Tons of info, check out the video content links below to look around! Video Contents: 0:00 - Intro 0:18 - Thank You Subscribers! 0:25 - Crafting Turrets 1:02 - General Turret Information 4:44 - Turret Health and Damage 9:26 - Compatible Weapons 10:50 - Simple Set for Beginners 12:48 - Computer Station Turrets! 15:52 - How to Use Turret Outputs 18:45 - Multiple Turret Wiring 32:26 - 9 Turrets 1 Switch 39:42 - Auto Turret Doors 46:53 - Turret Detection Range 52:17 - Discussion On Baiting Turrets 55:28 - Outro
Hey I got a question I have all 9 turrets connected and they all getting powered by one wind turbine and I have all the turrets on all day but they keep turning off and on constantly Do I need more power ? Or how can I keep the turrets on 24/7 without turning off
Jesus Christ this man deserves so much more popularity and so many more subs than right now the quality and probably effort in these videos are just insane
Thankyou for all of the useful videos, as thanks here's a command you can do in the console in order to flip the Y Axis so you don't have to open the settings; bind [leftshift+rightbracket] ~input.vehicle_flipy false;input.vehicle_flipy true;chat.add 0 0 "Vehicle Y Axis flipped." Note; you can change whats in the brackets to whatever keys you'd like, you can also change the chat message!
Wow that's a long one - Fantastic information all in one place! I always use 4 splitters for my turrets and hadn't thought about less power draw from the branches, clever! (I think I'll still use the splitters for convenience though haha!) Very thorough and I love your presentation style.
This video is great and all well and good, but there's an answer to a question I have. Please, how have you not got more subscribers? Also, how have you just popped up in my feed. Such a great series. Thank you.
Really really good tutorial, the best I’ve came across. Does most of the logic of setting up a turret apply to console edition also ? Recently just came back to rust console and the power update is new to me.
Curious to know so when you mention the low ammo power oitput on turret could you chain that to other root combiners to give a power signal back to one light or does the chain off root combines cost more then power passthrew? I only seeing it being useful if you dont need to pass threw more then 1 power. Im a console player so abit behind
what about instead of using a blocker with the turret to shut the door, you have it set to a toggle so it, for example, opens another door with a turret inside, from another location and dirrection like behind the enemy player that may be attempting to soak said turret. How well would that work in a real situation with live players?
They'd soak the first then the second and get two turrets. Unless I'm misunderstanding? The blocker is simply there to make sure no one can break the turret when it runs out of ammo
@@ayyorta on a return trip that would be the most likely scenario, but the first main attack is what I'm mainly after, where they don't have the knowledge of that kind of information, especially if it's set up on low ammuniton as the activating signal instead of no ammo.
Anyway to set up an alarm system where if a Turret is destroyed it shuts a garage door? or that too much lmao. I play in cave bases and do that turret at the lift strategy, and I incorporate a smart alarm on it whenever someone tries to dive down and turret shoots I get a rust+ app alert. Was wondering if somehow there's a way to secure the entrance even after a turret has been destroyed that isnt just a smart switch.
I have actually thought about this more than a few times. My first idea was to see if the game updated voltages after an item, in this case a turret, was destroyed. Unfortunately, it doesn't so using that as a trigger won't work.. Another idea I played with was placing a switch on the opposite side of a wall next to the turret that would be destroyed if the wall was destroyed. This is also limited because there's no guarantee the wall will be destroyed with the turret (ex fire). I've got a new idea involving an hbhf sensor that I'm going to test out.
i kind of miss the old days where as a solo i'd throw an auto turret down with an ak in it automatically and use it on a triangle foundation to guard me while i farmed
Even after watching your videos, I'm still very confused on the charging efficiency rates. Does a large battery still only consume 80% of it's maximum input? I just want to know how to build a redundant large battery and backup battery. Also, would be super nice to have a emergency power generator room which is automatically triggered if the backup battery runs out of power. A few generators can put out a lot of power.
