My first instinct when I bought SE all those years ago was to use mods, rather than actually learn the game mechanics, the stuff vanilla designs can accomplish. I came across a vanilla BP rover that auto deployed and could even retrieve deployed turret emplacements. I was stunned. I contacted the author, and asked him how he did it all. He was really patient with me, and challenged me to only ever build vanilla designs, and to build in a survival world, but with creative tools enabled. This would make sure power, fuel, ammo, etc. was correctly portrayed and consumed. I took his advice, also played and completed the "Learning to Survive" scenario, and my builds I make now are like 100 times better than the crap I built using mods. Best part is, all my BPs can be used in ANY server, as they are not dependent on mods, and the scripts are there for convenience, not function (mostly just Auto LCDs 2 script). This is great, because I can load up my tried and true BPs, and if the server has some good mods, I can just retrofit my design for even better performance. Build vanilla. Learn how the game works. THEN mod.
I've done the same thing, started really working on and learning vanilla designs and testing, especially on a survival game with creative tools, was by far the best way to really learn. I spent quite a bit of time building small, super compact builds, and now spending my time learning how to build large builds with more complex systems, as well as minimalist builds for specific functions. The variety and different approach to every build keeps it interesting over a ship that does everything. That and I'm starting to learn autosortng for more efficient systems and for better safety systems.
If you have a sub-grid connected to a subgrid, you can merge the second sub-grid to your original grid. Using a hinge on top of another hinge will let you create rotating thrusters in vanilla that can be locked to the grid, huge doors that lock, etc.
At first I was thinking, "so he's gonna suggest stuff that is more likely to clang because of SE's collision modeling", then he mentioned the Xbox. Ah, that clears things up. Still, Keen should give all players clang free ways to do certain things in the vanilla game.
To clarify on that hovercraft technique, the visual floating is not caused by an engine glitch, it's just caused by vanilla wheel collisions being spherical (so the collision, extends slightly past the rim on each side, this is by design as spheres are smoothest when driving). I actually prefer to set them up with the suspension in the normal position, while it doesnt visually "hover" the dampening you get is helpful for traversing terrain bumpier than ice lakes too, and the 0% friction acts the same whether the wheels are vertically placed or not.
That double railing thing is cool ngl and I used it before. But, use it with caution as it can cause clang too. my experience with a dip in sim speed made my gravity ring became a scrap of metals lol The simple colored projection also can be used as a hangar entry/exit guidance like on eve online bases too. And this can be combined with multiple color projections and sensors to make a precise guidance, like for example green for good clearance, yellow for close clearance and red for off clearance.
@@andrewding746 not that big, it's just that a dip in sim speed can easily clang subgrids like something on a rotor/piston/hinge or wheels (at least that's my experience)
This is kind of a long story... So I'd been working on a base build, & one of the hurdles you always run into is aligning your connectors at the correct height so that your rovers can hook up to them easily (assuming that your rover has a rear facing connector). That was solved fairly simply by mounting the base's connector on a pair of hinges. You could even map the hinge functions to a button panel & have really quite fine control over the height of the connector. Of course that's not the real story - you see one day I'd hooked a rover up to the connector & I hit the button on the control panel to reverse the hinges. Result? The rover gets lifted into the air & an idea forms. You see I'd been wanting to build a mid sized base rover for a little while, and I'd wanted it to be able to carry around a couple of auxiliary vehicles. Accommodating a flyer is not too difficult; landing pads are pretty rudimentary, but finding a way to carry around a small grid rover without bloating the large grid rover too much? That had proven difficult. But now I had a plan: with a modified version of the hinge setup I could lower a connector to the correct height, connect the small rover, & hoist it up into the air for transit. Of course this wouldn't be much of a story if that went smoothly. To install the system on a vehicle, the small rover would need to be lifted quite a bit further off the ground. This means the lifting arm would have to be longer. And as any engineer will tell you (and as I found out) this dramatically increases the amount of torque required, to the point where the large grid hinges couldn't get the job done. This almost stumped me, until I hit on a cunning plan: I actuated the hinges by using pistons. This did increase the bulk of the lifting arm, and also required the installation of additional hinges to allow the system to move correctly. But the resulting lifting arm was more than capable of picking up any small grid rover that I had. I also carried out some testing because I felt like it: A static version of the lifting arm was constructed, and was capable of lifting a large grid rover into the air. Now obviously the arm wasn't going to lift absolutely anything; the rover it was tested on was fairly modest in size (for large grid) and that was pushing the limits of what the arm could lift. But as a vanilla project I'm still extremely happy with it.
