The way my favorite part of this vid wasn’t even the production, it was the the final inspection and diagnostic process you did in the hanger. The fact that you _have_ to do that to make sure the plane is fully working properly makes it so much more realistic and immersive. So cool
Things like this really make me want to get back into building things again, but the realization that all those moving parts likely cause random moments of clang that destroys everything brings me back to reality.
Possibly actually... I might need to adjust some of the timers for that to work but it shouldn't be too impossible (also make sure whoever's doing your quality assurance is standing by to make quick decisions).
Meanwhile i can essentially build a bar of soap in terms of shape that floats off into the endless space never to be seen again, or at least until i make another one more oddly shaped.
Build-A-Plane We are not responsible for any maimings/AI becoming sentient and bloodthirsty/Faulty weapons/Defective Models. If you have a lawsuit to file, we wont care (but seriously this is amazing i just got the game over christmas. very excited to build my own factory of sorts this looks awesome)
i can tell from the meticulous design and huge scale of your wonderful production base that YOU SIR is single with no children, lives in a basement, and doesn't have a life.
You get one point for the "no children." I'm too young for that anyways (the design took less than a day total of in-game time and it was built over the course of about five days).
this is incredible! would enabling share inertia tensor on the pistons make it more stable? Or are they enabled and it's just good ol' clang making it all bouncy?
So I gave this a try and it actually made the performance worse. I can only imagine it's because as I realized how inconsistent the physics were I took advantage of the wonkiness to make it work. Though, I might still apply it to some of the pistons that aren't involved in complicated machinery, like the ones that carry the jet from one section to the next.
it's cool in solitary, but just don't try to bring it to the server, otherwise you'll be very surprised for where the admin will be able to stick all these rotors and pistons into you.
I've never played this game, but would it be possible to create a ship that can launch autonomous torpedos with a warhead and thrusters that fly themselves into enemy ships? The launch bays could have small factories like this that "reload" the torpedo launch tubes.
Not only is this possible, but I have a ship that has exactly this! Most of the weapons are normal block weapons but there are two missile silos in the middle of the ship, one loaded with two reloading smaller missiles and one with a reloading nuclear missile (mods). This used to be a script only thing but with the recent addition of AI blocks it should be possible without scripting now.
you should add scripted torpedoes to it, both anti ship and anti ground, then it'll be final and proper "F/A". And try to use wings mod on it, will be nice probably, this will make this plane more... plane, you know
I have modded missiles on it that target everything. And I've tried using wing mods but they do not work well with the folding capability unfortunately. The biggest thing for me is that it looks the part and, especially with recent updates, I'm happy with how it looks and functions.
@@StootWorts i felt like a genius when i made my own solar panel aligner. then theres you ova here making a whole entire production line for a really good looking ship to top it off XD
The actual factory itself completes a jet every 4-5 minutes, so about 12-15 jets if it ran perfectly. However, there are some consistency issues that require production to restart and also the time it takes to check and add the final touches in the hangar, so realistically less than that. I'm not sure of the exact number but it would be difficult to guess since the factory decides itself when it wants to work or not.
@@StootWorts yeah i didn't know it can be done, a disassembled hinge reconnected. i used to weld a new part in place. did not know it can be pushed in place and reconnected. i added it to the list of space engineer things i learn everyday.
It doesn't. The most "necessary" one would be the cruise control script, but since you don't want scripts I'm guessing you're not playing with speed unlimiter mods either which is why it's there in the first place.
@Taylor Vanhorn All of the mods are here, minus the GAU-8 (on the C variant of the fighter here I replaced it with a vanilla gun) steamcommunity.com/sharedfiles/filedetails/?id=2711519976
@@taylorvanhorn5594 I did, I responded with: All of the mods are here, minus the GAU-8 (on the C variant of the fighter here I replaced it with a vanilla gun) steamcommunity.com/sharedfiles/filedetails/?id=2711519976
Ayy, you've finally done it! I have no recommendations or advice to give because this is beyond anything that I could make. You have done extraordinarily, as I hope you continue to do.
