On your retractable turret, I'd suggest changing it so it will turn off the turret controller and lock the hinge and rotor. This will stop it from raising Klang inside of a moving ship
@@quantumchief I mean to be honest the only reason why I thought of it at all is because I made way too many Klang-inducing custom turrets with Whiplash scripts so-
I found in some other videos they used connector blocks to convert between small and large grid Love the look of your turrets. Thanks for the simple way to sequence fire guns
Hey there, you got one more subscriber :) One thing concerning turrets using two rotors: you can use an advanced small grid Elevation rotor by using a connector as a small to large/large to small conveyor convertor! Then you can do most of the piping with small conveyors and only switch to large conveyors for the rotor! Anyway, keep up the great work :D
@@quantumchief thanks for the nice content :) Thats 100 percent true! Especially since the whole "1x1 small grid hinge head on large grid hinge" technology was developed! I just wanted to mention the connector as a nice way to build relatively compact rotor-only turrets.
These are all pretty cool designs, however when you were showcasing the first design, I was wondering if it’s possible to mount barrels on a rotor to crate some sort of custom gatlin-gun-cannon-thingy. Should be cool.
Hey, saw your explanation of why we don't use small grid rotors for elevation. I've found piping small conveyors into the side ports of small connectors, allows you to pipe into the advanced rotor head (3x3) you mentioned. Pre warfare 2 this was the way
I already love your content you clearly have a greater mind and skill then I. At least looking at your turret designs Oh and also I would really like to know how to do that 1x1x1 door you showed us in you testing area
Ahh! Your seeing the stuff we were takling about in your short, where if you have a subgrid it will merge to the main grid when copy pasting if it's in a position where it can merge, it will merge. If you want flush, the top slope piece is amazing
The copy paste issue for your builds is most likely due to how the server has to center all blocks on the large grid that your copying from. perhaps try putting in merge blocks to lock it in specific positions and see whether that then allows you to disengage the merge after during each copy. This should also let you clang proof the turret mount for combat maneuver's but you may end up needing to add a central timer cluster to handle the merge block activities. It would be cool to see a railgun variation on your artillery cannon although you may get a faster and more accurate rate of fire from a scrap and rebuild railgun turret. Not sure about the scrap and rebuild variant since it may not come fully charged in survival mode.
I subscribed since I liked the ideas you presented and it certainly gave me some. Not a lot of people build outside the hinge of the turret so far I can tell. Also my and a friend have made multipurpose turrets that have a 4 gatling guns and one rail gun. The rail guns can be chosen to be turned off to allow for combat mode switches. The gatling for normal stuff and the rail guns for larger ships.
Hey man. Really cool designs. Not sure if you are aware, but the turret controller blocks have a "setup action" function, much like a sensor, that trigger when it starts and stops firing. You could set that up to trigger and stop your timer blocks for you, so you could control that turret entirely with left click.
On the first turret (6 Cannon) - Maybe you could add the first timerblock to the Controlstations "Action when Target locked" (or whatever the option is called) to autostart the rotation ? But I guess that way you would have to Toggle the the cannons 2-6 off beforehand and activate them each on their respective TBs before shooting them the first time to achieve the firepattern
You can have a spotter turret set to retract and extend based on detecting something. Also: Use hinge + reloadable rocket launchers. The only thing that changes for LG is Rate of fire. Using reloadable rocket launchers and stacking them, you can have more rockets.
For the sequencing on the first one, you should just be able to have the 6 timer blocks turn on "shoot on" cor the cannons, and just run that once. To stop, have the cannons in a group, and push "shoot off". It would probably be a bit more server friendly
That are some nice and creative turret designs. Nice work engineer. Could you share those designs on the workshop so that i could have a closer look at them?
Was looking for turret designs with the focus on armor protection while keeping flexible in rotation while having enough boom. Would you maybe make an update or second part to this vid under those aspects? Maybe with the best designs you could came up with as blueprints?
I do plan on making some new turret designs, so I’m sure I could try to make a super protected one, I also want to see if it can use the new au blocks with the turrets
@@quantumchief will need to make sure that the angles of the armor blocks direct the damage away from the turrets. I am not too experienced with that, i just know that depending on how differently blocks angle they divert damage to other areas. front facing blocks then so to speak curving the damage around the the central turrets i would imagin. Anyways i am looking forward to what you will come up with.
