this honestly seems like a realistic evolution in warfare. it starts out as a rag-tag last minute idea strapped to a normal rover and when it becomes more popular they turn to designs focused entirely on the concept which at first is heavy, bulky and inefficient but slowly becomes more streamlined until a compact and lightweight design that genuinely feels like modern military equipment compared to WW1
I could definitely see this as an artillery piece on Battleships or Battle Carriers for sieging enemy stations or orbital bombardment on ground targets. Even against other large capital ships with large profiles and lower maneuverability. It would certainly encourage the use of smaller screening ships (Corvettes, Frigates, Destroyers) or even fighter craft to protect battleships or installations from these warhead rounds. Lot's of interesting applications in combat ship design. Edit: You could even have bomber craft built with a version of this for delivering payloads at lose range if you wanted too. A compartment on the back with the bombs being fired straight down as you fly over maybe?
No you just need to set a turret controller rotor and hinge up with no weapon just a camera. Then it will lock onto the target station and enertia does the rest.
Here i am trying to reverse engineer this system and here is last stand just showing up with the documentation. But with the new grid ai blocks, the event controller, i can see this becoming a bit safer with less of a chance of exploding in the barrel. If X then arm.
That is a very nice proof of concept, I'm thrilled to see how far the community can refine this. Awesome video as usual, I always particularly enjoy the science stuff.
Idea to extend range: add a gyroscope that limits rotation and an atmospheric thruster set to max prop to the back of each warhead. Should work since batteries have a bit of charge when you build them.
Although this is a good idea originally these where designed for a LSG season that does not have thrusters enabled I will keep this in mind and see if I can do this on another season
I did missiles with thrusters and gyros like that (without canons for initial acceleration) If the thruster override is to strong and enough elevation angle, it can almost make a circle around Mars before falling down
Pretty sure when you add gyros/thrusters it also enables the 100m/s speed limit on the object. Some variants looked like they were already exceeding that limit so I wouldn't sacrifice projectile speed. This is a clang gun variant. Anybody try a landing gear instead of a merge block and a grabber piston to add torque pre-fire? This would add clang power to the projectile.
Artillery has always had to deal with an amazing number of variables. It's always funny to me when people say the Earth is flat, because if it was, artillery in World War One, wouldn't have worked. You have to correct for the coriolis effect, or you'll miss. Fantastic engineering, with the accuracy of real artillery for thematic effect too.
Be good to see more players interviewed about their designs! If you can get more players into your videos maybe you could also convince em to send you footage from the battles you do videos on, too, then you could have multiple shots to switch between (and do some overlap), so that we get a better idea of the battlefield and make those videos more action-packed.
In my opinion we need Horizon type missile (from Stargate Atlantis). This missile carries 6 nuke warhead and 3(or4) decoys and all of them are auto-guided. I my head it's big grid with dozens of small grid projectiles on top. Each of them has ai blocks for guide and gyro with pushing hydro thruster
I would like to see somebody propel a rover with this concept, you could probably get to 40+ almost instantly and could jump over walls, over canyons or just straight up into other rovers if things are getting salty
this is awesome, but I feel it can also be quite volatile if it detonates in the barrel, so I'm guessing this is a bit of risky firepower? my luck it'd just detonate in barrel
This is exactly why we ended up going with the smaller barrels they have a downside as they can’t fire anything as big but can self weld back to a function state automatically
Ah man, using the guns to propel the warhead is such a good idea. I tried to make these using a rotor displacement gun and it always took up so much space
What if someone used a hinge to elevate the projectile differently to make the artillery shell hit lower on the merge block? Could that mean greater range. Or even adjustable range 🤔
i actually build something simillar based of this idea. i managed to get a 1x1x12 "bullet" squeezed through a 1x1x12 barrel. its actually quiet accurate with that too and able to reload with any orientation of the gun.
Loved the video @LastStandGamers! Can't wait for the next video man! This looks like an Interesting idea to have Artillery in Space Engineers, But can you use an Autocannon to Save Space to Build Something like the American M7 105 millimeter Howitzer Motor Carriage (HMC) "Priest" or even the German Panzerhaubitze IV Hummel?
I am two months old but, couldn’t they make a shell, like, warhead, sm batt, timer or event controller and a small ion on the end. I understand that ions work in atmosphere but are extremely weak. However, when ya fire it/launch it, have the ion on override. The ion may give it a little boost to increase the range. Thoughts? Good idea or not?
It's weird how the projectiles to kind of wibble as the flew to the target. It's got to be a combination of SE physics and server ping. Really neat to watch and kind of unsettling at the same time.
i dont think you would require an arty to launch them in space, slap on a Hydrogen tank and thruster and just launch them as a dumb fire torpedo. but for a game where there was no thrusters it was really inventive
The appeal of the arty isn't the speed, it's the acceleration. The projectile goes from 0 to max speed in a fraction of a second, which dramatically reduces the time to reach a target.
And then there are Clang Guns, which, using the power of subgrids, accelerate projectiles to a mach million. Probably better to do clang guns as anti-orbital weapons.
