That would not even be that hard as long as the settings for that game allow such big structures. I would put armor blocks in two lines with landing gear every 20 blocks. Then This "ship" would connecto to everyone and these other sips should have their dampeners on. Disconnect. Then Start the jump drive. reconnect. Whoever moves will be forever forgotten.
That's what I do. I have a ship that can carry my battleship and all of my landers, fighters, mining ships, and repair ships. It takes 16 jump drives to let it jump 6000 kilometers fully loaded. Unloaded it gets somewhere around 21000 kilometers. It also has a central refinery, assembly plant, and lots of cargo space so any ship that connects to it can rearm and resupply.
I made a drone wich is basically a baterry giroscopes a warpdrive and a landing gear and a laser antena (stealthy boi ) then i use it to grab big ships into a grinder (piston double sided) :)
I like how your momentum is preserved in Space Engineers because with a warp drive you are not accelerating towards you destination and then decelerating when you arrive. You are moving the space around you to your destination, but you are still traveling through said space bubble.
@@Splitsie it may work on space stations or big motherships that stay in roughly the same location for a while, in wouldnt work on any small ships. And it doesnt need to be 100% accurate, because you keep your momentum after jumping, so you can jump infront of them while going 100 meters per second to close the distance or fly into them. Moving targets will be incredibly difficult to hit, but stationary once shouldnt be to difficult. If someone has a astroid base with defences and you launch it to within 1000 meter then the bombship only needs to survive for 10 seconds. Also, what happens to any subgrits (like pistons or rotors) during/after a jump? And what happens to stuff thats attatched with landinggear/connector? I would imagen that clang destroys the pistons/rotors but im not sure about connectors and landinggear.
Hey, nice idea about weaponizing something that was meant not to be weaponized. And Splitsie, thank you for the tips about jump drives, I didn't know how to work them. Thanks
@@danstoisor4563 I have learned that if something can be weaponized it will be weaponized. I'd rather be prepared to defend myself then die not knowing what hit me.
I recently started playing this again. Last time I played there was just space and some astroids and talk about planets.. so aside from my cudos to the devs, thank you for ALL the tutorials. With almost 100 hours in game I had to watch the most basic stuff on your channel because they changed so much haha. Great content, very detailed and well explained. :)
You should be a teacher with pandemic and so many online courses. Or do freelance for companies needing video guides. Watched your series of tutorials for SE and always clear and concise - some of best I've seen for anything.
13:03 When I heard this, all that came to mind was that scene from Rick and Morty when the Citadel was teleported straight into a Galactic Federation prison
I can see a lot of fun trolling my friends on the server. I initiate the jump, ram into them while counting down, then jump away before the can retaliate.
Or, turn off their power systems, lock on and bring the ships to speed, jump towards a planet, unlock and basically fling them into the gravity well. Then jump far away :D That is of course asuming they can't get their power back on in time to stop from going to far into the planets gravity. I may have to do some testing with some AI ships first. Just lock on, fly into gravity, drop them off in at least 30-40% gravity, detatch, then make my escape burn. Cause the AI should be to stupid to fly out of the gravity.
Ahhh, that wouldn't be possible. You cannot activate jump drives if you are in a gravity well higher than 0.05g in strength. You can however try building thrusters that are overridden and force them into a gravity well.
I haven't yet ventured into the world of jump drives but I guess it makes sense that your jump to the asteroid was not effected by the ship directly in front of you because when you jump any distance at all, there will be a myriad of asteroids in the space between you and the destination and if interaction was active, all sorts of disasters would occur. Jumping would be totally unpredictable.
Yeah, that's what I thought until the heavy ship wouldn't jump. Now I'm just really confused about what distance an object has to be to be considered in the way or not :P
I want to see a test using a custom asteroid. Maybe the size of the moon or half its size. No gravity. a 2 to 2.5km hollow center. And see if you can jump to and from inside of it if you set the GPS at the exact center of it. And if you can't how big would a hollow need to be before it did allow you.