The issue with copy/pasting blast doors next to regular armor blocks is most likely just a bug with how the game is coded. I've not dived into the gamecode and I'm not a programmer so it wouldn't make sense even if I had but I would think the game probably says "ok there are blocks here, here, here and here and all blocks have this sort of collision box" and then a couple of code lines later it says "oh wait but blast door blocks have a different collision box" and because it's probably reminding itself about those special blocks and their collision boxes AFTER it's already vaguely loaded the data for the whole model, it cannot undo the calculations it's made for those blocks and so you get blast door blocks behaving like normal armor blocks. This issue is likely compounded by the fact that un-welded blocks tend to have a different collision box to when they're welded up. Again, I'm not a programmer and I haven't looked at any of the gamecode. What I've said above is pure speculation based on vague knowledge of how coding works (specifically in relation to the order of the lines of code and how hard it can be to override earlier lines), my knowledge of how games are built and my own in-game experiences with collision boxes.
Blast Door type doors certainly still have their glitches. But you certainly do have a nice platform design for their easy deployment so nothing gets in behind them. Too bad the Tasmanian Devil couldn't stick around to join the excitement. hehe. After seeing the welding parts though. Perhaps you might want to consider turrets that deploy with their own battery packs after being produced, then are cut loose to float as space drones while you're on the move. Though stocking it with enough ammo before it's deployed might be a bit of a trick.
@@quantumchief That would just depend on where the projector is installed. If it's attached on the small grid before hand, like how people often have a small line to lead up to the projected creation, then it would certainly work. The trick would be that you need to be how to separate it effectively. perhaps might need to use a cutter to split it, as I'm not sure merge blocks would be effective, and it might need to be built off of using conveyor parts in order to supply ammo.
Main issue I keep running into with turrets that are hidden until you need them, is that my turrets are generally longer than they are wide. Which is a problem cause I haven't been able to figure out a reliable method of getting them to return to a certain position when I want to bring them back in. Not sure if it's an issue that I'm not sure what i'm doing, or needlessly making the process overcomplicated. Aside from the length vs width issue, I also need them to return to a certain position because I think that just looks cooler, and it keeps the room they are stored in from being needlessly big to accommodate what ever direction they are facing when they come back in.
Use a turret controller block to activate/deactivate two timers. Use one timer to return the turret to the upwards position and retract it. And the other to do the opposite (for opening it) May be worth looking at Luca the guide, she explains how to make a turret controller block which can trigger actions when enemies get within 800 meters.
Cure to the hassle as around 9:44 is a big Advanced Rotor, with big Hinge on top, small hinge part inside there .. and all build in small block around there. 😀 As in your later itterations.
You can also instead of putting an hinge on a rotor put a conveyor and then putting an hinge horizontally on it. It will have a better angle to fire bellow the turret. Without having to move the entire block turret block, only moving the barrel. It will also have a nearly 90 degree fire angle on the top of the turret
I was thinking about making a retractable ball turret for a little peaceful ship but with stowed weapons. Is the a way I can make the turret go back to pointing straight up before retracting it?
Well you got a new sub here. WHat all style of SE play do you like to do. Are you mainly a digital Lego builder or do you do any survival play or pve? I personally watch just about any kind of SE content.
At the moment I’m doing showcase of people’s ideas, but I do have plans in the future to do a modded survival series, with the aim to make it difficult for me.
Really like your builds. Been trying to do script less drones to mine and transport resources to one point to another. Haven't had to much luck maybe you could help figure it out??
A script less mining drone would be hard to do as you would need GPS points under the ground, I feel it would also try fly two fast in to the ground. You should check out the discord, maybe someone on there may have some ideas :)
just stumbled across your channel. live the content and came here to suggest "speed limit breakers" I havent tried them yet and would liek to see someone test it out and maybe put it into a practical use. :)
I haven't tried it yet, but isn't there a way to make the first turret AI ready by using the 'setup actions' feature in the custom turret controller block?
@@quantumchief Oh yeah! I haven't tried it yet, but supposedly you can place two rotors with overrode gyros at azi and horizon with a gun or cam. ua-cam.com/video/EkG2t0GU6Fc/v-deo.html ua-cam.com/video/62L5E_9fiV8/v-deo.html
@@quantumchief it was 2:28 when your video actually started. I didn't say this to be mean, just feedback from some random viewer feel free to ignore it.
Had to double check I wasn't watching borderwise after the intro! Good luck on your journey through youtube mate!