@@StootWorts Absolutely. You should not burn yourself out to entertain complete strangers on the internet, you have a life to lead after all. Have a nice break.
***I was justified in being terrified to say anything, the factory has seemingly stopped working for no reason. I might try to fix it, but I also do not have the patience to troubleshoot the whole thing again right now*** I am terrified to say anything definitively but as of now it is producing fighters correctly more often than not. The main wing section seems to be the most inconsistent part of the process, and usually if that goes wrong the following sections will have issues too- but that's why there's a floor of grinders under just about everything. Just make sure to keep an eye on the final stage right before it enters the vetting room because the landing gear hatch covers, if they fail to lock, have a habit of landing on and locking onto the piston that carries the jet down and you might need to manually remove the jet from the area.
If you make a Publish I am sure I could try to probe at what could be causing this inconsistency. I noticed a few things that could be probable causes as I noticed there was a few moments where you sped up Pistons/hinge rotations a tad quicker then I'd recommend. Sure it slows down the process of everything, but these wobbles you get in the process can create minor inconsistencys which in a process like this 1 minor inconsistency if slightly altered could cause a catastrophe if incorrectly placed. I noticed you attempted to compensate for this, however instead of these compensations you could make the build more stable simply slowing down the speed. furthermore I love the work I have seen you put into this, and If you have any questions I am sure I can go a bit more into detail from what I have learned from working with Mech Factories.
@@noxiousvex I'd definitely appreciate the help! The main issue I'm at now is that I've updated the fighter design a lot since this video and I haven't had the patience to retool the factory to work with it yet. I'm considering just posting the factory as is so and then maybe updating it down the road if I have the patience to do so. Regardless, making the existing version more consistent would be great.
@@StootWorts yeah that's an issue with large designs and updating the production models of each piece. It begins to cause update requirements into the factory production aswell. I've recently began a project that can do 12 different variantions of a mech design but I've had to make a couple tweaks in order to make this concept work which required heavy work into making universal model make. I'm making 2 variations, 1 with a script which is 100x more stable and fluent, and non scripted version which is slower but stable enough to garentee production.
Goddamn looks like I need to get back into SE. I haven’t played in so long, and seeing creations like this is kindling my need for space again. Amazing work dude
I see you using AQD's emissives. :D This is a tour de force of automation -- with subgrid assembly! I counted at least 10 subgrids? I just opt for the multi-grid projection mod/plugin. :P How many PCU does your entire production line cost? :D Would sharing inertia tensors help with some of the wobbling pistons? The F/A-70 itself looks amazing for creative reasons within SE. That part totally impresses me. Your timers and angles for rotor/piston positioning are astounding to me, like a Visigoth gaping at a Roman city. Does it carry its weight in cost-effectiveness, in survival play (is that one of your objectives at all)? I have a hard time justifying my survival time spent on fiddling with sub-grids, though I continue to be enamored with sub-grid vector thrust, tanks, frictionless wheeled "hover" tanks, and PMWs. Whether PVP or PVE, a flying gun brick is hard to beat time/PCU-wise -- maybe I should spend more effort on greebling the window-dressing for a gun brick. :D
I had no idea those mods existed, can you link it? I don't know the exact number, but I would not recommend this for survival. I mean, I never touch survival, but the amount of subgrids here took days in creative- I can't imagine what survival would be like. If you primarily play in survival, I totally agree that a solid brick is your best bet. But, since I'm usually in creative and don't have to worry about actually losing anything to damage, I like to go all out with the realistic/roleplay features. Even if you do keep the jet, this whole process could be made a lot cheaper both through the mod you mentioned or by making this facility a lot more compact (it's my first time making any kind of factory, so I left myself plenty of room because I didn't know how much I would actually need).
@@StootWorts Comments keep disappearing. Repost: Search Steam workshop for Multigrid projector and projector extra. Two related mods in Viktor's workshop. Also available in SE plugin manager (which is where i use them).
I've never seen anything so amazing as that! I can't imagine the amount of time take to design not just the fighter but the machinery to work around that. Great work!