I think I was the one who came up with the wasd but putting a landing gear lock on it is genius. I was trying to find a stable way of doing that! Well done!
I've known about the double rail gap, but your solution is way simpler. I had it horizontal, and tried to rotate a conveyor tube through it. It got stuck, and I figured you couldn't do anything with item transport. But this is a way easier solution
I never even thought about the idea of for projection of the hangar force field door, or for holograms of messages and stuff, thats clever as hell! I can easily see this being used for cyber punk esq builds with the floating hologram adverts and stuff.
Not only am I liking, not only am I subscribing, that's only am I commenting, I am adding this video to my space engineers tutorials list for future ideas in development. Thanks friend
Very nice topic to make a video about. I like the purist approach of playing the game without mods. Also I love your builds. They look so realistic with all the details. True pieces of art in this wonderful game. Wish you all the best and success with this channel.
I just wanted to apologize for a comment I made (and have since removed). I completely misunderstood the WASD "mod" entirely. I do enjoy the content and hope you keep it up as it's very informative. Once again, I do apologize for my own "snarkiness" before fully reading into what these features actually change/don't change
You can make your hanger force field trick air tight by using round window blocks. If you connect 4 of them so they are in a circle you have a space large enough to fly a small grid flyer through but since the sides of rounded and angled windows are airtight despite the fact you have a 4 block wide opening it will still be air tight as if it was a solid wall. The you just project the blue wall over the opening and you have an air tight hanger force field.
There is anyway that you can actually make vanilla lazers either for minning or some defence turrets. I love your videos by the way thank you for sharing you knowledge and experince!!!
Honestly, the greatest thing about mods is reducing the PCU and Server lag caused by vanilla equivalents. 1 drill replaces 30 drills. 5 pistons replaces 30 pistons. A tank tread replaces a hinge/rotor monstrosity.
While not as aesthetically pleasing, someone else a while ago noticed that if you project a target dummy, those actually DO block bullets and the like, even though it's just a projection. Not sure if they fixed it, though. Would be really cool if they introduced a proper air-tight forcefield, Star Wars style, so you can have those giant hangar bays but have the ships simply fly in and out without having to deal with compression/decompression cycles.
Here's a question I've been asking myself: Isn't it super inefficient to pressurize the hangar? Star Wars and Star Trek and Star Citizen and all those do it, I think, mainly for the benefit of having people walk around without the need for space suits, but in SE we're in space suits regardless. So wouldn't it be far more efficient to pressurize the hallways, but not the hangar bays?
@@sorrowandsufferin924 Star Trek and Star Wars it makes sense, because they have force field technology that can keep air in while letting the ships pass through them. Keeping the area pressurized makes it much easier to work on the craft without needing a separate bay for maintenance (especially since, at least in Star Trek, you aren't dealing with a carrier, since other than when they tried badly ripping off Babylon 5 with the Dominion War, they didn't do fighter combat, always large ship). This still applies to SE, if you're doing any manual repairs or construction and don't want to carry a lot of O2 bottles with you. Mostly though, it LOOKS cool, and designing proper setups makes for fun engineering challenges. One of my never-finished (they're all never-finished; I always feel like I end up with a giant brick lol) large ships I have two large nacelles, each holding a miner with a hangar door below them, connector on the ceiling and back of the miners. The corridor to the main hull gets sealed, we depressurize the bay, and then the miner can drop out the bottom. Practical? Not especially. Cool? I think so lol.