Regarding battery charging efficiency, yes, RUST batteries only accept 80% of their input. The easiest way to understand it is to base it off the battery's Active Usage. Whatever that value is, divided by 0.80, gives you the MINIMUM charge requirement to keep the battery from draining. It won't drain, but it will also not charge, if you use that exact value. It's the balance point. Ergo, always add at least 1 volt to ensure a positive weight on the charge side. You can also avoid all of this by simply sending a charge to each battery that assumes you'll end up using it to its full capacity. Examples of this idea: Large battery with 100 active usage would be 100 ÷ 0.8 = 125. So send at least 126v to any large battery. Medium battery with 50 active usage would be 50 ÷ 0.8 = 62.5 so 63v. This is already above 62.5 so it's fine. Small battery with 10 active usage would be 10 ÷ 0.8 = 12.5 so 13v. This is already above 12.5 so it's fine. Does that help?
@@AustinKlailaGames I've been wondering how I can counteract the inconsistency that windmills have when providing power. The wind range is 0 to 150 and usually they sit between about 80 and 120. This means that they're rarely producing enough to charge the battery whilst it's in maximum use. The easy fix is just to turn off the circuit when you're not using it but that doesn't apply when you're offline. I ideally want a way to have a single windmill (at 8th storey) handle a single large battery, even when wind speed drops for an extended period of time. Maybe I'm missing something but I've experienced my batteries draining as output nears 100. At the moment I just use 6 turrets per battery and it tends to be fine but I'm building a bigger base next wipe with more turrets and more sensors etc. and want a way to guarantee they'll stay on when i'm offline and when I'm getting raided even if the wind turbines are MLRS'ed an hour before a rocket is fired
great video helped me alot on;ly thing im confused about now is say my base has 3 doors with 2 turrets behind and i want these 3 doors to close when either turret has ran out of ammo, it cant be done with an or switch or a root combiner to send to the blocker like you have not sure how ill go about this or atleast from what ive tried 🙂 maybe i just need to bite the bullet and seperate them more and just have 2 circuits but then the door in the middle would have to power off one side
You could do it with AND Switches and an OR Switch. In each room, connect each turret's Low Ammo or No Ammo output to an AND Switch. Connect both of those two AND Switches to an OR Switch. Connect the OR Switch to the block passthrough on the Blocker. Provide 2 rW of power to each AND Switch. Should work.
In a new similar game called ”The front”. Ive been trying to setup an eletricity system where the generators both power turrets directly and charges batteriers. Wich i want to take over power supply when generators run out of gas. The turrets require much power also. Cant get it to i work properly any advice? Gens are series connected and batteries aswell.
Great quality content, just love your electricity guides. One question do you do console edition because this level of quality is hard to find for console.
In general, if the turret is outside, using standard ammo is best. It does the most overall damage to a player and is cheaper to make. I have, on occasion, used incendiary ammo in a pump shotgun located in tight quarters inside the base. That said, best weapon is the python with standard pistol ammo (powerful, easy to make, not a big deal if lost).
Its because ur trying to connect too many power sources behind a series of root combiners. Root combiners can only handle 16 components behind it I believe. To avoid the max depth short circuit error, you have to rewire your solar panels in a different way, or simply use less since
No, the turret determines the range. When it detects a player, it will fire whatever weapon it has. The only thing specific to the weapon is its accuracy and stopping power. The python is the best overall (cheap and powerful).
Sorry for the delay, yes, I have multiple generic power sources just for the tutorial. You can run multiple power sources or just use Branch Switches to send power where you need.
@@AustinKlailaGames thanks man! I even figured out how to do 2 doors at the same time with 2 turrets. You just need another blocker. and one more branch what you do is put another branch after the AND switch. and put the overal power up
Ngl, still think they should release a smaller “ceiling turret” that can only equip pistol weapons and is cheaper/ smaller. Ps. Think if you equip a scope on a turret mounted weapon you should be able to zoom when taking control of a turret. (Risk of losing a pricy attachment VS having that better engagement range)
I'm using admin test generators in this video because the focus is on the turret use / attributes rather than ways to power them. Unless you're playing on a modded server that supplies them, you wouldn't have access to test generators.
