@@Smitellos Well, if you want to be technical, a gun how use magnetism is a coil gun, gravity is for a catapult. And a railgun use the Laplace force wich is the result of the cross product of the eletrostatic field and the electromagnetic field generated by the electricity passing through the projectile, so technically not magnetism.
while I upgraded your old version of the gun to 550ms, I caught 6 screens of death and 2 crashes of the world with the loss of the last save. This is a doomsday weapon, although it is not clear to whom: D
I have a railgun ship that uses this, I got into a skirmish and the 2nd one was damaged but still fired. It ended up miss firing and evaporated me and my crew members
@@soridarravencroft813 I see, I always went for excessive amounts of over penetration. I stacked 7 or so blast door segments in a long spear, and they would usually break one by one before the momentum was lost.
@@scout360pyroz I see what your throwing out (pun intended). I was more going for an explosive penetrater, so that you can hit more goodies on the internals. That is kinda the downfall of pure ballistic penetrating rounds, like say the MAC rounds for Weaponconre. They might be super powerful, but if you don't get a direct hit on a vital part, you might as well not have fired a shot at times. Whereas if you can get some fairly solid penetration and then an explosion inside the target, that has a much higher chance of damaging something vital. Though, this like any other type of damage in the end relies on what your hitting and what your intent is.
one of my favorite vanilla weapons I made way back in space engineers was a gravity shotgun, using those little gravity balls, filled up a container them with and gravity launched them at max speed into a large battleship front to back, lengthwise and it clearly cleaned out the inside and went through the entire ship like insane levels of destruction just never figured out a way to automate reloading since the balls worked differently with placing and unplacing them required grinding a support
Project “Clang Cannon” Prototype 1-B After intense study of the force which seems to randomly tear apart the fabric of reality, we seem to have identified it, and named it “klang.” It is extremely powerful yet extremely unstable. Weapons development Major Jon was able to harness the power of Clang using pistons, which seem to cause Clang in the most predictable way. Using this, he developed a rail gun, which fired a small torpedo at extremely high speeds. However, when used in great numbers, the Clang energy becomes extremely unstable, and tears the weapon apart. Further research is needed
You can. It's kinda a pain in the ass to rebuild every time it takes minor damage, but it works. At least I know that double piston 100% works in survival. Not sure about this double hinge or the double rotor thing.
Multigrid Projector - Welding a Helios PJ-33 Piston Jolt ua-cam.com/video/qDWuVTl6G7Y/v-deo.html In this video the welding process was recorded in creative mode for speed, but it would work equally well in survival. Multigrid welding requires the client plugin being installed. For multiplayer welding the plugin must be installed both on the server and on the client. There is some problem when I fire it in creative mode, most likely the welder saves the block in front of the Gatling gun from being destroyed, thus the projectile is not ejected. That's why I don't shoot it on the video. That still needs to be figured. But the main mechanism is functional after a quick multigrid welding. More testing would be welcome! Let's bring multigrid welding to all multiplayer survival servers. Hopefully Keen will also integrate it into the vanilla game at some point, if we get lucky...
2:20 - That is the sole reason why there's a speed limit in Space Engineers. The engine can't reliably calculate collisions above certain speed. Now, 100 m/s is quite a conservative amount I think, but it works. The issue stems from the simple fact that the collision calculations happen only once in a while, usually once per simulation frame. If an object is travelling fast enough, it can move a lot of distance between simulation frames, so it can happen that it passes through the voxel surface (where impacts happen) in the time between the frames and the collision detection doesn't register it. The critical speed at which the collisions start to get unreliable varies from engine to engine, but you can roughly say that making the collision checks twice as often would result in doubling of that critical speed. Why doesn't Keen do that? Collision calculations are expensive for the CPU, so you want to make them as infrequently as possible. Thx for coming to my Ted Talk.
As someone who's been trying to design his own warships but has been trying his hardest to avoid resourcing to mods, this is an extremely welcoming sight.
You should start using mods if there are good ones the dev's will add them to the game and you might as well get a headstart and start getting used to them I mean I play on a server that has like 60 mods
I'd love to see a technical breakdown of all the tricks you have goin on there. I think that goes for all your work too! Amazing stuff! You've got some serious black magic clang control...