Splitsie ... See, now you've done it; you've gone and mentioned something made of pure, concentrated awesome... :P now *I'm* planning it! XD I respectfully second Dukes request. :)
Duke00x its not *only* gravity Wells that prevent you from warping,you just need to be about 2 km away from a voxel or object,to prevent clipping issues which would destroy frames. so you need a lot of room,a circle (or sphere)at least 2 km in radius.
I dont know if anyone has told you this but you sir are a godsend. I have had SE for several years now but i have never played it besides the half hour when i bought it played around and realized i had no idea what i was doing and everything is extremely complicated to learn. I found your videos last week and not only do you go on to explain everything about SE but you do so in a way that is far less complicated then i originally thought.
I started playing Space Engineers (and my vanilla survival) the same time you started this series and I'm so grateful for these videos! I would say the next step I would like to learn more about is Automation of drones. Programmable Block, Remote Block, and Timer Blocks.
That's something I really want to do, largely because after doing these videos I tend to understand things so much better and I really want to get my head properly around building drones - I also want to do some videos on some of the cool drone scripts on the workshop :)
Just built my first large ship/cruiser in space and completed my jump drives last night. Can't wait to finish the ship, named Necrolith, and get gone from Earth for the first time. Thanks as always for your work here!
13:05 from my experience, jump drives are rather not precise at all. Once I jumped at a point in the middle of a ship field. I ended up 900 meters away
Yeah, I remembered there being a deliberate variance to their landing location but forgot to touch on that in the video, plus it would have taken a few more minutes to prove that there was a significant variability and I try not to drag these out to 30mins+ :P
an interesting concept is a 'warp tug ship' that makes the trip to the destination with attached ships, then returns to base to recharge at high speed without needing many onboard reactors, and may later retrieve the ships if needed
Something I built was a jump drive satellite. It’s a large grid satellite with plenty of batteries, two jump drives, a beacon, and solar panels, all attached to a connector. The idea is you connect it to a small grid ship, make the jump, and point it towards the sun before you disconnect and run off to do whatever it is you wanted to do, and hopefully by the time you get back to it, both of the drives have recharged
things you didnt show us: - jumping next to ships (jumping in formation / as part of a fleet) - actually jumping out of natural gravity (you were facing the planet when trying that) great and informative video as always, thx for doing them
You can jump out of a grav well using the Advanced FTL drive but you can easily run into problems. It is just safer protocol to move out of a gravitational well before jumping.
I could see how making it impossible to jump while connected to a station is a good thing so some troll can’t come along and warp your station out into the middle of nowhere
Hey Splitsie, built the Talisman ship on Captain Jack's survival world, and people loved it!! I made sure to credit your channel and video and hopefully sent some new subscribers your way!!
It would sometimes be nice if autopilots could use jump drives as the drone possibilities are interesting, they'd still not hit things at superluminal speeds as missiles but it would be an interesting thing to use offensively given the cost
Voxnic I was wondering the same thing. Press G and the on the left find the menu "Weapons and Tools". Drag the weapon to the hotbar. Exit the G-menu and press the assigned number. Voila! If you want to control it like a camera, find the block in the "all blocks" menu and drag it to the bar, select control and then you can take control of turrets.
Never played space engineers and I had never seen the Jump drive outside of Soviet wobble videos so had to see what it actually was and it was exactly what I thought it would be
sadly the sun is actually just a lens flare game object that is set a specific distance away from the player meaning that no mater how hard you try to move to it, it will always remain the same distance away and rotating around the player to simulate the day night cycle , it is a common trick in games like this , though I have played around with an idea for a solar system in the game im designing in Unity that will have the sun stationary but spinning with the planets spinning and rotating around it , the problem ive noticed was that to do that the lens flare game object can not be resized meaning that the planets would be larger than the sun but other then that it is easy to get the planets to rotate around the sun and spin on there own axis as well as having the moons do the same around there planets
@@macgabhann1108 Did you try maing the Sun a large unlandable planet ? (Maybe use a destruction for when you get too close, where the blokcs all take damage until they dissappear ?)