put the projections OVER the windows, put the window on a piston, a button can then roll up and down your airtight force field, some hidden merge blocks may be required
currently im working on a Scriptfree Homing Missiles. welp, my versions are still modded since Vanilla only is much less effective than with mods. i made the missile with a Vertical and Horizontal Placed Rotor Heads. as reverte Subgrids there are normal rotors, then Merge Blocks for construction purpose and then override Gyroscopes. many People makes just Basic missiles due to the Limitations the game gives you if you make them without mods, but mine works much more advanced than you think, and it works on xbox too: as the Missile target computer i use a Modded Custem turret controller with standart 100km Targeting range (''Advanced Warfare 2 Beta''). the Gyros to keep the reversed subgrids of Rotors are ''Kings''Tier 5 Modded to really make sure that the Rotors wont start to rotate, but only the Missile. as main thruster there is a ''Flares'' Tier 2 Hydrogen Thruster, powered by ''Kings'' 1x1x1 Hydrogen Generator and Tanks. also supported by ''Advanced Warfare 2 Beta'' mod, it contains Mini Nuke Warheads to make sure that only one hit blows a Hole in a Hostiles Dreadnought (i tested it on a workshop ship in dreadnought size, it really blew a Hole into it) - as side thrusters, for example to keep the missile in position, uses Kings Reaction Thrusters. with all those things you can launch such a Missile into the Orbit and make sure that the enemy only notice the missile when its too late for them. with a speed mod with about 700 to 1000ms this missile turns into a threat for every faction that uses all those mods. i will create a server soon with these mods and try these missiles on Players that cruisin around with their ships >:D
Is it possible to have your save world with the asteroid station at 10:52 ? Id love to just walk around, that looks amazingly build. Just want to admire it closer. xD
I have got an issue, maybe the great engineer that you (and the other) are will find a solution. Have you ever heard about the arcadia ? The great and powerfull space ship of the capitain Albator. well there is on one vertion of his ship (cylinder shape) that have many turret on the top. They can move and change of side by sliding on rails. Can you find a way to make sliding turrets on the hull while keeping them connected ? Respect for the pretty well done video btw
I don't see any defensive forcefields here. They are made of shooting dummies displayed as a hologram. As I remember they had collision points even as a hologram. I don't know if it was a bug in the game and if it still works.
I've used the same concept with sensors to make a small grid burst fire 3 railguns, only after having (unsuccessfully) tried to use the same concept to make a rotary canon so I could get 4 autocannons to fire fast like the getting. unfortunately this did not work as the sensors stopped working at a certan speed and actually resulted in a worse fire rate than a single autocannon firing full auto alone. In hindsight now as i write this I theorize its because sensors don't immediantly trigger on and off, and have a bit of a slight delay.
"Eww what you use MODS!? Have you tried just making this giant contraption and then learning to code?" Nah dude, Ill just use mods to have the gaming experience I was promised. Im not trying to have another full time job.
1:15 wow I am mind-blowed this device is better than the mine, I gues it is possible build that on survival server? without scripts right? I made something similiar, but you can only spawn that in creative, it also not using any scripts or mods, but the problem what have my WASD device is that my device is not possible build, only spawn.
Do you know a soulution for a simple interrupter? Like, I need to separate power grids, like, connect buildings having separate power grids with their own producers, batteries and consumers, closed circuits, connected everything but power.. Even mods will do, I just need to stop power from being connected, a connector that wont transfer power but still connects everything else (landing gear wont do) would be enough
Why you dont off all green from chromokey? And I think you should shoot on 2k for eliminate all green light on your head, because on 1920 you cant do that propertly...
jain... Begehbar wäre der Ring natürlich und sogar conveyed, allerdings lässt sich das main grid aufgrund der Konstruktion nicht mehr begehen, an dieser Stelle nicht luftdicht halten und kein Übergang in den Ring schaffen. Allerdings arbeite ich bereits an einer zweiten Variante, welche dann den Ring nicht conveyed hat, dafür aber die Möglichkeit bietet, dass das main grid luftdicht durchschritten werden kann.
Is it possible to build an automated mining ship in vanilla? Im struggling with the AI blocks and can’t seem to assign a mining area like in the PAM script
@@KelevraEngineering What a pity man...I'm looking for a mobile crane to use in a new save that I'm about to start, and your model is just amazing. Tks anyway...and keep on with your creations. You are very talented! Remember to share them too so that we, people of little creativity, have the chance to fly something that doesn't look like a flying brick. xD hahaha
Please ask keen to add aerodynamics on xbox, that's something we really want but the forums havent been helpful, the request always gets taken down or the site dims them as not a priority... no one pays attention to the xbox community... :c
@@sinsley1 my point exactly, on PC that's an easy accessible mod, you just have to input it and it's ready, xbox doesn't have scripts, that's why the turret control block was made, but we need more than that.