Respect for this nice-looking and well functioning piece of kinetic artillery.. i'm curious to see a miniaturized version of this... usually i use grav guns and ships
the window on that Cepheus ship (forgot the name) is my all-time favorite thing ever. so goddamn pretty idk what it is but i've been using similar shapes in my windows since i saw it.
The projectiles went through the asteroid since they're too fast. The physics engine can't keep up with calculating the collisions between the projectiles and surface. It's like "it doesn't touch yet". And in the next time step it went already beyond the surface, out of the collision zone. With the ship it just might be a bit different, since there are more blocks behind the first layer which might trigger a collision detection.
This is why we all need to keep fighting against the idea that subgrids are bad. People who say that are just bad at the game and don't know nearly as much as they think. I will always defend the idea that this game is worthless without them. This is marvelous engineering
I built something like this based off of a design for an artillery truck that was on the workshop. I was able to knock its firing rate down to 7 seconds per round and condense it onto a wheeled vehicle. I used WHIPs Mouse script and while on a heavy 8 wheeler it’s somewhat stable I used pistons with landing gears to stabilize it. I was working on a sight for it using a transparent lcd but got my new computer and just, well, didn’t download yet. Gg guy
now you just need to make them look like mortar turrets, and then make them able to aim by themselves, and you'll have one of the best defenses in the game probably.
Dude, this would wreck face in a space engineers tournament, you should take this into a modded tourney to show the competitors some good ol vanilla klang conniving
Yup. I've done it. Got it to shoot large grid warheads up to 600m/s. Fired it on earth and it traveled about 50km away. Can fire fast enough to sneak past vanilla turrets. The explosion also travels and does more damage than a warhead traveling at 100m/s because it's going at such a speed that the game has a hard time calculating it. So one shot can disable a decent sized ship. The best part is that I'm not sharing it.
@@andrewgodly5739 then can you upload the smaller version of it featured in this video to mod.io? There this guy that's the richest and most powerful one on the entire server and he's currently moving weapon satellites to my factions planet orbit
Congratulations! Space Engineers is a funkey game with pretty boring ingame restrictions of weapons, speed, trust, etc. However the game does have its loopholes like; the gravity gun with stone rocks (which the devs have defeated), GravDrive, GravCannon, Rotor torque engine, etc. Inventing something that is vanilla and exceeds the laws of SE Vanilla is something! You are the inventor of the SE - Railgun and in time you will face your foes with your invention. Thank you for sharing!
However the video does illustrate what happens if one ignores speed limits entirely, "phasing" of solid objects through others. Basically as an object in the game goes faster at a certain point there is an increasing possibility that the collusion detection won't won't happen when the object intersects with another. To a certain extent the exact speeds this happens depends upon the performance of the computer running the game. So Keen set the Vanilla speed limits to be well below the point where this weirdness starts happening on a system meeting the minimum requirements. However, this does mean that currently many decent PCs (I don't have a Xbox so I don't know about them) can run mods that raise the speed limits to 200 m/s, 250 m/s, or even higher without running these issues more than occasionally.
Rotating barrels would wreck this thing 100% of the time after the first shot from each barrel! Look at the slo-mo part of the video, the pistons retract and parts of it are floating.
damn this thing even bypasses shields, armor, ship and all hope to get out of its range. Ive made a turret out of it and its nasty. As a trigger i used rotor (16rpm to 17rpm MAX!) with sensor and double bladed detection spindle. It has fair amount of recoil so i have to use it that i lock rotor and hinge and even give em share tensor thingy. So its not much turret, but point-and-release-pain weapon, and its reliable, pinpoint accurate and penetrative (like my PP). This thingy cannot be banned or discouraged by any server moderator, so youve unleashed beast wich ends era of moded weapons
No matter the universe, no matter the context, no matter what is called, if it is a boxel game with building mechanics the all powerful Klang will be there, it can either fuel mighty weapons in space enginneers, or destroy space stations in kerbal space program... ALL HAIL KLANG
its like a spring potential railgun that uses the potential energy the pistions build up to fuckin slingshot that shit.... i fuckin love it and especially the way it looks when firing at normal speed and the way it sounds is so cool! i want this to be a ctual gun in the game.....