The most basic way is to simply attach the turbine directly to the battery. That said, turbines generate power based on their installation, so what you get out of them will vary. If your battery is dying, then the average output of your turbine is too low. Take whatever the Active Usage is on your battery and divide it by 0.8. That value is THE MINIMUM you need. Add a little. I suggest you watch some of my videos that cover root power, batteries, etc.
Tons of info, check out the video content links below to look around!
Video Contents:
0:00 - Intro
0:18 - Thank You Subscribers!
0:25 - Crafting Turrets
1:02 - General Turret Information
4:44 - Turret Health and Damage
9:26 - Compatible Weapons
10:50 - Simple Set for Beginners
12:48 - Computer Station Turrets!
15:52 - How to Use Turret Outputs
18:45 - Multiple Turret Wiring
32:26 - 9 Turrets 1 Switch
39:42 - Auto Turret Doors
46:53 - Turret Detection Range
52:17 - Discussion On Baiting Turrets
55:28 - Outro
Hey I got a question I have all 9 turrets connected and they all getting powered by one wind turbine and I have all the turrets on all day but they keep turning off and on constantly
Do I need more power ? Or how can I keep the turrets on 24/7 without turning off
Nice video! Helped a Lot i'm dumb
Jesus Christ this man deserves so much more popularity and so many more subs than right now the quality and probably effort in these videos are just insane
Hey thank you!
Couldn’t agree more. One of the best how to rust videos I have ever seen. Keep up the great work!
You're so good at teaching bro
Thankyou for all of the useful videos, as thanks here's a command you can do in the console in order to flip the Y Axis so you don't have to open the settings;
bind [leftshift+rightbracket] ~input.vehicle_flipy false;input.vehicle_flipy true;chat.add 0 0 "Vehicle Y Axis flipped."
Note; you can change whats in the brackets to whatever keys you'd like, you can also change the chat message!
We don’t deserve this! Well done brotha
This dude has taught me everything I know about electronics and I thank you
Wow that's a long one - Fantastic information all in one place! I always use 4 splitters for my turrets and hadn't thought about less power draw from the branches, clever! (I think I'll still use the splitters for convenience though haha!)
Very thorough and I love your presentation style.
You can use 3 branches to power 4 turrets instead of the 4. Myself uses the same 1 branch 1 splitter combo for 4 turrets.
again amazing detailed video keep up the great work
This EARNED my sub. Great video man keep up the good work.
Thank you!
This video is great and all well and good, but there's an answer to a question I have. Please, how have you not got more subscribers? Also, how have you just popped up in my feed. Such a great series. Thank you.
Hey you're welcome! And thank you.
Most concise video I've seen. Thank you from a new subscriber 😅.
Thank you! I really appreciate the support.
Another fantastic video. Great detail
Thx bro… Saved this one to watch again
This needs a lot more likes!
great video mate, i use splitters because they do not glow at night like the branch switch when im getting raided
Thanks! And that's a good point to consider. I never thought about that.
Wow man, incredible job ! I found it so entertaining and informative
Thank you!
Really really good tutorial, the best I’ve came across. Does most of the logic of setting up a turret apply to console edition also ? Recently just came back to rust console and the power update is new to me.
Thank you! I believe the logic between console and pc is the same.
Your videos are so helpful! Keep them coming🎉
Thank you!
Finally some1 who plays inveted too
Yes! Unite!
@@AustinKlailaGames 🥳🫡
Curious to know so when you mention the low ammo power oitput on turret could you chain that to other root combiners to give a power signal back to one light or does the chain off root combines cost more then power passthrew? I only seeing it being useful if you dont need to pass threw more then 1 power. Im a console player so abit behind
Wow, nice job.
there;s many ways how you can use turrets with auto doors. I would like to see auto-turret defence tower
Already been done
what about instead of using a blocker with the turret to shut the door, you have it set to a toggle so it, for example, opens another door with a turret inside, from another location and dirrection like behind the enemy player that may be attempting to soak said turret. How well would that work in a real situation with live players?