On your retractable turret, I'd suggest changing it so it will turn off the turret controller and lock the hinge and rotor. This will stop it from raising Klang inside of a moving ship
That is a great idea, I feel dumb now for not doing that in the first place. lol
@@quantumchief I mean to be honest the only reason why I thought of it at all is because I made way too many Klang-inducing custom turrets with Whiplash scripts so-
I found in some other videos they used connector blocks to convert between small and large grid
Love the look of your turrets. Thanks for the simple way to sequence fire guns
No problem
Nice job with those turrets man! The SE community is built with people like you
Thanks, I hope to do more turrets very soon.
First time finding your channel, Subscribed and liked. Keep up the good work look forward to seeing more
Thanks. Good news, I have more content releasing soon
I cannot wait to make a rocket flurry using the succession design of the first turret. Thanks for the crazy ideas.
Hey there, you got one more subscriber :)
One thing concerning turrets using two rotors: you can use an advanced small grid Elevation rotor by using a connector as a small to large/large to small conveyor convertor! Then you can do most of the piping with small conveyors and only switch to large conveyors for the rotor!
Anyway, keep up the great work :D
Thanks for the support :)
I know of a few ways to convert large ports to small ports but nothing really beats the hinges.
@@quantumchief thanks for the nice content :)
Thats 100 percent true! Especially since the whole "1x1 small grid hinge head on large grid hinge" technology was developed! I just wanted to mention the connector as a nice way to build relatively compact rotor-only turrets.
Hi from western Canada. Glad to see a new personality in the SE universe
Hello from England, I’m glad you like my content:)
I like the looped assault cannon turret, very clever idea
These are all pretty cool designs,
however when you were showcasing the first design, I was wondering if it’s possible to mount barrels on a rotor to crate some sort of custom gatlin-gun-cannon-thingy. Should be cool.
I just found this and enjoyed it. I will be coming around more often!
Would love these turrets on the workshop! Great work man
I sure can put them up on the workshop
I've experimented myself with turrets and built cockpits to man the turrets. Together with a ":" letter as an aiming guide in front, quite fun.
Yea, I love that they have let us build custom turrets
I like saving your vids because they give me good ideas for builds
That’s why I make them : )
Hey, saw your explanation of why we don't use small grid rotors for elevation. I've found piping small conveyors into the side ports of small connectors, allows you to pipe into the advanced rotor head (3x3) you mentioned.
Pre warfare 2 this was the way
I already love your content you clearly have a greater mind and skill then I. At least looking at your turret designs
Oh and also I would really like to know how to do that 1x1x1 door you showed us in you testing area
Ahh! Your seeing the stuff we were takling about in your short, where if you have a subgrid it will merge to the main grid when copy pasting if it's in a position where it can merge, it will merge.
If you want flush, the top slope piece is amazing
So its essentially the same behaviour that merged your suspension and made it clang.
Yep
The copy paste issue for your builds is most likely due to how the server has to center all blocks on the large grid that your copying from. perhaps try putting in merge blocks to lock it in specific positions and see whether that then allows you to disengage the merge after during each copy. This should also let you clang proof the turret mount for combat maneuver's but you may end up needing to add a central timer cluster to handle the merge block activities. It would be cool to see a railgun variation on your artillery cannon although you may get a faster and more accurate rate of fire from a scrap and rebuild railgun turret. Not sure about the scrap and rebuild variant since it may not come fully charged in survival mode.
Great video :) You are truly beloved of Clang!
I subscribed since I liked the ideas you presented and it certainly gave me some. Not a lot of people build outside the hinge of the turret so far I can tell.
Also my and a friend have made multipurpose turrets that have a 4 gatling guns and one rail gun. The rail guns can be chosen to be turned off to allow for combat mode switches. The gatling for normal stuff and the rail guns for larger ships.
Thanks for your support, I like the look of a turrets that goes outside the hinge, is also gives the added benefit of protecting the hinges in combat.
Hey man. Really cool designs. Not sure if you are aware, but the turret controller blocks have a "setup action" function, much like a sensor, that trigger when it starts and stops firing. You could set that up to trigger and stop your timer blocks for you, so you could control that turret entirely with left click.
Yea I do know about that now, I need to do a new video on turrets around this area
Great job! good video quality bro keep it up.
i love these kind of videos, very cool!
On the first turret (6 Cannon) - Maybe you could add the first timerblock to the Controlstations "Action when Target locked" (or whatever the option is called) to autostart the rotation ? But I guess that way you would have to Toggle the the cannons 2-6 off beforehand and activate them each on their respective TBs before shooting them the first time to achieve the firepattern
I have learned since the video that you can use the setup actions tab to make the turrets control stuff like timers but thanks for the advice. :)
You can have a spotter turret set to retract and extend based on detecting something.