@StootWorts Comments keep disappearing. Repost: Search Steam workshop for Multigrid projector and projector extra. Two related mods in Viktor's workshop. Also available in SE plugin manager (which is where i use them).
The way my favorite part of this vid wasn’t even the production, it was the the final inspection and diagnostic process you did in the hanger. The fact that you _have_ to do that to make sure the plane is fully working properly makes it so much more realistic and immersive. So cool
Thank you so much! I'm glad you enjoyed that part!
Especially the little bonk the ship gets when it's craned out of the inspection hangar.
@@StootWorts ik im just short of a year late, but you should add a little push ladder for the jet
@@VirtuReality360 I already have something like that!
@@VirtuReality360 I made one of those already! A ladder and stairs.
How It's Made: The F/A-70
Things like this really make me want to get back into building things again, but the realization that all those moving parts likely cause random moments of clang that destroys everything brings me back to reality.
Nothing destroys itself thankfully, it just doesn't work consistently which is just as annoying.
Wow! That's quite the process! Well done good sir!
Thanks!
Very well done! This reminds me so much of my entry for the War Production contest. I really need to revamp my factory and add more stuff
Thank you! If you have the time, it's definitely a very rewarding task (albeit a bit insanity inducing)
Would it be possible that multiple could be built at the same time? With one fighter at each production stage?
Possibly actually... I might need to adjust some of the timers for that to work but it shouldn't be too impossible (also make sure whoever's doing your quality assurance is standing by to make quick decisions).
wow this must be the best creation iv seen in SE
I'm really glad you enjoyed it! Thanks!
Meanwhile i can essentially build a bar of soap in terms of shape that floats off into the endless space never to be seen again, or at least until i make another one more oddly shaped.
Trust me, that is better than this mess in every way.
Build-A-Plane
We are not responsible for any maimings/AI becoming sentient and bloodthirsty/Faulty weapons/Defective Models. If you have a lawsuit to file, we wont care
(but seriously this is amazing i just got the game over christmas. very excited to build my own factory of sorts this looks awesome)
wow this is just brilliant. this type of building is just one if the many reasons, i love this game so much..
Wow, all of it is just looking amazing
Tell me you're a process engineer without telling me you're a process engineer. 😋 nice job.
The Clang gods bow to your magnificence! I can barely get one hinge and piston to work together!
This is incredible. I wish we could get some basic moving blocks in Empyrion. I can only imagine how much time its taken to get all this functional.
i can tell from the meticulous design and huge scale of your wonderful production base that YOU SIR is single with no children, lives in a basement, and doesn't have a life.
You get one point for the "no children." I'm too young for that anyways (the design took less than a day total of in-game time and it was built over the course of about five days).
@@StootWorts it is magnificent.
Holy crap that's impressive. I wouldn't even know where to begin. Is this using mods or is it all vanilla?
The jet itself has mods but the factory is entirely vanilla
How do you get the parts to fuse?
this is incredible! would enabling share inertia tensor on the pistons make it more stable? Or are they enabled and it's just good ol' clang making it all bouncy?
I actually hadn't thought of that, I'll give that a try when I get the chance and see if it improves the stability!
So I gave this a try and it actually made the performance worse. I can only imagine it's because as I realized how inconsistent the physics were I took advantage of the wonkiness to make it work. Though, I might still apply it to some of the pistons that aren't involved in complicated machinery, like the ones that carry the jet from one section to the next.
@@StootWorts ah dang, yeah maybe just the large grid ones? either way still an absolutely sweet factory
@@PeterMierasMjrMlfnctn That might be a good compromise!
Thank you so much!
Well that's just fucking amazing!
Imagine sitting in the Cockpit while it’s finished being built
And here's me making my box ships still ....
it's cool in solitary, but just don't try to bring it to the server, otherwise you'll be very surprised for where the admin will be able to stick all these rotors and pistons into you.
As a noob to this game, I can say WHAT THE HELL
HE DID A BARREL ROLL!
This video makes me wish I retained my middle school intelligence.