It's often handy having that second backup jump drive, for when you need to escape somewhere quickly, even if you've just jumped a long way to get there :)
This stacking jump drives concept seems to suggest a practical application like the 'hyperdrive rings' used by Star Wars fighter-type spacecraft in the Clone Wars era. Build a separate multi-jump drive module with its own reactors that you attach to your sub-light craft via connectors. Leave it well away from the gravity well (and thus be unlikely to be detected) and thus avoid having to haul around all that extra mass when engaged in atmospheric operations or inertia-sensitive operations close to small asteroids.
That sort of system works really well, the only limitation for it is that your main ship needs to be large grid as well - at least if you want to remain in the same cockpit when you connect to the jump ring (you can't control a jump drive from a small grid ship attached by any means to a large grid with the jump drives)
@@Splitsie This seems to have changed; because, I do regularly utilize the cockpit on my small-grid ship, connected by a docking connector, to jump my freight hauler and take me with it.
I wonder if you could make a minimalist ship that can sneak up on another player's ship, latch on, and jump it away while they're not seated. Imagine hijacking a dreadnought or cargo ship that way, and its whole crew just gets stranded. You'd have to act fast to destroy any med bays or whatnot so they can't just respawn in the ship. Even still, they'd be at a huge disadvantage, especially if you jumped the ship into a friendly kill zone.
7:33 “...which means you can’t really weaponize the Jump Drive” An enemy ship with landing gears for latching would say otherwise. You may to be able to use it as a missile, but anything can still be weaponized. Just depends on how you use it.
7:40 depending on if the game conserves speed after a jump (i forgot if it does), you can weaponise it, since if you can get a gps co-ordinate next to an enemy ship, you can get your ramming ship up to whatever speed you want, while perhaps, a km away, then jump to it, and they have no time to react and stop you like the would if you ram in the standard way
It does conserve speed when jumping, however, jumps close to objects are cut short, and not entirely accurate, so it's difficult to take advantage of the mechanic to plow into your intended target, unless the target is big :/
2km range limit I think on jumping close to other objects. However, it could be attached to a pod containing multiple autonomous missile arrays that are set to a timer to separate and launch out as a cluster bomb missile turret mine field that would certainly cause all kinds of havoc, especially if you have any autopilot scripts that are set to timers that cause them to converge on a set of coordinates. Throw in a second full of decoys with gun turrets and you have an effective but expensive autonomous long-ranged carpet bombing drone assault
One more thing, the jump can initiate only if you have at least 1 full drive, but it will actually draw any available power from other drives, even if they are not fully charged. You can bypass the jump drive recharge delay by keeping 1 jump drive off and activating it after the jump, you could jump 4000km with 2 jump drives, turn on third drive 1 min later and jump 2550km or so(you guys do the math). At least that's how it was a few months ago, feel free to test.
That's true from what I've experienced too, you only need one fully charged in order to initiate jump, which is good since it allows for a 'safety' jump drive in case you want to escape the place you just jumped to :)
Splitsie it wakes the wife up then she slaps me and says youa gota messaga .it's ok to get the video upload warning early in the morning.gives me something to do in the morning.nothing else happens in the bedroom anyways.i married a Asian woman.love her alot but there is one draw back.when you marry Asian woman you marry the whole family.i have 9 woman in house.my wife.daughter.wife mother.2 wife's sister in-laws.wifes sister.wifes cousins.wifes cousin inalaw.
Actually you can use the jump drive from any seat on your ship just need to open toolbar menus and select jump drive again to access the option to jump from any seat.