They'd soak the first then the second and get two turrets. Unless I'm misunderstanding? The blocker is simply there to make sure no one can break the turret when it runs out of ammo
@@ayyorta on a return trip that would be the most likely scenario, but the first main attack is what I'm mainly after, where they don't have the knowledge of that kind of information, especially if it's set up on low ammuniton as the activating signal instead of no ammo.
How do you make the circuit for several auto turret Doors? i mean how do you expand from just one to several doors opening ?
Anyway to set up an alarm system where if a Turret is destroyed it shuts a garage door? or that too much lmao. I play in cave bases and do that turret at the lift strategy, and I incorporate a smart alarm on it whenever someone tries to dive down and turret shoots I get a rust+ app alert. Was wondering if somehow there's a way to secure the entrance even after a turret has been destroyed that isnt just a smart switch.
I have actually thought about this more than a few times. My first idea was to see if the game updated voltages after an item, in this case a turret, was destroyed. Unfortunately, it doesn't so using that as a trigger won't work.. Another idea I played with was placing a switch on the opposite side of a wall next to the turret that would be destroyed if the wall was destroyed. This is also limited because there's no guarantee the wall will be destroyed with the turret (ex fire). I've got a new idea involving an hbhf sensor that I'm going to test out.
i kind of miss the old days where as a solo i'd throw an auto turret down with an ak in it automatically and use it on a triangle foundation to guard me while i farmed
Even after watching your videos, I'm still very confused on the charging efficiency rates. Does a large battery still only consume 80% of it's maximum input? I just want to know how to build a redundant large battery and backup battery. Also, would be super nice to have a emergency power generator room which is automatically triggered if the backup battery runs out of power. A few generators can put out a lot of power.
Regarding battery charging efficiency, yes, RUST batteries only accept 80% of their input. The easiest way to understand it is to base it off the battery's Active Usage. Whatever that value is, divided by 0.80, gives you the MINIMUM charge requirement to keep the battery from draining. It won't drain, but it will also not charge, if you use that exact value. It's the balance point. Ergo, always add at least 1 volt to ensure a positive weight on the charge side.
You can also avoid all of this by simply sending a charge to each battery that assumes you'll end up using it to its full capacity.
Examples of this idea:
Large battery with 100 active usage would be 100 ÷ 0.8 = 125. So send at least 126v to any large battery.
Medium battery with 50 active usage would be 50 ÷ 0.8 = 62.5 so 63v. This is already above 62.5 so it's fine.
Small battery with 10 active usage would be 10 ÷ 0.8 = 12.5 so 13v. This is already above 12.5 so it's fine.
Does that help?
And I have a backup generator system in the works as we speak. It works well, I'm just refining it a bit before releasing it.
@@AustinKlailaGames I've been wondering how I can counteract the inconsistency that windmills have when providing power. The wind range is 0 to 150 and usually they sit between about 80 and 120. This means that they're rarely producing enough to charge the battery whilst it's in maximum use. The easy fix is just to turn off the circuit when you're not using it but that doesn't apply when you're offline. I ideally want a way to have a single windmill (at 8th storey) handle a single large battery, even when wind speed drops for an extended period of time. Maybe I'm missing something but I've experienced my batteries draining as output nears 100. At the moment I just use 6 turrets per battery and it tends to be fine but I'm building a bigger base next wipe with more turrets and more sensors etc. and want a way to guarantee they'll stay on when i'm offline and when I'm getting raided even if the wind turbines are MLRS'ed an hour before a rocket is fired
great video helped me alot on;ly thing im confused about now is say my base has 3 doors with 2 turrets behind and i want these 3 doors to close when either turret has ran out of ammo, it cant be done with an or switch or a root combiner to send to the blocker like you have not sure how ill go about this or atleast from what ive tried 🙂
maybe i just need to bite the bullet and seperate them more and just have 2 circuits but then the door in the middle would have to power off one side
It can be done. Do you have discord?