So, i just started mining rocks in Space Engineers
Just imagine if one conveyer broke
and I'm sitting here struggling to align my tires
That seems like it took... forever to make, as putting everything on would need to be just perfect or have to redesign a big part of the factory
It surprisingly didn't take too long but it was very tedious.
You should make a self-expanding road tunnel that builds itself with the materials from the stone it mines.
Hmmm, I haven't done too much with drills before (I play almost exclusively in creative) but this sounds like a cool idea, I might give it a try.
Wow incredible.
4:40 Next time mate be careful with the birb she's fragile lol
These are the things people create!Cool))
I like how there is hardly any light in the inspection area, jokes aside this is dope
sehr geil kann man nicht anders sagen
Looks wonderful, but during the final inspection I started wondering what mod you use for those animations.
Would this be available on the workshop at all? Hell, even the plane would be cool to fly
They'll both be on the workshop soon! This jet isn't available yet, but the previous FA-70A and B are.
@@StootWorts ah ok, thanks man. I’m in awe at that setup honestly, nice one!
@@cloontrwpa8383 Thanks!
I've never played this game, but would it be possible to create a ship that can launch autonomous torpedos with a warhead and thrusters that fly themselves into enemy ships? The launch bays could have small factories like this that "reload" the torpedo launch tubes.
Not only is this possible, but I have a ship that has exactly this! Most of the weapons are normal block weapons but there are two missile silos in the middle of the ship, one loaded with two reloading smaller missiles and one with a reloading nuclear missile (mods). This used to be a script only thing but with the recent addition of AI blocks it should be possible without scripting now.
@@StootWorts Delightful
will this ever be on the steam workshop?
Very soon!
This is EPIC!
Awesome work man
dude, what is he using for those using the datapad animation thats so awesome
you should add scripted torpedoes to it, both anti ship and anti ground, then it'll be final and proper "F/A". And try to use wings mod on it, will be nice probably, this will make this plane more... plane, you know
I have modded missiles on it that target everything. And I've tried using wing mods but they do not work well with the folding capability unfortunately. The biggest thing for me is that it looks the part and, especially with recent updates, I'm happy with how it looks and functions.
That's a nice one
Next up on: How it's made
How do you just come up with stuff like this
I kinda black out and wake up hours later with something in front of me
This looks so cool? But I need to know, did you use mods or any dlc in this or is it all base game?
I broke my LMB while pushing like!
damn this is fucking cool
what is that pipboy panel on 7:00? mod?
I believe it's called Animated Interaction or something along those lines!
Excuse me sir, but HOW.
Lots and lots of trial and error
@@StootWorts i felt like a genius when i made my own solar panel aligner. then theres you ova here making a whole entire production line for a really good looking ship to top it off XD
@Epicface Gaming With how unpredictable this game's physics are, any feat of engineering is impressive to me
Awesome!
What's the song?
It's an original soundtrack piece I made! ua-cam.com/video/r0GzhTynahw/v-deo.html
@@StootWorts Badass
Can you write the name of the mod thet let you place a hinge at 6:47?
Or anyone else?
How many do you produce in an hour?
The actual factory itself completes a jet every 4-5 minutes, so about 12-15 jets if it ran perfectly. However, there are some consistency issues that require production to restart and also the time it takes to check and add the final touches in the hangar, so realistically less than that. I'm not sure of the exact number but it would be difficult to guess since the factory decides itself when it wants to work or not.
you made lockheed martin
They better watch out, I'm coming for them.
Did you use programmable blocks or is it all just timer blocks?
@@tylerreimer330 All timers, I can't program :]
im curious as to what the failure rate is for something like this? hell of a lot of moving parts
Very high. Disappointingly high. Unbelievably (or I guess believably) high.
Very high.
now I ask the question, what happens to the rejects?
They run away to a field and frolic around
Ma scusa ma in quanti secoli ci hai messo per fare una bestia del genere
can i have a link to the build
You didn't show what it does on "No"
That is true, all it does is open the floor up to reveal a platform of grinders and the jet falls into them.
@@StootWorts prolly still looks epic, after all, there is entire channels dedicated to grinders grinding stuff irl
@@StootWorts but thanks for letting me know!
do i need a dlc to use this
I love
Were mods needed for this?