Are you properly unlocking the merge blocks right before the artillery is fired? I had the same issue but was accidentally firing right before the merge block.
the sim speed may impact if the shot is registered, going thu it. Best practice is to place first block that gun impacts some distance away, for small grid assault gun place the block it is impacting at least 5 small blocks away. And check the orientation of printed merge block, I had it turned other way more times than I would like to admit.
they do. if you are not using too many blocks. My projectile uses just merge block, slab and warheads attached to the sides of slab. Goes over 2km easily
Those big ones look like the CIS super tanks from the clone wars that they were producing at the second battle of Geonosis
They were originally based off it but they couldn't climb a 2 degree climb XD
@@sqwark2357 Great work Sqwark !!! and nice to see you in the comment section.
@@sqwark2357 I'm also guessing it's not impervious to damage.
@@mattstorm360
“Ha ha, you fool; the super tank is impervious to-“ *thermal detonator explosion*
I would definitely like to see a how to video on this.
Will get one booked onto the schedule.
@@LastStandGamers Please do, its good.
Most definitely. This is one of those things that will change combat in a big way.
Hell yeah that would be awsome 👌
Interesting comment considering the title of this video claims to be a "How To"
this honestly seems like a realistic evolution in warfare. it starts out as a rag-tag last minute idea strapped to a normal rover and when it becomes more popular they turn to designs focused entirely on the concept which at first is heavy, bulky and inefficient but slowly becomes more streamlined until a compact and lightweight design that genuinely feels like modern military equipment compared to WW1
I could definitely see this as an artillery piece on Battleships or Battle Carriers for sieging enemy stations or orbital bombardment on ground targets. Even against other large capital ships with large profiles and lower maneuverability.
It would certainly encourage the use of smaller screening ships (Corvettes, Frigates, Destroyers) or even fighter craft to protect battleships or installations from these warhead rounds. Lot's of interesting applications in combat ship design.
Edit: You could even have bomber craft built with a version of this for delivering payloads at lose range if you wanted too. A compartment on the back with the bombs being fired straight down as you fly over maybe?
No you just need to set a turret controller rotor and hinge up with no weapon just a camera. Then it will lock onto the target station and enertia does the rest.
@@badgerwildgaming6908 True, and then as the bomber flies over the target all you would need is a merge block control switch to release the bomb.
Have you been watching Star Wars?
Here i am trying to reverse engineer this system and here is last stand just showing up with the documentation.
But with the new grid ai blocks, the event controller, i can see this becoming a bit safer with less of a chance of exploding in the barrel. If X then arm.
Keep a eye out i will try update the design to accompany the new ai this Thursday
Glad that we could help andyour right it will be interesting to see if any of the AI systems will help with this weapon.
@@LastStandGamers an eventcontroller could arm the warheads when shot. Like "mergeblock is not connected, wait a second, arm warheads"
@@ADeadMansSpaceSuit We will watch your career with great interest.
@@gamerwolf-ne1yl Or 'mergeblock damaged, arm warheads.'
That is a very nice proof of concept, I'm thrilled to see how far the community can refine this. Awesome video as usual, I always particularly enjoy the science stuff.
Idea to extend range: add a gyroscope that limits rotation and an atmospheric thruster set to max prop to the back of each warhead. Should work since batteries have a bit of charge when you build them.
Although this is a good idea originally these where designed for a LSG season that does not have thrusters enabled I will keep this in mind and see if I can do this on another season
@@ADeadMansSpaceSuit oh yeah... forgot about that lol
I did missiles with thrusters and gyros like that (without canons for initial acceleration)
If the thruster override is to strong and enough elevation angle, it can almost make a circle around Mars before falling down
Pretty sure when you add gyros/thrusters it also enables the 100m/s speed limit on the object. Some variants looked like they were already exceeding that limit so I wouldn't sacrifice projectile speed. This is a clang gun variant. Anybody try a landing gear instead of a merge block and a grabber piston to add torque pre-fire? This would add clang power to the projectile.
@@Justin-mg7np clang power is generally seen as abuse of the game physics and frowned upon afaik.
Will this become a staple weapon in your severs?
I can see this being an excellent siege weapon in space.
Artillery has always had to deal with an amazing number of variables. It's always funny to me when people say the Earth is flat, because if it was, artillery in World War One, wouldn't have worked. You have to correct for the coriolis effect, or you'll miss. Fantastic engineering, with the accuracy of real artillery for thematic effect too.
Be good to see more players interviewed about their designs! If you can get more players into your videos maybe you could also convince em to send you footage from the battles you do videos on, too, then you could have multiple shots to switch between (and do some overlap), so that we get a better idea of the battlefield and make those videos more action-packed.
Would like to see a Stark Industries Jericho Missile style cluster bomb missile
Me to will have to see what the community can come up with.