I appreciate what you're doing here. I really do. Abusing the physics engine to create overpowered weapons, engines, etc, is really what games like this are for. However. This is not a rail gun. Not to argue semantics but the way this functions is more like a something that fires via stretching or compression (think crossbow or deadly nerf gun) It's great and I love it but a rail gun is a very specific terminology. rail guns use lorentz force which is not simulated in space engineers. Therefore, I petition to name this weapon the "Clang Crossbow" I will begin abusing it *immediately*
The irony of this is that he managed to consistently control clang. In other words, stable instability.
Oh god. We might one day have a clang jet!
@@Weaveroftheindex If you mean clang drive that already exists.
@@Weaveroftheindex Clang drive has been made already lmao
@@TestSubject173 Yeah.
…in other words, he’s a god of SE, able to produce order…through chaos. Chaos, through order.
Petition to rename this to Clang Cannon
Consider it signed. Lol
a bit of CC never hurts
May I suggest... The Clangon?
Get Clang Can'd!
The gun of clang
Just imaging an Warship giving you an Broadside with like 10 of those things
Say goodbye to 2-3 hours of work
0:05 super cursed clang-fueled railgun
Welp I know what I’m making tonight
@@spac3drunk283 but railgun speed things up by magnetism or gravity, this is just crossbow with motorised crank....
@@Smitellos Well, if you want to be technical, a gun how use magnetism is a coil gun, gravity is for a catapult. And a railgun use the Laplace force wich is the result of the cross product of the eletrostatic field and the electromagnetic field generated by the electricity passing through the projectile, so technically not magnetism.
That ain't a rail gun, that's a fucking giant space crossbow and that's even more badass
while I upgraded your old version of the gun to 550ms, I caught 6 screens of death and 2 crashes of the world with the loss of the last save. This is a doomsday weapon, although it is not clear to whom: D
how did you add more pistons or improve the timing?
By definition doomsday is doomsday for everyone at the same time.
I have a railgun ship that uses this, I got into a skirmish and the 2nd one was damaged but still fired. It ended up miss firing and evaporated me and my crew members
@@TimoRutanen nah just set the warheads to wxpllode at about 2 km so you dont run out of memory
"the speed limit is more of a suggestion"
Go faster backward, and enmy follows you after shot it enmy speed + max bulet speed = destruction 💥
Build a large ship slug thrower version, who needs explosives when you can just knock an enemy ship into an asteroid.
I would go with a kinetic penetrator.
easy to make along a single block width, and you can make them go through.... quite a bit of heavy armor.
yeah i was going to suggest making it bigger then replacing the warheads with heavy armor blocks. Ittl pack a punch
@@scout360pyroz I'm a bit partial to a hybrid, with two heavy blocks followed by the warhead. Get penetration and boom.
@@soridarravencroft813 I see, I always went for excessive amounts of over penetration. I stacked 7 or so blast door segments in a long spear, and they would usually break one by one before the momentum was lost.
@@scout360pyroz I see what your throwing out (pun intended). I was more going for an explosive penetrater, so that you can hit more goodies on the internals. That is kinda the downfall of pure ballistic penetrating rounds, like say the MAC rounds for Weaponconre. They might be super powerful, but if you don't get a direct hit on a vital part, you might as well not have fired a shot at times. Whereas if you can get some fairly solid penetration and then an explosion inside the target, that has a much higher chance of damaging something vital. Though, this like any other type of damage in the end relies on what your hitting and what your intent is.
I am a simple engineer, I see clang, I clickety clang
What is clang?
good one
one of my favorite vanilla weapons I made way back in space engineers was a gravity shotgun, using those little gravity balls, filled up a container them with and gravity launched them at max speed into a large battleship front to back, lengthwise and it clearly cleaned out the inside and went through the entire ship like insane levels of destruction just never figured out a way to automate reloading since the balls worked differently with placing and unplacing them required grinding a support
So ehm, I thought I knew alot about space engineers and clang and stuff, then I see this and it's back to square one for me.... srsly dude. gg respect
its really simple mechanic
EVERY DAY WE STRAY FURTHER TO CLANG!