We need a lot of stuff in vanilla, grid AI is the perfect example, the reason Keen is already working on it is not because of PC, you already have that in various mods, but they are making it a part of the game... but they forget to pay attention to the small ones, like aerodynamics, or many quality of life mods...
I'm a pc user, and an issue of pressurisation is to build a hanger bay, the will not pressure, try all different ideas, rebuild, and redesign and the pressure, still indicates a leak. From the same point. Any ideas? I also contacted the game designers about the issue. No response yet.
I am pretty sure there is something wrong with your construction. Feel free to join us on out discord that is linked in the description, i will take a look if you send some screenshots.
Dude, this game is called "Space Engineers", it is not "Space Steam Workshop Downloaders". 😉 Same with this video: It is not about how to download theses things. It is about what is and how it is possible. You are supposed to build things. And if there are things you have trouble with to rebuild by yourself, you may get a little creative. Won't be that difficult to find some PC players to join a server with and share some bp or converted images.
I came here solely for the tank tracks you put in the thumbnail... Not a word spoken about them.
afaik they're digi's tank tracks, and this video is soo old...
Same
My first instinct when I bought SE all those years ago was to use mods, rather than actually learn the game mechanics, the stuff vanilla designs can accomplish. I came across a vanilla BP rover that auto deployed and could even retrieve deployed turret emplacements. I was stunned. I contacted the author, and asked him how he did it all. He was really patient with me, and challenged me to only ever build vanilla designs, and to build in a survival world, but with creative tools enabled. This would make sure power, fuel, ammo, etc. was correctly portrayed and consumed.
I took his advice, also played and completed the "Learning to Survive" scenario, and my builds I make now are like 100 times better than the crap I built using mods. Best part is, all my BPs can be used in ANY server, as they are not dependent on mods, and the scripts are there for convenience, not function (mostly just Auto LCDs 2 script). This is great, because I can load up my tried and true BPs, and if the server has some good mods, I can just retrofit my design for even better performance.
Build vanilla. Learn how the game works. THEN mod.
this is the greatest comment ive ever read because i 100% agree. i also used to build with mods but no longer.
I ended up only getting mods like couches for small grid, windows, etc.
Guess my tastes were simpler? Not sure if it helped though. XD
Paint gun mod is a must though
I've done the same thing, started really working on and learning vanilla designs and testing, especially on a survival game with creative tools, was by far the best way to really learn. I spent quite a bit of time building small, super compact builds, and now spending my time learning how to build large builds with more complex systems, as well as minimalist builds for specific functions. The variety and different approach to every build keeps it interesting over a ship that does everything.
That and I'm starting to learn autosortng for more efficient systems and for better safety systems.
The double rail gap thing is brilliant. Annoyed I never thought of it. Could've used an idea like that many times...
I think you could do it in small-grid with the corner lights.
I think a single rail would work too since it would occupy the block but aesthetically double would be better
@@floe304 Single rails have no attachment surfaces on the other 'side' of the gap.
If you have a sub-grid connected to a subgrid, you can merge the second sub-grid to your original grid. Using a hinge on top of another hinge will let you create rotating thrusters in vanilla that can be locked to the grid, huge doors that lock, etc.
may CLANG be with you
Orbital Rotor. My life has changed.
I've wished the game had an axel for so long now. This is an amazing stop gap.
Thank you for the tips, and have a good time at Keen.
At first I was thinking, "so he's gonna suggest stuff that is more likely to clang because of SE's collision modeling", then he mentioned the Xbox. Ah, that clears things up. Still, Keen should give all players clang free ways to do certain things in the vanilla game.
To clarify on that hovercraft technique, the visual floating is not caused by an engine glitch, it's just caused by vanilla wheel collisions being spherical (so the collision, extends slightly past the rim on each side, this is by design as spheres are smoothest when driving). I actually prefer to set them up with the suspension in the normal position, while it doesnt visually "hover" the dampening you get is helpful for traversing terrain bumpier than ice lakes too, and the 0% friction acts the same whether the wheels are vertically placed or not.
i agree. having a cushion when going over a jump is better in my experience.