I guess you can weaponise the jump drive because you keep your momentum, so if you did a jump using some sort of missile going at a high speed, you could jump whilst moving and you jump right outside an enemy ship or base, then the speed would carry the missile, impacting it into the ship/base
The jump lands you too inaccurately for that to work, you land anywhere in a 1.5km sphere around your target, plus you can only jump from a directly controlled craft so you'd have to ride that missile right in anyway :P
correction 7:30 you can weaponize a jumpdrive someone build a drone that hooks on a ship teleports it out of your way and blows up 10 seconds after the jump
As long as your base doesn't actually include any voxels, that's absolutely the best way to go, why move just the fridge when you could move your whole house? Or something like that :P
If they're attached then they should jump together, if not I expect the ship inside won't be able to jump as it'll be obstructed - even though the obstruction calculation is hit and miss I expect it'll still stop you :(
13:00 sooo00... technically, you can weaponize it if u really wanted to. oh and thx for the quality content, my stupid ass would never be able to get anywhere close to playing this if not for u.
I once jumped away from base, and I realized once I reached my destination that I forgot to place a GPS coordinate back at base... Be sure you know how to get back home before you jump; you don't want to have to search for a needle in a haystack D:
Maybe it would be possible to kinda weaponize the jump drive by jumping into the position of the enemy (you will appear ~1 km away from them), immediately triggering jumping again with another jump drive aimed at another position, and using those 10 seconds of countdown to fire torpedoes without fear of retribution. Though I guess attacking an offline player is even more effective.
I don't think you can aim the jump drive in a way you'd be sure that you're moving towards the enemy after the jump. And you can't jump into a gravity well.
you can weaponize jump drives if you start a vehicle with a velocity then jump it... the enemy will never see ti comming... a max velocity missile just blips into existence and slams into their ship... it would be epic! also a bit reminisent of something from frontier saga i think... i need to re-read those books.... i stoped reading and now i'm not sure where i am in the series lol
So you can weaponize a jump drive. Make a tiny ship with a jump drive charge it, then connect it to a rival ship. Jump away say 50km and leave that pesky crew fixing the ship up behind!
Reminds me of the deathworlders series with human fighters using a sort of jump drive in combat to dance around the place and avoid incoming fire while putting the hurt on aliens.
I think you could potentially manage that tactic, though you'd have to jump out of the fight and back instead of just hopping around in range since the minimum jump distance would take you out of the fight. It'd probably still work pretty well though :)
That's an interesting thought, I suspect that it would fail as they are supposed to have to jump with a cockpit and power source as far as I'm aware. But it would be interesting to test a few variants to see if they behave as predicted or if you get some weird behaviours that could be handy :)
Question: what happens if you have two ships, both with jump drives counting down towards different targets, and they lock landing gear? A tear in the space-time continuum? Assuming of course I'm not so late to the party that this has been patched.
Survival Challenge: Set up space stations to recharge the jump drives every 2k kilometres. ^_^ This would almost simulate Hyperroutes like they exist in Star Wars
The fastest a single jump drive can recharge at max power input is 7 minutes; so, whether it's a single jump drive, or 16 jump drives (the limit to give you the max distance possible), you'll still be waiting 7 minutes at each point. I guess you could build yourself "jump freighters" that you attach to, and then switch, at each station, leaving them behind to charge at the "charging station".
Man the first thing I thought was make a ship called the Viper just small ship with a landing gear on the front so you can set your jump drive to an ambush location activate the drive and lock the landing gear Yoink
Ok so Idk if they changed how the gravity works in the center of the earth but you should dig a big hole in the center like hollow it out some and put a waypoint in the very very center there’s no gravity at that point could you jump there?