Imagine large-grid version of this, throwing heavy armors with 1k m/s
This is amazing, I had been wanting to build something that could just yeet warheads high speeds but it seems I don’t need to
The sound of the warheads being built gives reloading a much more active and visceral feel, well done.
The way it compresses like a spring and releases is so cool
Project “Clang Cannon” Prototype 1-B
After intense study of the force which seems to randomly tear apart the fabric of reality, we seem to have identified it, and named it “klang.” It is extremely powerful yet extremely unstable. Weapons development Major Jon was able to harness the power of Clang using pistons, which seem to cause Clang in the most predictable way. Using this, he developed a rail gun, which fired a small torpedo at extremely high speeds. However, when used in great numbers, the Clang energy becomes extremely unstable, and tears the weapon apart. Further research is needed
It would be so nice to have that in survival...
You can. It's kinda a pain in the ass to rebuild every time it takes minor damage, but it works.
At least I know that double piston 100% works in survival. Not sure about this double hinge or the double rotor thing.
@@Horesmi bro please explain
Multigrid Projector - Welding a Helios PJ-33 Piston Jolt
ua-cam.com/video/qDWuVTl6G7Y/v-deo.html
In this video the welding process was recorded in creative mode for speed, but it would work equally well in survival. Multigrid welding requires the client plugin being installed. For multiplayer welding the plugin must be installed both on the server and on the client.
There is some problem when I fire it in creative mode, most likely the welder saves the block in front of the Gatling gun from being destroyed, thus the projectile is not ejected. That's why I don't shoot it on the video. That still needs to be figured. But the main mechanism is functional after a quick multigrid welding.
More testing would be welcome! Let's bring multigrid welding to all multiplayer survival servers. Hopefully Keen will also integrate it into the vanilla game at some point, if we get lucky...
Or in a vanilla multiplayer
Geez put this on one ship and there you are a powerful foe
They just nerfed it in latest update. Same with speed breaking for ships
Testing railguns in a missile test world. What a madlad.
It would be super cool to see like a dreadnought, or battleship with these mounted as turrets.
That could be done with like M.A.R.T or something
Yeah, with a M.A.R.T, or a automated defense turret script.@@rewrew897
2:20 - That is the sole reason why there's a speed limit in Space Engineers. The engine can't reliably calculate collisions above certain speed. Now, 100 m/s is quite a conservative amount I think, but it works.
The issue stems from the simple fact that the collision calculations happen only once in a while, usually once per simulation frame. If an object is travelling fast enough, it can move a lot of distance between simulation frames, so it can happen that it passes through the voxel surface (where impacts happen) in the time between the frames and the collision detection doesn't register it. The critical speed at which the collisions start to get unreliable varies from engine to engine, but you can roughly say that making the collision checks twice as often would result in doubling of that critical speed. Why doesn't Keen do that? Collision calculations are expensive for the CPU, so you want to make them as infrequently as possible.
Thx for coming to my Ted Talk.
This feels like a perfect base defence weapon
As someone who's been trying to design his own warships but has been trying his hardest to avoid resourcing to mods, this is an extremely welcoming sight.
You should start using mods if there are good ones the dev's will add them to the game and you might as well get a headstart and start getting used to them I mean I play on a server that has like 60 mods
I'd love to see a technical breakdown of all the tricks you have goin on there. I think that goes for all your work too! Amazing stuff! You've got some serious black magic clang control...
You made a MAC from Halo.
Now you must stick this in a UNSC ship replica.
Respect for this nice-looking and well functioning piece of kinetic artillery.. i'm curious to see a miniaturized version of this... usually i use grav guns and ships
This seems like the ultimate improvised “oh god oh fuck oh god” kinda weapon
This is perhaps my favorite kind of SE content lol. Keep up the good work!
"the speed limit is more of a suggestion at this point" love it
cool skybox. Makes it really easy to focus on the thing you're showing us
the window on that Cepheus ship (forgot the name) is my all-time favorite thing ever. so goddamn pretty idk what it is but i've been using similar shapes in my windows since i saw it.
Awesome. I never thought that such a thing was possible in Space Engineers.
you should totally build a large grid version of this
Want this. Build tutorial when?