You could do it with AND Switches and an OR Switch. In each room, connect each turret's Low Ammo or No Ammo output to an AND Switch. Connect both of those two AND Switches to an OR Switch. Connect the OR Switch to the block passthrough on the Blocker. Provide 2 rW of power to each AND Switch. Should work.
In a new similar game called ”The front”. Ive been trying to setup an eletricity system where the generators both power turrets directly and charges batteriers. Wich i want to take over power supply when generators run out of gas. The turrets require much power also.
Cant get it to i work properly any advice?
Gens are series connected and batteries aswell.
Great quality content, just love your electricity guides. One question do you do console edition because this level of quality is hard to find for console.
Thank you! This is all done on pc
Does the turret shoot from the gun or laser?
How do i configure a back up generator for if my windmills get destroyed
I've been working on that one for a while now, actually. I've still got some things to work out but it's close.
Is it helpful to use upgraded ammo such as incendiary?
In general, if the turret is outside, using standard ammo is best. It does the most overall damage to a player and is cheaper to make. I have, on occasion, used incendiary ammo in a pump shotgun located in tight quarters inside the base. That said, best weapon is the python with standard pistol ammo (powerful, easy to make, not a big deal if lost).
please make tutorial on how to avoid/fix combiner "Short circuit" thanks man.
Its because ur trying to connect too many power sources behind a series of root combiners. Root combiners can only handle 16 components behind it I believe. To avoid the max depth short circuit error, you have to rewire your solar panels in a different way, or simply use less since
I watched abit of the video, however not all. But I am here looking for 1 info. Is the Range of the turret dependent on the weapon used?
No, the turret determines the range. When it detects a player, it will fire whatever weapon it has. The only thing specific to the weapon is its accuracy and stopping power. The python is the best overall (cheap and powerful).
at auto turret doors do you have a double power source powering the turrets?
Sorry for the delay, yes, I have multiple generic power sources just for the tutorial. You can run multiple power sources or just use Branch Switches to send power where you need.
@@AustinKlailaGames thanks man! I even figured out how to do 2 doors at the same time with 2 turrets. You just need another blocker. and one more branch what you do is put another branch after the AND switch. and put the overal power up
Ngl, still think they should release a smaller “ceiling turret” that can only equip pistol weapons and is cheaper/ smaller.
Ps. Think if you equip a scope on a turret mounted weapon you should be able to zoom when taking control of a turret.
(Risk of losing a pricy attachment VS having that better engagement range)
Oh that would be an absolute nightmare 😂
@@MidnightJakeX *revolver sniping noises*
5:28 I think you meant 200 rounds
Yep, I meant 200 rounds
How do you set these up with Tesla coil ?
I'm making a video about this as we speak!
@@AustinKlailaGames my dawg 🫱🏼🫲🏽
How do you power the auto turrets ??
I'm using admin test generators in this video because the focus is on the turret use / attributes rather than ways to power them. Unless you're playing on a modded server that supplies them, you wouldn't have access to test generators.
Compound bow, silent, sneaky, prim available and loss doesn't really matter!
f*cking genius
Dude, i lost it when he said he play Inverted mouse axis KEKW
😂
If I have to wire one more thing I'll cry
you don’t go over how to connect the turbine to your battery for the 9 turrets, my batteries keep draining themselves
The most basic way is to simply attach the turbine directly to the battery. That said, turbines generate power based on their installation, so what you get out of them will vary.
If your battery is dying, then the average output of your turbine is too low. Take whatever the Active Usage is on your battery and divide it by 0.8. That value is THE MINIMUM you need. Add a little.
I suggest you watch some of my videos that cover root power, batteries, etc.
i didnt know they can have trumpets lol
I also did not know that for a long time lol
Authorizing your friends just isn't Rust. I enjoy the screams of death.
this lol
You make this waaaaay more complicated than it has to be.