That double railing thing is cool ngl and I used it before. But, use it with caution as it can cause clang too. my experience with a dip in sim speed made my gravity ring became a scrap of metals lol
The simple colored projection also can be used as a hangar entry/exit guidance like on eve online bases too. And this can be combined with multiple color projections and sensors to make a precise guidance, like for example green for good clearance, yellow for close clearance and red for off clearance.
how big was your build for it to have caused so much clang?
@@andrewding746 not that big, it's just that a dip in sim speed can easily clang subgrids like something on a rotor/piston/hinge or wheels (at least that's my experience)
This is kind of a long story...
So I'd been working on a base build, & one of the hurdles you always run into is aligning your connectors at the correct height so that your rovers can hook up to them easily (assuming that your rover has a rear facing connector). That was solved fairly simply by mounting the base's connector on a pair of hinges. You could even map the hinge functions to a button panel & have really quite fine control over the height of the connector.
Of course that's not the real story - you see one day I'd hooked a rover up to the connector & I hit the button on the control panel to reverse the hinges. Result? The rover gets lifted into the air & an idea forms.
You see I'd been wanting to build a mid sized base rover for a little while, and I'd wanted it to be able to carry around a couple of auxiliary vehicles. Accommodating a flyer is not too difficult; landing pads are pretty rudimentary, but finding a way to carry around a small grid rover without bloating the large grid rover too much? That had proven difficult.
But now I had a plan: with a modified version of the hinge setup I could lower a connector to the correct height, connect the small rover, & hoist it up into the air for transit.
Of course this wouldn't be much of a story if that went smoothly. To install the system on a vehicle, the small rover would need to be lifted quite a bit further off the ground. This means the lifting arm would have to be longer. And as any engineer will tell you (and as I found out) this dramatically increases the amount of torque required, to the point where the large grid hinges couldn't get the job done.
This almost stumped me, until I hit on a cunning plan: I actuated the hinges by using pistons. This did increase the bulk of the lifting arm, and also required the installation of additional hinges to allow the system to move correctly. But the resulting lifting arm was more than capable of picking up any small grid rover that I had.
I also carried out some testing because I felt like it: A static version of the lifting arm was constructed, and was capable of lifting a large grid rover into the air. Now obviously the arm wasn't going to lift absolutely anything; the rover it was tested on was fairly modest in size (for large grid) and that was pushing the limits of what the arm could lift. But as a vanilla project I'm still extremely happy with it.
Love the first one.
I made something similar that does the same for mouse movement. Can control more than two rotors at the same time with mouse.
I think I was the one who came up with the wasd but putting a landing gear lock on it is genius. I was trying to find a stable way of doing that! Well done!
I really like the double hand rail trick, looking forward to using this and the running lights.
I've known about the double rail gap, but your solution is way simpler. I had it horizontal, and tried to rotate a conveyor tube through it. It got stuck, and I figured you couldn't do anything with item transport. But this is a way easier solution
I really like how you push vanilla to the limits! Good stuff man :)
Cool ideas! I'll have to try some!
I never even thought about the idea of for projection of the hangar force field door, or for holograms of messages and stuff, thats clever as hell! I can easily see this being used for cyber punk esq builds with the floating hologram adverts and stuff.
Quick comment to help out with the algorithm! God bless!
Not only am I liking, not only am I subscribing, that's only am I commenting, I am adding this video to my space engineers tutorials list for future ideas in development. Thanks friend
Thank you for all your amazing information, it has changed how I play the game!
Love your SE workshop Creations...
Sparks tons of ideas every time you release one ...
Thank you & please keep it up 😎👍🏻
Oh wow, I made number 1! Ages ago, I’m surprised it still works. Great video!
Dude! this is all genius and some are so simple! (like the double rail gap). Subbed, and am probably gonna implement several of these in my builds :3
Hell yea dude!! I never though of these. My games end up with WAY to many mods. Now I can shave off some of those.
Very nice topic to make a video about. I like the purist approach of playing the game without mods. Also I love your builds. They look so realistic with all the details. True pieces of art in this wonderful game. Wish you all the best and success with this channel.
Gutes Video. Besten Dank!