There's a steam workshop link in the description for the railgun.
@@metalgeardull8279 that isnt very useful on xbox though, and this looks useful for my fighter designs
@@cron1807 or destroyer type ship, since this type were glass cannon
@@randomblacktemplar738 that would be a battlecruiser
Amazing work Jon
I may have attached *4* of those onto my Teridax's main Barrel for the lols XD
Love the sounds it makes lol
I'm just sitting here wondering if it can be scaled up and shoved into a ship as a spinal mounted weapon.
Nice Krait MKII build.
It's beautiful :')
The projectiles went through the asteroid since they're too fast. The physics engine can't keep up with calculating the collisions between the projectiles and surface. It's like "it doesn't touch yet". And in the next time step it went already beyond the surface, out of the collision zone.
With the ship it just might be a bit different, since there are more blocks behind the first layer which might trigger a collision detection.
You know you have been playing Space Engineers a long time when you see the pistons and go "NOPE!".
Pistons are fine, *if* you don't get too overconfident when using them. Pride goeth before the Clang. ;p
Very very cool will definitely be looking for this in the workshop later great work!!
I'd love to see this in Xocliw's tournaments. I could imagine this doing some serious destruction
Thank you Clang, for this wonderful creation!
This is why we all need to keep fighting against the idea that subgrids are bad. People who say that are just bad at the game and don't know nearly as much as they think. I will always defend the idea that this game is worthless without them. This is marvelous engineering
I was waiting for it to clang out and explode, and you delivered
I built something like this based off of a design for an artillery truck that was on the workshop. I was able to knock its firing rate down to 7 seconds per round and condense it onto a wheeled vehicle. I used WHIPs Mouse script and while on a heavy 8 wheeler it’s somewhat stable I used pistons with landing gears to stabilize it. I was working on a sight for it using a transparent lcd but got my new computer and just, well, didn’t download yet. Gg guy
You should set some up on a rotor so you can have a continuously-firing gatling railgun
found this video in my reccomended today, and i subscribed. The quality of videos on this channel is great! I look forward to more
i always love alternate weapons like this in space engineers
Amazing build dude, would be very happy mounting this to my ship :)
Its so nice that it actually look like a gun
This is the single coolest vanilla weapon I have seen
now you just need to make them look like mortar turrets, and then make them able to aim by themselves, and you'll have one of the best defenses in the game probably.
Maintain your daily rites of faith and Clang will bless your designs with stability and destructive power
You are by far my most favorit creator on the steam workshop! This cannon is a lot of fun xD
Can you try shooting cargo containers full of rocks? Imagine what Clang would do to a poor ship when the container cracks open at high velocity...
Dude, this would wreck face in a space engineers tournament, you should take this into a modded tourney to show the competitors some good ol vanilla klang conniving
Now the question is: can those be large grid???
Why did I read this I immediately think of Halos Orbital guns? Could Punch a hole straight through a capital ship.
Yup. I've done it. Got it to shoot large grid warheads up to 600m/s. Fired it on earth and it traveled about 50km away. Can fire fast enough to sneak past vanilla turrets. The explosion also travels and does more damage than a warhead traveling at 100m/s because it's going at such a speed that the game has a hard time calculating it. So one shot can disable a decent sized ship. The best part is that I'm not sharing it.
@Maximus Lockhart I also have a weapon that isn't a piston cannon, but it's even better. It can fire projectiles at a 1000m/s
@@andrewgodly5739 why not?
@@andrewgodly5739 then can you upload the smaller version of it featured in this video to mod.io? There this guy that's the richest and most powerful one on the entire server and he's currently moving weapon satellites to my factions planet orbit
This is a perfect underground bunker buster it will destroy bunker and won't even leave a mark on the ground
Congratulations!
Space Engineers is a funkey game with pretty boring ingame restrictions of weapons, speed, trust, etc. However the game does have its loopholes like; the gravity gun with stone rocks (which the devs have defeated), GravDrive, GravCannon, Rotor torque engine, etc. Inventing something that is vanilla and exceeds the laws of SE Vanilla is something! You are the inventor of the SE - Railgun and in time you will face your foes with your invention. Thank you for sharing!