I'll never understand why some people enjoy making things more complicated than necessary.
Maybe try an arc-170
2:10 what the hell, i must be out of the game for too long, did not know separate hinges will reconnect like that.
That's what the connector is for, the factory triggers all of the hinges to attach once they're pushed into place.
@@StootWorts yeah i didn't know it can be done, a disassembled hinge reconnected. i used to weld a new part in place. did not know it can be pushed in place and reconnected. i added it to the list of space engineer things i learn everyday.
I haven't been in SE in a long while, How do the wings and other pieces just clip on like that?
halo music?
ua-cam.com/video/r0GzhTynahw/v-deo.html
Wow…
Man...
I don't care about the factory, but does the fighter NEED the script(s) that it has?
It doesn't. The most "necessary" one would be the cruise control script, but since you don't want scripts I'm guessing you're not playing with speed unlimiter mods either which is why it's there in the first place.
@@StootWorts are there any mods other than the wheels and the rockets?
@Taylor Vanhorn All of the mods are here, minus the GAU-8 (on the C variant of the fighter here I replaced it with a vanilla gun) steamcommunity.com/sharedfiles/filedetails/?id=2711519976
@@StootWorts hey, did you get my last message? i hit send, but when I went back to the video, it wasn't there anymore.
@@taylorvanhorn5594 I did, I responded with:
All of the mods are here, minus the GAU-8 (on the C variant of the fighter here I replaced it with a vanilla gun) steamcommunity.com/sharedfiles/filedetails/?id=2711519976
This is so absurdly extra, I love it.
Thanks lmao
Ayy, you've finally done it! I have no recommendations or advice to give because this is beyond anything that I could make. You have done extraordinarily, as I hope you continue to do.
Thank you so much! I'm gonna take a break from creations like this for a while though now lmao
@@StootWorts Absolutely. You should not burn yourself out to entertain complete strangers on the internet, you have a life to lead after all. Have a nice break.
@@StootWorts ive got one for you, you can make it not suck by painting it bright pink
***I was justified in being terrified to say anything, the factory has seemingly stopped working for no reason. I might try to fix it, but I also do not have the patience to troubleshoot the whole thing again right now***
I am terrified to say anything definitively but as of now it is producing fighters correctly more often than not. The main wing section seems to be the most inconsistent part of the process, and usually if that goes wrong the following sections will have issues too- but that's why there's a floor of grinders under just about everything. Just make sure to keep an eye on the final stage right before it enters the vetting room because the landing gear hatch covers, if they fail to lock, have a habit of landing on and locking onto the piston that carries the jet down and you might need to manually remove the jet from the area.
Oh no!
Just publish, working or not!!! 😁😁
If you make a Publish I am sure I could try to probe at what could be causing this inconsistency.
I noticed a few things that could be probable causes as I noticed there was a few moments where you sped up Pistons/hinge rotations a tad quicker then I'd recommend.
Sure it slows down the process of everything, but these wobbles you get in the process can create minor inconsistencys which in a process like this 1 minor inconsistency if slightly altered could cause a catastrophe if incorrectly placed.
I noticed you attempted to compensate for this, however instead of these compensations you could make the build more stable simply slowing down the speed.
furthermore I love the work I have seen you put into this, and If you have any questions I am sure I can go a bit more into detail from what I have learned from working with Mech Factories.
@@noxiousvex I'd definitely appreciate the help! The main issue I'm at now is that I've updated the fighter design a lot since this video and I haven't had the patience to retool the factory to work with it yet. I'm considering just posting the factory as is so and then maybe updating it down the road if I have the patience to do so. Regardless, making the existing version more consistent would be great.
@@StootWorts yeah that's an issue with large designs and updating the production models of each piece. It begins to cause update requirements into the factory production aswell.
I've recently began a project that can do 12 different variantions of a mech design but I've had to make a couple tweaks in order to make this concept work which required heavy work into making universal model make.
I'm making 2 variations, 1 with a script which is 100x more stable and fluent, and non scripted version which is slower but stable enough to garentee production.
