If you're thinking about doing something like this in survival, there is one thing to remember: LOGISTICS are key! Automated mining, hauling, and manufacturing would most definitely be required to run a defense system at this scale without significant, laborious upkeep. A small, barebones mining and production base on the planet would constantly mine resources, then assemble them into components for player-made missiles (steel plates, etc.) and railgun ammunition. This would be achieved using PAM drones for automining (one per ore deposit) and a script for automated assembling such as Printer Toner. Automated cargo drones using SAMv2 for transport of railgun ammunition to the orbital railguns (SAMv2 allows docking to mobile connectors, which is required for docking to the railguns, but requires an antenna connection to both dock locations, which impedes stealth) and PAM for transport of components to missile bases (PAM doesn't require antenna connection, which helps with stealth, but cannot dock with mobile connectors from my experience.) The missile bases themselves will be barebones structures that are made to fit as many missiles as the server can handle, with as little PCU as possible. If the planet has an atmosphere, or construction of ion thrusters is impossible due to a shortage of platinum, a missile base may also have to produce its own hydrogen to fuel hydrogen-powered missiles, most likely with the use of a dedicated automated miner for ice extraction. If a system like this is built, then an entire planet could be defended with minimal upkeep. If the drones finish their mining job, a new job will have to be set up before they start mining again. This seems to be a limitation of PAM that I have not figured out how to circumvent. This is mildly annoying, as many servers' cleanup settings may reset voxels if no grid or player has been within 5 km of them in 24 hrs, allowing ores to regenerate. Pros: easy way to completely bar entry to a planet minimal upkeep Cons: new players may still be able to spawn on the planet still requires some upkeep very PCU intensive, may slow the server down a lot. Could even cause you to get banned for lagging the server. would take an extremely long time to build, so not good for servers with frequent resets.
Well no need for such an extensive system really. After all the barebones variants is 3/4 missile silos within striking angles and each having 1/2 turret based railguns. Getting the intel is the hard part as you will need a network of sensor satellite to actually detect and direct fire for your weapons. Your weapons will only autonomously engage around 10km or so unless you have a mod that somehow detecs from further away
@@zetoboogaloo8802 here just one, the Aryx Weapon enterprise pack. Big railgun and flashy explosions as well as the Doppler radar which I use as defacto designator for Artemis because 10km detection go brrrrrrr
@@mobiuscoreindustries what is this Doppler radar that lets you detect stuff from 10 Km? Is it a mod on steam and if so do you maybe have a link to the steam page? Amazing system btw giving off a lot of Expanse vibes!!!
@@mobiuscoreindustries how would the defense system hold against an actively attacking fleet? The test only shows a ship flying without firing any weapons.
ua-cam.com/video/5_XAfOsgqSo/v-deo.html This is an unlinked video of expanse stuff, due to the risk of being copy striked to fuck due to the music used
I was wondering how they'd land in such a barrage but they didn't get that far. This would be excellent for a scenario. Trying to get off a planet but you have to disable the defense grid first.
Honestly if they weren't flying straight-ish and towards the guns they could pass them... It's still dangerous as you get closer but they didn't have coilguns support and also benefited from a 1000ms speed. Pretty big closing speeds as a result. Now hunter coilguns for that use are deadly. They may "only" have a range of 25k but they hit instantly and quite hard to boot. Meaning there is no evading them. As soon as they are in range, may they be on the planet surface or in space, you are going to start taking repeated damage. If you were to build such a system in survival they would probably be your best bet. Good balance of all characteristics, amazing applicability of damage and still hit like a sledgehammer
What railguns are these? And what mod are you using to zoom in so far? Also how did you get that smoke trail for the hydrogen thruster? Pretty cool defence system.
The railguns used are the Ares railguns from the Aryx Weapon enterprise pack [AWE]. They are big boi railguns with a projectile range of 50km The zoom comes from a plugging called scrollable FOV The rocket trial comes from rocket FX which can add highly customisable smoke and flame trails to any thrusters.