I can only imagine how much firepower this would have with some of the mod explosives. Some of them are nuclear scale.
this actually looks good as a cannon
The speed limit is more of a suggestion lmao. Yea this shit is forbidden dark clang magic
However the video does illustrate what happens if one ignores speed limits entirely, "phasing" of solid objects through others. Basically as an object in the game goes faster at a certain point there is an increasing possibility that the collusion detection won't won't happen when the object intersects with another.
To a certain extent the exact speeds this happens depends upon the performance of the computer running the game. So Keen set the Vanilla speed limits to be well below the point where this weirdness starts happening on a system meeting the minimum requirements. However, this does mean that currently many decent PCs (I don't have a Xbox so I don't know about them) can run mods that raise the speed limits to 200 m/s, 250 m/s, or even higher without running these issues more than occasionally.
Even the sound is awesome haha
Impressive work!
You can use angar door blocks to replace the warheads (2-3 angar blocks = 1 warhead). Same dammage, cheaper bullets)
Crossbow: advanced attack method of the future
slingshot
It really does look like a futuristic rail gun or something even when it fires
that looks NEAT !
"The speed limit us more of a suggestion at this point." Ah, yes, like the Geneva Suggestion.
That is insanely cool
Its like watching one of those Lockheed Martin commercials, but on Space Engineers
Bold move to weaponize clang
Really impressed it didnt blow up while flying sideways and shooting
Now to make a variant with rotating barrels so that you can have a super chaingun.
Rotating barrels would wreck this thing 100% of the time after the first shot from each barrel! Look at the slo-mo part of the video, the pistons retract and parts of it are floating.
The wrath of Clang knows no bounds
Great invention
Man hath harnessed the power of clang
Jon: Fires nuke at an asteroid over four times the speed limit
Physics engine: i'm not even gonna bother.
damn this thing even bypasses shields, armor, ship and all hope to get out of its range. Ive made a turret out of it and its nasty. As a trigger i used rotor (16rpm to 17rpm MAX!) with sensor and double bladed detection spindle. It has fair amount of recoil so i have to use it that i lock rotor and hinge and even give em share tensor thingy. So its not much turret, but point-and-release-pain weapon, and its reliable, pinpoint accurate and penetrative (like my PP). This thingy cannot be banned or discouraged by any server moderator, so youve unleashed beast wich ends era of moded weapons
Impressive ^^ . Good work !!
I wonder if you could use this as a sort of "jump gate" to break the speed limit with a small ship to travel faster.
Nice work!
if that thing doesnt explode you are officially the high priest/priestess of clang
No matter the universe, no matter the context, no matter what is called, if it is a boxel game with building mechanics the all powerful Klang will be there, it can either fuel mighty weapons in space enginneers, or destroy space stations in kerbal space program... ALL HAIL KLANG
I used to be annoyed at space engineers lack of ship weapons, but now I realise it's not just the ships we need to engineer.
Now you need to make a Gatling CLANG cannon
Dr clang would be proud
really awesome how the hell can you think of such a thing
Very nice
its like a spring potential railgun that uses the potential energy the pistions build up to fuckin slingshot that shit.... i fuckin love it and especially the way it looks when firing at normal speed and the way it sounds is so cool! i want this to be a ctual gun in the game.....
like i want it to look exactly as it does and sound lik it does and just be one who weapon i can use.....
I appreciate what you're doing here. I really do. Abusing the physics engine to create overpowered weapons, engines, etc, is really what games like this are for.
However. This is not a rail gun. Not to argue semantics but the way this functions is more like a something that fires via stretching or compression (think crossbow or deadly nerf gun)
It's great and I love it but a rail gun is a very specific terminology. rail guns use lorentz force which is not simulated in space engineers.
Therefore,
I petition to name this weapon the "Clang Crossbow"
I will begin abusing it *immediately*
This is amazing
It sounds sick aswell like bruh what.
This thing is so cool
so cool!
You are the chosen one.
That's awesome bro
Ahhhh well. just need to hit once ;) love it
Love your content, could you show us how you make these?
Let us bathe in the incarnation of clang in human form rejoice!