Just tought about the mass drives, they are still efficient, maybe a vid on experiments related to them? mass drives and not only, the mass itself, accelerating objects using gravity is interesting concept for weapons but somehow it tends to be expensive and not much effective in battle against smaller targets
I've not messed around with gravity based drives or weapons too much, they're next to useless against small targets due to the slow fire rate so you it's hard to lead your target properly, but they can be devastating against a stationary target. I have plans (not sure how soon) to do a video on gravity generators and I will try to include grav propulsion in that video as well :)
Thanks for helping me master the art of hyperspace jumping. Could you make a light speed ring that connects to an actis starfighter from Star Wars like it does in the film. I would like it to have the stages as 1.) retract S foils 2.) open blast shields covering merge docking collar things (the circular things with the yellow bar around the edge) 3.) dock with ring 4.) warp (I realise it doesn’t make a lot of sense so if you see this comment, are up to the task and don’t understand anything just ask. I’ve written this seven times and this is the best way I could put it)
I can't recall if you can trigger a jump drive that's on a sub-grid, I feel like you can't but I only feel about 80% on that right now. If you can, then a setup like that is possible, otherwise you'd need to switch cockpits to initiate the jump
Another alternative would be for your jump to get cancelled if you lock onto something with either a landing gear, connector or rotor. I'm not sure which would be easier to implement though...
So you actually can use a single jump drive to teleports a massive ship on a maximum distance by using a clever connections like small ship in giant ship.
i wonder if you could make extremely long range radar by constantly cancelling the jumps with automatic script which would also check the feedback of the jumpdrive in case of objects and painting the general direction or telling the excact coordinates
I guess you could, but it would be the world's slowest detection method, every time you cancelled your jump you'd have to wait for the jump drives to recharge before you could test the next coordinates, also I think it either doesn't spawn asteroids where you're jumping to or just drops you short if you haven't been in a sector of space previously
You could make Kind of a weapon out of it, if you make a small figter with a jumpdrive then activate it and fly to the enemy destroyer or whatever and jump with it out of battle to give your crew an advantage. Of cours it's a suicide mission and only effectiv in larger battles but the advantage you can get out of this is enormous if it works.
The biggest challenge (aside from surviving incoming fire) is that locking onto a moving enemy grid with large grid landing gear can leave you with a high likelihood of destroying the landing gear :/
1.you could try to make it remote controled for the surviving part (it`s probably easyer and cheaper just to respawn on the mother ship anyway) 2.much helps a lot ?!? ¯\_(ツ)_/¯
Multiple drives enhance the maximum distance you can travel and I think the jump gets aborted if the pilot leaves during the activation but I'm not 100% certain on that one
Much like the hydrogen tank vs oxygen generator it's going to depend on your needs. For atmospheric thrusters I tend to favour batteries and recharging from a station for small ships due to the high power need during brief periods of flight, to do that with reactors takes a lot of them. I can certainly think of some interesting tests to do between the different power generation/storage options to help guide that though, so I'll start working on something :)
Could you grab another ship with landing gears jump it away 500 km send the coordinates to friends that come then attacking the ship. So imagine there is a valuable ore cargo ship from an enemy faction, guarded by an guarding ship. I sneak in with my pirate ship attach to the ore cargo ship, jump away with it into the set up trap.
What if you get out of the cockpit after initiating the jump? Will your ship jump away from you? I often accidentally eject when trying to switch between first person and third person view.
Off the top of my head I think the ship will jump leaving you behind, but I feel like that behaviour has varied so I'm not confident (and I'm at work so I can't check) :/
the map im playing in right now i have calculated that it will take me about 256 jumps to get to mars on a single jump drive or 256 jump drives and there is no way i am building that many so there is going to be a lot of time spent charging the jump drives plus im planning on building a space station at the half way point.
That's a lotta jumps/jump drives. You're going to need solitaire or something to keep you entertained... I wonder if someone's made something like that for the LCDs yet?
well I have been working on trying to get that map as realistic as SE will let me so im sure ill figure something out, though Ill probably spend the extra time building communication satellites to jettison out the back of the ship.
I noticed that this was 7 yrs ago. Is this tutorial still applicable today? I'm trying to learn about jump drives now that I'm exploring space for uranium. I've travelled far enough from my asteroid base that going back is kinda meh for me.
Can’t wait to see jump drive specific ships just full of drives so the rest of the fleet can just hook on and jump with it.
