Gravity Gun from the same mod autor...
sure, you may have weaponized rotors... but how about industrializing this? infinite materials due to the rotor head spam
you are a genius
Timer blocks can make it work on keen seevers. Good fir spinal weapons
how does it hold up in atmosphere? cant imagine too well
Make it an ap slinging howitzer
How much force does that gun propell the rotor heads with? Does it go faster if you make the speed limit higher? How much faster? With more speed would it make more destruction?
Imagine a whole grid of these on a ship all on full auto
I imagin the way it works is by pulling the rotor head distance back and forth, releasing the forward head at the appropriate time to shoot it forward. I wonder if, by using that, you could set something similar up with timers.
Imagine building a capital ship powered by a clang drive and mounting a spinal piston jolt gun and one of these in a turret as a secondary. The cheatiest ship possible in vanilla SE.
I'm sorry did you weaponize clang?
can't you do this with a timer block?
"Technically yes" but the whole concept revolves around janking the rotor displacement meaning that you would need a metric fuckton of timer blocks to achieve the same results.
Are you gonna play Starbase when it comes out ??
what if you add more rotors?
Can’t you use timer blocks to achieve the same thing as the programmable block? It’s just turning on/off the rotorheads in the right sequence?
From the looks of it while fireing it sets all the roters to minimum offset, spawns a new head, sets all roters to max offset (to build momentum on the end) and releases the head before it springs back/stops. it might be possible with timers although I doubt you could get that rate of fire and possibly the velocity. I think timers can only move that offset in steps not the whole 0 to max in one go.
@@merendell I haven't tested it, but if you have many timers firing at the same time you should be able to go from 0 to max in one game tick. Though it will be a lot bulkier than just a programmable block.
Sadly, this is an exloit, so use it before its gone.
This has existed for literal years..... Bruce LeedleLeedleLeedleLee is the first person who made it. ua-cam.com/video/RRoja8WNwMc/v-deo.html ua-cam.com/video/xHax-y8D-7Q/v-deo.html ua-cam.com/video/1zEia3t-Fmg/v-deo.html
@@M3A7 Bruce isn't the first. Exploits using rotor heads where known since the day the "add head" was added. Even now, as knowledge of rotor guns gets spread, there is a much more dangerous weapon that benefits from this tool, something that in its base form outshines all weapon types, made even more powerful by this exploit. It is only less known because of the difficulty and technical mastery needed to properly build and operate the archetype.
Keen holds their playerbase in too much contempt to bother fixing this
It'll be around forever
M34T yea I don’t know why people are acting like it’s new... a lot of community servers have banned people from using it
It will Work on All Server without the Script. The script is not Needed for the "Glitch", it makes it only "User" friendly. OneButton Use. But the System behind it is in the Base game. On the Rotor Block if it has no "Head" then u can Press the Button "Add Rotor Head" with out any Resource cost. then it does the "Rotor Head Distance change thing" to fire the head away.
Just seems to be a matter of how many timers you are willing to set up. How do you get the head to actually fire? I can extend the rotors, but the head seems to get caught in them instead of shooting out.
Voxels look like a decent defense against it.
Funnily enough, as you can see in the video too, static grids are highly resistant to them while mobile grids get absolutely wrecked. So stations are generally a good defense
I've been using this kinda thing for a while, didn’t think about the whole free ammo thing so I've been using warheads and merge blocks, so what if I told you with just 21 timer blocks you could do this without scripts on up to 5 guns? It also works with fewer timers on a small grid, which is surprisingly effective for it's size
it is like a main turret for a flag ship.
make a minigun from this and turret it with the custom turret controller
You're a genius !
Best SE weapon.
I believe it's possible to make a timer block add a rotor head so this could work without scripts.
Question is do unbuilt rotor head frames still do this much damage?
mini-rotorgun by mounting four of these on a cross and a larger roto, then running auto and setting rpm to 60
Would this work on Xbox due to the scripting block? I'm assuming no sense I'm pretty sure XBox doesn't allow for any scripting?
If you center the cannon on your ship there should be no “kickback” as your forward thruster or drive will counter balance the force of the cannon, as long as the internal dampeners are on.
Just make a warhead on a rotor head and fire)) You will see some funy)))
It might just blow up the cannon
Oh Klang that's scary
It’s beautiful
Don't have to worry too much about it depleting your block limit. Floating stuff gets deleted by the garbage cleanup script once it's far enough away from a player. Any that miss will get deleted quickly.
in keen official servers programmale blocks do not work its tru ! but you can make rotor gun what can shoot fuul auto anyway
Is this also free steel plates? In that case, I think it's an exploit like the clang drive, so I don't really want to use it...
I don't think the free steel plates exploit works in survival now. But yeah the thing is still and exploit and keen have said they would fix it. Just like with supergrid they are just waiting for the problem to become more apparent before taking actions to know most of the exploits using this. Being the one who made the first "modern" rotor gun and has developed vastly more scary things I can certainly hope keen fixes as much of the exploit as possible
It's a coil canon!!! Can this be done manually without scripts?
Not really
yes. with many timerblocks.
@@00FantMod technically you could just Switch between the rotor settings and adjust the offset manually, but it is just so much easier with a script
@@lukasstaar6860 yeah ^^ without it is a Pain. but never thought about this as a Weapon. Its Cool
Use it with a turret on one of the dreadnoughts
Aurgument?
will it work on Xbox
This seems like it’s tempting clang
It uses Clang as it's ally.
A particle cannon.
I was looking for ideas for a turret on a new capital ship and this might just be it... 🙃
*Piston head already exists*
show a ship called victory class battlecarrier
Why does it work?
Clang that's why
i now understand why alot of servers dont have scripts enabled
That ship looks a bit like from fractured space (a dead game)
Not a huge fan of the free ammo aspect. Everything should come with a cost otherwise it's broken. It might have some interesting applications for projectile printing though. I've been looking for a way to accelerate small objects without using thrusters.
Keen already said they where going to fix the thing because it is an exploit. As for throwing things without a thruster your best bet without the thing is to use a gravity gun. Alternatively go full on guided torpedo, which I would say I still the superior weapon for obvious reasons.
@@mobiuscoreindustries I've got both grav guns and guided torpedos. What I'm working on at the moment is ways to build really cheap decoys that can be built and launched without using rare minerals.
Scripts not needed use timerblocks
i need this
RIP sim speed
Give a man a fish, he'll eat for a day, teach a man to fish ad he'll eat fr a lifetime.
But you ? You feed the world with fish you make.
All you need to add is one door piece and one explosive block. Explosive round mini-gun.
x9, salvo 30, forget about the target.
I...just im sooo confused just okay
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Too bad this weapon employs scripts.
Week my nuke hit harder
Also dark star shield block that
What a Trash Gun. Use it on my server and trash cleaner will work on it long before it puts heavy stress on the server.