In my opinion we need Horizon type missile (from Stargate Atlantis). This missile carries 6 nuke warhead and 3(or4) decoys and all of them are auto-guided. I my head it's big grid with dozens of small grid projectiles on top. Each of them has ai blocks for guide and gyro with pushing hydro thruster
The Community just keeps getting more advanced with every vehicle I am sincerely impressed!🤩
Now that's proper artillery
I would like to see somebody propel a rover with this concept, you could probably get to 40+ almost instantly and could jump over walls, over canyons or just straight up into other rovers if things are getting salty
I like the design of first one. Looks a lot like Multi-Troop Transport unit.
ah, i could use this to make some great artillery... if only i knew how to make things not look like a box.
Ill figure it out eventually.
Wow.. a real artillery.
aaaah it is finally here the mortar video
Is it possible to do with large grid warheads? Or they're too heavy?
They're probably too heavy, i've never seen large grid fly away after being hit with artillery
stuff like this is why i really want to see you do a cover of the grid ai blocks while the beta is active Arron
Working on it didn't just want to throw a video out understanding the blocks a little better.
this is awesome, but I feel it can also be quite volatile if it detonates in the barrel, so I'm guessing this is a bit of risky firepower? my luck it'd just detonate in barrel
IRL firepower is, by it's very nature, risky. Hence the focus on outranging the opponent, training in as safe a condition as possible, etc.
This is exactly why we ended up going with the smaller barrels they have a downside as they can’t fire anything as big but can self weld back to a function state automatically
@Splitsie, hopefully, he'll see this link. If not, can you share it with him, Aaron?
Oh my! I can see doing this as a cluster munition in space against bases. Half the targets would be decoys and the other half warheads.
Should build one that fires multiple mortars one after another so you can spread them out (like an auto mortar)
Ah man, using the guns to propel the warhead is such a good idea. I tried to make these using a rotor displacement gun and it always took up so much space
How does the artillery or assault cannon not destroy the projectile? What's going on there?
Does it have something to do with proximity to the barrel?
What if someone used a hinge to elevate the projectile differently to make the artillery shell hit lower on the merge block?
Could that mean greater range. Or even adjustable range 🤔
i actually build something simillar based of this idea. i managed to get a 1x1x12 "bullet" squeezed through a 1x1x12 barrel. its actually quiet accurate with that too and able to reload with any orientation of the gun.
Aron we need the toturial lol< and also is your server survival or creative?
Loved the video @LastStandGamers! Can't wait for the next video man! This looks like an Interesting idea to have Artillery in Space Engineers, But can you use an Autocannon to Save Space to Build Something like the American M7 105 millimeter Howitzer Motor Carriage (HMC) "Priest" or even the German Panzerhaubitze IV Hummel?
This could actually be very effective as a shotgun-close range weapon on ship v ship combat, it could absolutely wreak a ship
A howto build vid including ready to use bps where we can experiment with would be great.
I am two months old but, couldn’t they make a shell, like, warhead, sm batt, timer or event controller and a small ion on the end. I understand that ions work in atmosphere but are extremely weak. However, when ya fire it/launch it, have the ion on override. The ion may give it a little boost to increase the range. Thoughts? Good idea or not?
Wow its exactly like cannons in scrap mechanik
It's weird how the projectiles to kind of wibble as the flew to the target. It's got to be a combination of SE physics and server ping. Really neat to watch and kind of unsettling at the same time.
Thank you for video
i’ve been trying to figure out mine layers for space and land. turning on sensor is my trouble
i dont think you would require an arty to launch them in space, slap on a Hydrogen tank and thruster and just launch them as a dumb fire torpedo. but for a game where there was no thrusters it was really inventive
The use of a shell is a little cheaper than a Hydrogen tank and thruster though ;].
If it's space, you can use an ion thruster.
The appeal of the arty isn't the speed, it's the acceleration. The projectile goes from 0 to max speed in a fraction of a second, which dramatically reduces the time to reach a target.
And then there are Clang Guns, which, using the power of subgrids, accelerate projectiles to a mach million. Probably better to do clang guns as anti-orbital weapons.
hmm I could see this as a flare launcher angainst the grid ai missiles
We're having a problem where the artillery shell goes right through the projectile without imparting any momentum. Got any advice?
Are you properly unlocking the merge blocks right before the artillery is fired? I had the same issue but was accidentally firing right before the merge block.
the sim speed may impact if the shot is registered, going thu it. Best practice is to place first block that gun impacts some distance away, for small grid assault gun place the block it is impacting at least 5 small blocks away. And check the orientation of printed merge block, I had it turned other way more times than I would like to admit.
Make it a revolver
Terrifying!
Imagine making one of these with a cluster shell
Wouldn't it be possible to use artificial gravity to launch warheads?
that doesn't work on planets
So it's a rifle fired granade.
Or rifle fired mortar. Either way its very cool.
1st
I made an x wing
I thought they'd go 2000+meters. 😔
they do. if you are not using too many blocks. My projectile uses just merge block, slab and warheads attached to the sides of slab. Goes over 2km easily
What a waste of PCU 😂
Looks pretty clunky. Why doesnt the dev just give you some real artillery parts?