Also: Use hinge + reloadable rocket launchers. The only thing that changes for LG is Rate of fire. Using reloadable rocket launchers and stacking them, you can have more rockets.
For the sequencing on the first one, you should just be able to have the 6 timer blocks turn on "shoot on" cor the cannons, and just run that once. To stop, have the cannons in a group, and push "shoot off". It would probably be a bit more server friendly
Tools work with the custom turret controller as well! You can try and make a welder turret, as they're great for drones that need repair on the fly.
That’s a cool idea I’ll look in to it
Pretty neato turret ideas! I am 100% gonna use that salvo turret idea :3
I’m glad you like it
That are some nice and creative turret designs. Nice work engineer. Could you share those designs on the workshop so that i could have a closer look at them?
Sure I can
couldnt believe you have only 64 subs, well, now you have one more
Thanks, I appreciate your sub
love your armor designs, never considered makink such big turrets
Bigger turrets, more damage :)
Was looking for turret designs with the focus on armor protection while keeping flexible in rotation while having enough boom. Would you maybe make an update or second part to this vid under those aspects? Maybe with the best designs you could came up with as blueprints?
I do plan on making some new turret designs, so I’m sure I could try to make a super protected one, I also want to see if it can use the new au blocks with the turrets
@@quantumchief will need to make sure that the angles of the armor blocks direct the damage away from the turrets. I am not too experienced with that, i just know that depending on how differently blocks angle they divert damage to other areas.
front facing blocks then so to speak curving the damage around the the central turrets i would imagin. Anyways i am looking forward to what you will come up with.
The issue with copy/pasting blast doors next to regular armor blocks is most likely just a bug with how the game is coded. I've not dived into the gamecode and I'm not a programmer so it wouldn't make sense even if I had but I would think the game probably says "ok there are blocks here, here, here and here and all blocks have this sort of collision box" and then a couple of code lines later it says "oh wait but blast door blocks have a different collision box" and because it's probably reminding itself about those special blocks and their collision boxes AFTER it's already vaguely loaded the data for the whole model, it cannot undo the calculations it's made for those blocks and so you get blast door blocks behaving like normal armor blocks. This issue is likely compounded by the fact that un-welded blocks tend to have a different collision box to when they're welded up.
Again, I'm not a programmer and I haven't looked at any of the gamecode. What I've said above is pure speculation based on vague knowledge of how coding works (specifically in relation to the order of the lines of code and how hard it can be to override earlier lines), my knowledge of how games are built and my own in-game experiences with collision boxes.
Really cool man, u give me an idea of sort.
Well that’s good, thanks for enjoying
Blast Door type doors certainly still have their glitches. But you certainly do have a nice platform design for their easy deployment so nothing gets in behind them. Too bad the Tasmanian Devil couldn't stick around to join the excitement. hehe.
After seeing the welding parts though. Perhaps you might want to consider turrets that deploy with their own battery packs after being produced, then are cut loose to float as space drones while you're on the move. Though stocking it with enough ammo before it's deployed might be a bit of a trick.
Yea that could be a cool idea, the only issue is it’s a large to small grid conversation and I don’t think projectors would work.
@@quantumchief That would just depend on where the projector is installed. If it's attached on the small grid before hand, like how people often have a small line to lead up to the projected creation, then it would certainly work. The trick would be that you need to be how to separate it effectively. perhaps might need to use a cutter to split it, as I'm not sure merge blocks would be effective, and it might need to be built off of using conveyor parts in order to supply ammo.
@@Dragonorder18 that’s the fun of space engineers, problem solving
Main issue I keep running into with turrets that are hidden until you need them, is that my turrets are generally longer than they are wide. Which is a problem cause I haven't been able to figure out a reliable method of getting them to return to a certain position when I want to bring them back in. Not sure if it's an issue that I'm not sure what i'm doing, or needlessly making the process overcomplicated. Aside from the length vs width issue, I also need them to return to a certain position because I think that just looks cooler, and it keeps the room they are stored in from being needlessly big to accommodate what ever direction they are facing when they come back in.
I know exactly what you mean, if you ever figure out a solution please let me know.
Use a turret controller block to activate/deactivate two timers.
Use one timer to return the turret to the upwards position and retract it. And the other to do the opposite (for opening it)
May be worth looking at Luca the guide, she explains how to make a turret controller block which can trigger actions when enemies get within 800 meters.
I just watched a different video that gave me an idea for making a "follow me" drone based off of the turret control block and a stabilized center.