I just wanted to apologize for a comment I made (and have since removed). I completely misunderstood the WASD "mod" entirely. I do enjoy the content and hope you keep it up as it's very informative. Once again, I do apologize for my own "snarkiness" before fully reading into what these features actually change/don't change
11:00 holographic doors using projector very simple
Kinda like my star citizen shield concept.
Liked, subscribed, bookmarked, comment, mate you are a champion 🏆
Woa that first one blew my mind!
Number 3 is one I did not know about, that is genius very nice video!
I really need to learn how to build stuff as nice as that large grid/small grid ship in this game. It really is incredibly beautiful
very intersting stuff Kelevra, the Large grid Projecting a Small grid is paticular clever. :)
HOLY CLANG BATMAN!
Great video! Thank you so much for sharing!
love it man good stuff
Love your work keep it up. Alot of information for xbox users.
You can make your hanger force field trick air tight by using round window blocks. If you connect 4 of them so they are in a circle you have a space large enough to fly a small grid flyer through but since the sides of rounded and angled windows are airtight despite the fact you have a 4 block wide opening it will still be air tight as if it was a solid wall. The you just project the blue wall over the opening and you have an air tight hanger force field.
Oh that's so very clever, I would have never thought of that! Definitely have to try that out!
Anything that makes Vanilla SE better is good to me! By the way, Skimmer is spelled with a K in English.
Nice tricks! Thank you, Sir
You had my attention with the title alone
That good or bad? 🤔😁
@@KelevraEngineering the good
Nice tricks, some of them I already know and some I didnt. Keep up your work :D
Beautiful work
There is anyway that you can actually make vanilla lazers either for minning or some defence turrets. I love your videos by the way thank you for sharing you knowledge and experince!!!
The double rail grab can be done on small grid by using the double light.
you give very interesting ideas mate, subbed
do you have a tutorial to build the 1st one?
Honestly, the greatest thing about mods is reducing the PCU and Server lag caused by vanilla equivalents.
1 drill replaces 30 drills.
5 pistons replaces 30 pistons.
A tank tread replaces a hinge/rotor monstrosity.
Awesome stuff! 😁🤙
While not as aesthetically pleasing, someone else a while ago noticed that if you project a target dummy, those actually DO block bullets and the like, even though it's just a projection. Not sure if they fixed it, though. Would be really cool if they introduced a proper air-tight forcefield, Star Wars style, so you can have those giant hangar bays but have the ships simply fly in and out without having to deal with compression/decompression cycles.
Here's a question I've been asking myself: Isn't it super inefficient to pressurize the hangar? Star Wars and Star Trek and Star Citizen and all those do it, I think, mainly for the benefit of having people walk around without the need for space suits, but in SE we're in space suits regardless. So wouldn't it be far more efficient to pressurize the hallways, but not the hangar bays?
@@sorrowandsufferin924 Star Trek and Star Wars it makes sense, because they have force field technology that can keep air in while letting the ships pass through them. Keeping the area pressurized makes it much easier to work on the craft without needing a separate bay for maintenance (especially since, at least in Star Trek, you aren't dealing with a carrier, since other than when they tried badly ripping off Babylon 5 with the Dominion War, they didn't do fighter combat, always large ship).
This still applies to SE, if you're doing any manual repairs or construction and don't want to carry a lot of O2 bottles with you.
Mostly though, it LOOKS cool, and designing proper setups makes for fun engineering challenges.
One of my never-finished (they're all never-finished; I always feel like I end up with a giant brick lol) large ships I have two large nacelles, each holding a miner with a hangar door below them, connector on the ceiling and back of the miners. The corridor to the main hull gets sealed, we depressurize the bay, and then the miner can drop out the bottom. Practical? Not especially. Cool? I think so lol.
put the projections OVER the windows, put the window on a piston, a button can then roll up and down your airtight force field, some hidden merge blocks may be required
I wish I could subscribe twice
Nice, Subbed.