@@mobiuscoreindustries How do you manage to get grids to render at such distances? I have my world view distance set to 30km, and on a planet, I cant even see a grid thats 5km away from me.
I believe the skybox is apholight, companion mod to the planet octave being used in the background. The trails form the missiles are using rocket FX though here i should have used less particles because i really pushed my computer with this.
Torps move at 1000m/s so they are moving, the planet is terralis, a city planet which as a result is very tiny. Tiny planet+big boi railguns and missiles leads to the dissonance in scale. don't worry tho the final setup with absolutely everything installed will be be using a 120km diameter planet.
How did you do it? I'm always wondering when watching your videos, what script you use? Is it on the workshop or is it just you experimenting?^^ Anyways, super cool video as always!
@@nikkotan2840 mod. Vanilla railgun only has a range of two kilometers. At this point it would not be orbital protection if the enemy is within sneezing distance
Hi man, I tried to build something like this but I can't figure out how to make the railgun target enemies automatically. All I did is place a railgun, a bit of armor around it, a fusion reactor and some Ion Thruster and it actually shoots but how do I make it change position based on where the enemy is? BTW you satellite is really cool! Would love to see it uploaded on the workshop!
I'm going to give you the details. For everything related to the aiming and shooting, I am using Artemis, the currently in development script that is a short of general purpose combat script compilation. The custom guided missiles, ammo loading and railgun aiming/shooting is all managed by the script. Furthermore what isn't visible is that the guns are shooting from 50km away, far too long a distance for the guns to see/engage using the practical methods of detection (at least the ones that don't rely on exploits). I have placed sattelites and probes along their path the goal being to relay their position. That's important, because while the guns can't see the target, *something can*, and because these drones also have Artemis on them, they share what they know to anything they can reach. Of course I do not relay that via antenna directly, instead i route it via laser antenna to one of the guns which then shares it to all others. This is then used by Artemis the same it would its own detection capabilities. As for the jumping part, this is pretty much a proof of concept, using an example jump control script, a mod, timers and a network control script I use to active/de-activate and position the grid around. It's not exactly a practical system yet
@@ABarbarian93 Cannot placed a date yet since progress and updates are not consistent. However you can follow the progress on this discord, and you can message me, keleios, or any other tester to learn more about it or join the testing team. discord.gg/6g7zgNJrfG
If you're thinking about doing something like this in survival, there is one thing to remember: LOGISTICS are key! Automated mining, hauling, and manufacturing would most definitely be required to run a defense system at this scale without significant, laborious upkeep.
A small, barebones mining and production base on the planet would constantly mine resources, then assemble them into components for player-made missiles (steel plates, etc.) and railgun ammunition. This would be achieved using PAM drones for automining (one per ore deposit) and a script for automated assembling such as Printer Toner. Automated cargo drones using SAMv2 for transport of railgun ammunition to the orbital railguns (SAMv2 allows docking to mobile connectors, which is required for docking to the railguns, but requires an antenna connection to both dock locations, which impedes stealth) and PAM for transport of components to missile bases (PAM doesn't require antenna connection, which helps with stealth, but cannot dock with mobile connectors from my experience.)
The missile bases themselves will be barebones structures that are made to fit as many missiles as the server can handle, with as little PCU as possible. If the planet has an atmosphere, or construction of ion thrusters is impossible due to a shortage of platinum, a missile base may also have to produce its own hydrogen to fuel hydrogen-powered missiles, most likely with the use of a dedicated automated miner for ice extraction.
If a system like this is built, then an entire planet could be defended with minimal upkeep. If the drones finish their mining job, a new job will have to be set up before they start mining again. This seems to be a limitation of PAM that I have not figured out how to circumvent. This is mildly annoying, as many servers' cleanup settings may reset voxels if no grid or player has been within 5 km of them in 24 hrs, allowing ores to regenerate.