Goddamn looks like I need to get back into SE. I haven’t played in so long, and seeing creations like this is kindling my need for space again. Amazing work dude
Thanks! I definitely recommend it. Just make sure if you embark on something like this that you have the time and try not to go insane lmao
this is overkill if you ever play on a server use the multigrid projector plugin
That model is awesome by itself. But the factory producing it takes it to a whole new level. Very nice
Thanks!!
Have you thought of adding camera's for each assembling step? Would be nice to follow the process while being in the waiting room ;)
There are cameras, I just used spectator for the sake of the video!
@@StootWorts Forget what i said :P well done mate
Holy shit, The amount of time this must have taken is absolutely crazy. Great work man!
Thanks!
@@StootWorts seriously though, from designing the plane to finishing the factory, how long did this take?
I see you using AQD's emissives. :D
This is a tour de force of automation -- with subgrid assembly! I counted at least 10 subgrids? I just opt for the multi-grid projection mod/plugin. :P
How many PCU does your entire production line cost? :D
Would sharing inertia tensors help with some of the wobbling pistons?
The F/A-70 itself looks amazing for creative reasons within SE. That part totally impresses me. Your timers and angles for rotor/piston positioning are astounding to me, like a Visigoth gaping at a Roman city. Does it carry its weight in cost-effectiveness, in survival play (is that one of your objectives at all)? I have a hard time justifying my survival time spent on fiddling with sub-grids, though I continue to be enamored with sub-grid vector thrust, tanks, frictionless wheeled "hover" tanks, and PMWs. Whether PVP or PVE, a flying gun brick is hard to beat time/PCU-wise -- maybe I should spend more effort on greebling the window-dressing for a gun brick. :D
I had no idea those mods existed, can you link it?
I don't know the exact number, but I would not recommend this for survival. I mean, I never touch survival, but the amount of subgrids here took days in creative- I can't imagine what survival would be like. If you primarily play in survival, I totally agree that a solid brick is your best bet. But, since I'm usually in creative and don't have to worry about actually losing anything to damage, I like to go all out with the realistic/roleplay features. Even if you do keep the jet, this whole process could be made a lot cheaper both through the mod you mentioned or by making this facility a lot more compact (it's my first time making any kind of factory, so I left myself plenty of room because I didn't know how much I would actually need).
@@StootWorts Comments keep disappearing. Repost: Search Steam workshop for Multigrid projector and projector extra. Two related mods in Viktor's workshop. Also available in SE plugin manager (which is where i use them).
you really used plane parts mod for only the landing gear
By the time I found the mod the rest of the plane was already built- I just needed the wheels.
@@StootWorts oh that make alot more sense
*The United States Air Force would like to know your location*
The music between 1:55 and 2:06 would make a great ringtone.
Amazing project 10/10
Thanks!
Ah yes Belkan Space Magic at work
But is it consistent?
My contractors told me they needed a way to manufacture F/A-70s, they never mentioned anything about consistency.
I've never seen anything so amazing as that!
I can't imagine the amount of time take to design not just the fighter but the machinery to work around that.
Great work!
Thank you so much!
I gave up after 2 hours of attempts to automatically assemble gyros on turret controlled rocket. Now I'm know I am weak =)
Nah you're just smarter with your time than I am
I did not know that to play space engeneers we need PHD LOL!
Ok man, how many timer blocks?
I am too intimidated to get a count so just assume a lot
You did well! now make some more!
"On this episode of how its made"...
Wort wort wort
nice work man it some to went well
OMFG
I dont even play SE bro, I just watched this outta pure respect
@StootWorts Comments keep disappearing. Repost: Search Steam workshop for Multigrid projector and projector extra. Two related mods in Viktor's workshop. Also available in SE plugin manager (which is where i use them).
When it was grabbed by the final piston, all I could think was "YOU'RE GOING TO BRAZIL"
i wonder if its possible to apply something akin to this for small mass producible supply/drop pods whilst onboard a ship
Some people have all the PCU.
I just wish there was stuff to do with what you make in this game. :(
Completely agree