Excellent tips!
currently im working on a Scriptfree Homing Missiles. welp, my versions are still modded since Vanilla only is much less effective than with mods. i made the missile with a Vertical and Horizontal Placed Rotor Heads. as reverte Subgrids there are normal rotors, then Merge Blocks for construction purpose and then override Gyroscopes. many People makes just Basic missiles due to the Limitations the game gives you if you make them without mods, but mine works much more advanced than you think, and it works on xbox too: as the Missile target computer i use a Modded Custem turret controller with standart 100km Targeting range (''Advanced Warfare 2 Beta''). the Gyros to keep the reversed subgrids of Rotors are ''Kings''Tier 5 Modded to really make sure that the Rotors wont start to rotate, but only the Missile. as main thruster there is a ''Flares'' Tier 2 Hydrogen Thruster, powered by ''Kings'' 1x1x1 Hydrogen Generator and Tanks. also supported by ''Advanced Warfare 2 Beta'' mod, it contains Mini Nuke Warheads to make sure that only one hit blows a Hole in a Hostiles Dreadnought (i tested it on a workshop ship in dreadnought size, it really blew a Hole into it) - as side thrusters, for example to keep the missile in position, uses Kings Reaction Thrusters. with all those things you can launch such a Missile into the Orbit and make sure that the enemy only notice the missile when its too late for them. with a speed mod with about 700 to 1000ms this missile turns into a threat for every faction that uses all those mods. i will create a server soon with these mods and try these missiles on Players that cruisin around with their ships >:D
Danke dir
Kein Ding! 😉
Thanks!
good stuff mate
Is it possible to have your save world with the asteroid station at 10:52 ? Id love to just walk around, that looks amazingly build. Just want to admire it closer. xD
amazing
Double rail one is stupidly genius!? why i haven't seen anyone use it!!!???
Great video! Does every solution in ths video still work 1 year later? Does the hovercraft trick still work?
thanks for the inspiration
I have got an issue, maybe the great engineer that you (and the other) are will find a solution. Have you ever heard about the arcadia ? The great and powerfull space ship of the capitain Albator. well there is on one vertion of his ship (cylinder shape) that have many turret on the top. They can move and change of side by sliding on rails. Can you find a way to make sliding turrets on the hull while keeping them connected ?
Respect for the pretty well done video btw
Maybe use the rails to have a turning ring with the turret on it?
Ainz that is exactly what you can do with the orbital rotor. The downside is that there is no way to build an air tight passage thru the center.
I don't see any defensive forcefields here.
They are made of shooting dummies displayed as a hologram. As I remember they had collision points even as a hologram.
I don't know if it was a bug in the game and if it still works.
I've used the same concept with sensors to make a small grid burst fire 3 railguns, only after having (unsuccessfully) tried to use the same concept to make a rotary canon so I could get 4 autocannons to fire fast like the getting. unfortunately this did not work as the sensors stopped working at a certan speed and actually resulted in a worse fire rate than a single autocannon firing full auto alone. In hindsight now as i write this I theorize its because sensors don't immediantly trigger on and off, and have a bit of a slight delay.
the mechanism from 10:02 does fix the natural tendency of rotating while you use rotors in complex mechanisms?
Where did you get that hoodie? Clean
Pretty unusual question. I may ask my wife for it. 😅
Nice I prefer vanilla no mods
Would using blink offset be another alternative for making running lights?
Blink offset will only work from Light A to Light Z. Not A to Z to A.
Another sub grid free solution is to use timer blocks.
Or use combination of blink offset and timer blocks.
The first one is the coolest i think, i wonder if it'll work on Xbox
Sure it should. 😉
"Eww what you use MODS!? Have you tried just making this giant contraption and then learning to code?"
Nah dude, Ill just use mods to have the gaming experience I was promised. Im not trying to have another full time job.
1:15 wow I am mind-blowed this device is better than the mine, I gues it is possible build that on survival server? without scripts right? I made something similiar, but you can only spawn that in creative, it also not using any scripts or mods, but the problem what have my WASD device is that my device is not possible build, only spawn.
is there a workshop link to that SE version of the Argo Mole? the ship shown about 5:33
Link to my workshop is in the description.
Do you know a soulution for a simple interrupter? Like, I need to separate power grids, like, connect buildings having separate power grids with their own producers, batteries and consumers, closed circuits, connected everything but power..
Even mods will do, I just need to stop power from being connected, a connector that wont transfer power but still connects everything else (landing gear wont do) would be enough
try ejectors and collectors!
2:35 Not possible on Xbox D: I play space engineers on Xbox.
Can’t you just change the blink offset? Or was this video made before that feature came out
AQD mods for Keen consideration plz., Don't forget 2..