A Tip for the Blast Door Problem is to use Blocks where they can’t Connect to, for Example a Rotated 1x2 Slope
That might work but you shouldn’t be able to connect to the outside of a blast door edge
@@quantumchief Agreed but that’s a Problem that we already had 3 Updates ago
re: large grid rotor with small grid weapons: Ball turrets..... very neat very compact
Cure to the hassle as around 9:44 is a big Advanced Rotor, with big Hinge on top, small hinge part inside there .. and all build in small block around there. 😀 As in your later itterations.
yea that would work
You can also instead of putting an hinge on a rotor put a conveyor and then putting an hinge horizontally on it. It will have a better angle to fire bellow the turret. Without having to move the entire block turret block, only moving the barrel. It will also have a nearly 90 degree fire angle on the top of the turret
That is true but you would only be able control 1 barrel. But it could be used to create some interesting turrets.
@@quantumchief by combining large and small grid I used it to control 4 barrel. I must try for small grid only but I think it's feasible
we should both build a space fairing battleship and duke it out for fun! make it in creative and make it however you want
I was thinking about making a retractable ball turret for a little peaceful ship but with stowed weapons. Is the a way I can make the turret go back to pointing straight up before retracting it?
No, not unless you can make or find a script for it
@@quantumchief i remember a long time ago the whiplash script would reset it
Hello there like the video keep it up
Thanks for the kind words, I will
Cool good job!
Well you got a new sub here. WHat all style of SE play do you like to do. Are you mainly a digital Lego builder or do you do any survival play or pve? I personally watch just about any kind of SE content.
At the moment I’m doing showcase of people’s ideas, but I do have plans in the future to do a modded survival series, with the aim to make it difficult for me.
Really like your builds. Been trying to do script less drones to mine and transport resources to one point to another. Haven't had to much luck maybe you could help figure it out??
A script less mining drone would be hard to do as you would need GPS points under the ground, I feel it would also try fly two fast in to the ground. You should check out the discord, maybe someone on there may have some ideas :)
@@quantumchief thanks yeah I'll have to check out. If you find any way to make it work send a shout out.
I would love to see walkers or how to build one
To be honest I’ve never tried to make a Walker, it might be fun, I’ll look in to it
just stumbled across your channel. live the content and came here to suggest "speed limit breakers" I havent tried them yet and would liek to see someone test it out and maybe put it into a practical use. :)
114th sub right here before the vid even started lol
Thanks :D
is there an update to this video?, if i'm not mistaken keen's added a small Advanced rotor.
I do plan on doing a update video just haven't got around to it yet
hey mate like your vids
Thanks :D
Can u add to mod io so I can get some ideas from this I love the missle one but have been struggling my self to get a big block I lime
Maybe some ship showcases and ship design tips? Greetings from germany :)
Greetings, I’ll see what I can do.
I haven't tried it yet, but isn't there a way to make the first turret AI ready by using the 'setup actions' feature in the custom turret controller block?
Ok, didn’t know that was a thing, maybe that would work.
Pretty sure you could convert that first turret to ai simply just but setting the timer on target acquisition
Yea, I have learnt a bit more about the setup actions panel
How did you get rid of recoil
how to see icons in gris blocks menue ? thx
If i understand your question, you should press G when in a control seat
not realy but i found answer thxexcuse my english@@quantumchief
Do a self-guided missile build using the turret controller.
Is that even possible
@@quantumchief Oh yeah! I haven't tried it yet, but supposedly you can place two rotors with overrode gyros at azi and horizon with a gun or cam.
ua-cam.com/video/EkG2t0GU6Fc/v-deo.html
ua-cam.com/video/62L5E_9fiV8/v-deo.html
@@Sinpsycle for sure I will look In to it!
Be nice to see video showind how to use all blocks to make shapes been play overe 800 hours still blocks nevet used
So you want to see how different blocks can go together to create different shapes?
Niceeee
can you make a railgun turret custom
i can
10 seconds on the artillery 10 artillery you know
Have a sub my bro!
Could you post to modio
I think they are
2 minutes 30 seconds of intruduction and asking people to sub...
hello i am new
Greetings
hi!
Hello!
Hi even
Hi
Hello
Hello, this is a comment I guess.
it is indeed, welcome
A
Your Intro really shouldnt take up 10% of the video, i know a lot of people plug their channels but at least get that stuff out of the way quickly
To be honest I don’t feel a 1 min long into isn’t really that long
@@quantumchief it was 2:28 when your video actually started. I didn't say this to be mean, just feedback from some random viewer feel free to ignore it.
Inb4 200
Hi
Hello