Pros:
easy way to completely bar entry to a planet
minimal upkeep
Cons:
new players may still be able to spawn on the planet
still requires some upkeep
very PCU intensive, may slow the server down a lot. Could even cause you to get banned for lagging the server.
would take an extremely long time to build, so not good for servers with frequent resets.
Well no need for such an extensive system really. After all the barebones variants is 3/4 missile silos within striking angles and each having 1/2 turret based railguns. Getting the intel is the hard part as you will need a network of sensor satellite to actually detect and direct fire for your weapons. Your weapons will only autonomously engage around 10km or so unless you have a mod that somehow detecs from further away
@@mobiuscoreindustries What weapon mods are you using?
@@zetoboogaloo8802 here just one, the Aryx Weapon enterprise pack. Big railgun and flashy explosions as well as the Doppler radar which I use as defacto designator for Artemis because 10km detection go brrrrrrr
@@mobiuscoreindustries thanks dude
@@mobiuscoreindustries what is this Doppler radar that lets you detect stuff from 10 Km? Is it a mod on steam and if so do you maybe have a link to the steam page?
Amazing system btw giving off a lot of Expanse vibes!!!
Gives me The Expanse vibes. Which is nice.
This is extremely cool. Man, I can't wait for an Expanse RTS
There is actually an unlisted expanse video on the channels which idk if i want to make it public because of copyright shenanigans
I’ve made one ;)
@@mobiuscoreindustries yeh be careful haha I’m a new UA-camr and yeh oops I have several now..
@@APMo2 yup I know, I watched all your videos, great fan haha
I’m deffs digging this channel myself! Möbius
Now this is some serious and clever defense building. Would love to see how the system handles larger groups of ships
Already working on that end!
@@mobiuscoreindustries how would the defense system hold against an actively attacking fleet? The test only shows a ship flying without firing any weapons.
Played expanse battle music while watching this video. It was glorious
ua-cam.com/video/5_XAfOsgqSo/v-deo.html
This is an unlinked video of expanse stuff, due to the risk of being copy striked to fuck due to the music used
Now what if you turned those guns around to fire at the planet? Some kind of sophisticated orbital Bombardment thing.
Yeah they work just as well, if not better with closer range. So do the missiles
They could be shot down by the planetary defense missiles
Wow I love the look of this
That was awesome
That was brutal!
I was wondering how they'd land in such a barrage but they didn't get that far.
This would be excellent for a scenario. Trying to get off a planet but you have to disable the defense grid first.
Basically the whole storyline of Subnautica
@@kaaaaaaiii That did come to mind, yes.
Honestly if they weren't flying straight-ish and towards the guns they could pass them... It's still dangerous as you get closer but they didn't have coilguns support and also benefited from a 1000ms speed. Pretty big closing speeds as a result.
Now hunter coilguns for that use are deadly. They may "only" have a range of 25k but they hit instantly and quite hard to boot. Meaning there is no evading them. As soon as they are in range, may they be on the planet surface or in space, you are going to start taking repeated damage.
If you were to build such a system in survival they would probably be your best bet. Good balance of all characteristics, amazing applicability of damage and still hit like a sledgehammer
What railguns are these? And what mod are you using to zoom in so far? Also how did you get that smoke trail for the hydrogen thruster?
Pretty cool defence system.
Replying to get the notif
The railguns used are the Ares railguns from the Aryx Weapon enterprise pack [AWE]. They are big boi railguns with a projectile range of 50km
The zoom comes from a plugging called scrollable FOV
The rocket trial comes from rocket FX which can add highly customisable smoke and flame trails to any thrusters.
@@mobiuscoreindustries thanks! I have AWE installed but had no idea there was such a railgun there. Thrusters are going to be great though.
@@mobiuscoreindustries How do you manage to get grids to render at such distances? I have my world view distance set to 30km, and on a planet, I cant even see a grid thats 5km away from me.
Very cool. Would like to know how you did the railgun
Is that ship the colossus from fractured space?