This might sound kinda dumb, but how do you get the input from the WASD convertor to an output?
You can so the running lights with nothing but timers.
@@blakekendall6156 Nope! That doesnt work because timers do 1sec steps only. Also they might desync after a while.
bit late to the party, awesome tho
Why you dont off all green from chromokey? And I think you should shoot on 2k for eliminate all green light on your head, because on 1920 you cant do that propertly...
Kann man dann also eine Raumstation mit begehbaren Ringen bauen? 🥲🤔
jain... Begehbar wäre der Ring natürlich und sogar conveyed, allerdings lässt sich das main grid aufgrund der Konstruktion nicht mehr begehen, an dieser Stelle nicht luftdicht halten und kein Übergang in den Ring schaffen.
Allerdings arbeite ich bereits an einer zweiten Variante, welche dann den Ring nicht conveyed hat, dafür aber die Möglichkeit bietet, dass das main grid luftdicht durchschritten werden kann.
@@KelevraEngineering bin gespannt. Danke ✌😎
Is it possible to build an automated mining ship in vanilla? Im struggling with the AI blocks and can’t seem to assign a mining area like in the PAM script
Hey Kelevra, you have a link for the 12:17 mobile crane?
Already searched your workshop but didn't found it.
Sorry it is not and wont be available since it is not stable.
@@KelevraEngineering What a pity man...I'm looking for a mobile crane to use in a new save that I'm about to start, and your model is just amazing.
Tks anyway...and keep on with your creations. You are very talented!
Remember to share them too so that we, people of little creativity, have the chance to fly something that doesn't look like a flying brick. xD hahaha
Please ask keen to add aerodynamics on xbox, that's something we really want but the forums havent been helpful, the request always gets taken down or the site dims them as not a priority... no one pays attention to the xbox community... :c
There isn’t even aerodynamic in pc you have to use a mod
@@sinsley1 my point exactly, on PC that's an easy accessible mod, you just have to input it and it's ready, xbox doesn't have scripts, that's why the turret control block was made, but we need more than that.
@@LordDrackonel ohh I gotcha. Yeah I forgot the aerodynamic stuff in the mod is technically a script. Hell I’d love for it to be vanilla in game
We need a lot of stuff in vanilla, grid AI is the perfect example, the reason Keen is already working on it is not because of PC, you already have that in various mods, but they are making it a part of the game... but they forget to pay attention to the small ones, like aerodynamics, or many quality of life mods...
10:00 landing... Jear? The G gear is hard as an fyi
Multigrid Projector is your friend
I'm a pc user, and an issue of pressurisation is to build a hanger bay, the will not pressure, try all different ideas, rebuild, and redesign and the pressure, still indicates a leak. From the same point. Any ideas? I also contacted the game designers about the issue. No response yet.
I am pretty sure there is something wrong with your construction. Feel free to join us on out discord that is linked in the description, i will take a look if you send some screenshots.
Can you pls Show how Tor Build tank tracks or Walker
Im confused on qhat file to open for the image converter
Got a link for that Argo Mole?
Can the w a s d be used for cranes
Sure it can if you find a clever way to set it up.
Whats the mod name of the orange ship at 8:08
Dude, are you trolling? 😂
@@KelevraEngineering no
@@KelevraEngineering even if it’s not a a “modded” ship I just wanna know the name of the workshop model so I can spawn it cuz it looks cool
Its name is G-05 Wombat Hovercraft and it is available on Steam workshop.
@@KelevraEngineering thx
Tracks in the thumbnail were kinda clickbait :(
Why is the intro so long?
I don't think the image converter should be considered "vanilla".
i never did! But the result of the images containing blueprints is a vanilla thing other than LCD-image mods.
2 intro ?
Dude- we’re on XBox
We can’t access the Steam Workshop.
Dude, this game is called "Space Engineers", it is not "Space Steam Workshop Downloaders". 😉
Same with this video: It is not about how to download theses things. It is about what is and how it is possible. You are supposed to build things.
And if there are things you have trouble with to rebuild by yourself, you may get a little creative.
Won't be that difficult to find some PC players to join a server with and share some bp or converted images.
Can you put of on xbox?
Argo mole?
Yes it is: ua-cam.com/video/hbdAYQ3jevM/v-deo.html