Great video as always, just a note... why is this under elite dangerous :P
Because UA-cam is drunk i guess
What game is this? I probably got it in recommended because it's under ED, but this seems interesting
@@georgepara6172 this is space engineers, sandbox game where one has the freedom to build almost everything
@@morghdred017 Nice, thanks
also do you have a workshop page ?
What song is this holy shit
What are you using for the tracking and how are you directing fire?!
This looks so awesome! What kind of visual mods do you use?
I believe the skybox is apholight, companion mod to the planet octave being used in the background.
The trails form the missiles are using rocket FX though here i should have used less particles because i really pushed my computer with this.
@@mobiuscoreindustries thanks, these alway look beautiful. :)
if you don't mind me asking what mods/scrips did you use (i would love to try something like this on my friends)
how did you get the AI to target something at those ranges?
How is everything moving that fast at such extreme ranges? Is this just a scaled demo of the system?
Torps move at 1000m/s so they are moving, the planet is terralis, a city planet which as a result is very tiny.
Tiny planet+big boi railguns and missiles leads to the dissonance in scale. don't worry tho the final setup with absolutely everything installed will be be using a 120km diameter planet.
How did you do it? I'm always wondering when watching your videos, what script you use? Is it on the workshop or is it just you experimenting?^^ Anyways, super cool video as always!
What’s the script called and will it work on Xbox?
I'm not going near that planet anytime soon...
How would i build some stations like this myself
what scripts does this use ?
Its fanstastic
wait, wot's the music ... i feel like i recognize it but i can't place it
also, i like how the game is listed as elite dangerous
How did u get the railguns to fire at faster rate?
Just load them with power by using a fusion reactor. If you can power them up they fire quite fast
@@mobiuscoreindustries the modded or the vanilla one?
@@nikkotan2840 mod. Vanilla railgun only has a range of two kilometers.
At this point it would not be orbital protection if the enemy is within sneezing distance
ODPs ay?
The missile knows...
ah yes, carpenter brut - enraged
good music taste.
Hi man, I tried to build something like this but I can't figure out how to make the railgun target enemies automatically. All I did is place a railgun, a bit of armor around it, a fusion reactor and some Ion Thruster and it actually shoots but how do I make it change position based on where the enemy is?
BTW you satellite is really cool! Would love to see it uploaded on the workshop!
I'm going to give you the details.
For everything related to the aiming and shooting, I am using Artemis, the currently in development script that is a short of general purpose combat script compilation. The custom guided missiles, ammo loading and railgun aiming/shooting is all managed by the script.
Furthermore what isn't visible is that the guns are shooting from 50km away, far too long a distance for the guns to see/engage using the practical methods of detection (at least the ones that don't rely on exploits). I have placed sattelites and probes along their path the goal being to relay their position. That's important, because while the guns can't see the target, *something can*, and because these drones also have Artemis on them, they share what they know to anything they can reach. Of course I do not relay that via antenna directly, instead i route it via laser antenna to one of the guns which then shares it to all others. This is then used by Artemis the same it would its own detection capabilities.
As for the jumping part, this is pretty much a proof of concept, using an example jump control script, a mod, timers and a network control script I use to active/de-activate and position the grid around. It's not exactly a practical system yet
Thank you so much! I'm gonna give that script a try!
@@mobiuscoreindustries Any idea when Artemis will be available? Cant find it in the workshop.
@@ABarbarian93 Cannot placed a date yet since progress and updates are not consistent.
However you can follow the progress on this discord, and you can message me, keleios, or any other tester to learn more about it or join the testing team.
discord.gg/6g7zgNJrfG
@@mobiuscoreindustries Sounds good. Thanks! Your videos make it looks so cool, Im just having some FOMO.
Hope they use this script for the Halo defense platform.
i need a how to guide for those missiles lol.
yet again i see something cool in se... I WAAANT IT lmao
ah yes, murder planet
(continued from last time) HS: Sir?
SC: What is it?
HS: The Unknown Enemy is firing kinetic torpedoes
SC: FFFFFUUUUUU-
*ship is now dead*
game: elite dangerous lol