That would be some awesome fleet coordination to see :)
Star Wars vipe XD
/Ery sci-fi Whit drives xD
That would not even be that hard as long as the settings for that game allow such big structures.
I would put armor blocks in two lines with landing gear every 20 blocks. Then This "ship" would connecto to everyone and these other sips should have their dampeners on. Disconnect. Then Start the jump drive. reconnect. Whoever moves will be forever forgotten.
That's what I do. I have a ship that can carry my battleship and all of my landers, fighters, mining ships, and repair ships. It takes 16 jump drives to let it jump 6000 kilometers fully loaded. Unloaded it gets somewhere around 21000 kilometers. It also has a central refinery, assembly plant, and lots of cargo space so any ship that connects to it can rearm and resupply.
DefineFox oi what about those Jedi ships that docked with the rings to jump?
Best tutorial for any game I’ve seen. 10/10 no bs story telling right to the point and very clear and informative.
Thanks, it's always bugged me when it takes several minutes for people to get to the actual stuff in the tutorial that you're looking for :)
Everytime I look up how to do something in this game it brings me to your channel lol
There's a reason for that ;)
@@Splitsie monopoly?!
Imagine a small ship made to hijack other ships by connecting to enemies and taking them away with a few jump drives. That would be funny
I was thinking the same, would it seriously work tho? Lol
SrammVII
I believe it should if done to small ships. It could even be modified to drain power.
It would be difficult to attach to their grid though. Another reason to not have open connectors on your ships!
I made a drone wich is basically a baterry giroscopes a warpdrive and a landing gear and a laser antena (stealthy boi ) then i use it to grab big ships into a grinder (piston double sided) :)
I’ve done it.
I like how your momentum is preserved in Space Engineers because with a warp drive you are not accelerating towards you destination and then decelerating when you arrive. You are moving the space around you to your destination, but you are still traveling through said space bubble.
Yep, it's pretty cool. They did a pretty nice job on the effect too, I was very excited when I got the screenshot for the thumbnail :P
I hate these Australian tutorials, I keep forgetting I need to invert everything and keep falling off the planet.
Hey, just be glad you don't have our spiders ;)
@@Splitsie or our fires!
I remember sometimes, but I smashed into the wall instead.
@@Splitsie Luckily as have grown older i've learned not to be afraid, just instead just bitch slap spiders with a truck.
So the planets aren't the actual real life distance away from eachother? Like is the moon 300,000+ km from earth?
"cant weaponize a jumpdrive"
Me: *jumpdrives a massive nuke right infront of the enemy ship*
They're not accurate enough to jump close enough to the target for that to work
@@Splitsie it may work on space stations or big motherships that stay in roughly the same location for a while, in wouldnt work on any small ships. And it doesnt need to be 100% accurate, because you keep your momentum after jumping, so you can jump infront of them while going 100 meters per second to close the distance or fly into them. Moving targets will be incredibly difficult to hit, but stationary once shouldnt be to difficult. If someone has a astroid base with defences and you launch it to within 1000 meter then the bombship only needs to survive for 10 seconds.
Also, what happens to any subgrits (like pistons or rotors) during/after a jump? And what happens to stuff thats attatched with landinggear/connector? I would imagen that clang destroys the pistons/rotors but im not sure about connectors and landinggear.
@@Splitsie wow two year old video
respect
(Love your work btw you taught me how to play this great game thank you)
Hey, nice idea about weaponizing something that was meant not to be weaponized.
And Splitsie, thank you for the tips about jump drives, I didn't know how to work them. Thanks
@@danstoisor4563 I have learned that if something can be weaponized it will be weaponized. I'd rather be prepared to defend myself then die not knowing what hit me.
“You can’t really weaponise the jump drive”
LSG: are you sure about that?
2 jump drives, 100.000 missiles.
Use one jump in, launch, jump out with the other.
(but I'm uncertain whether taht would work.)
@@ZMacZ likely not
@Matt Teeter yes
I recently started playing this again. Last time I played there was just space and some astroids and talk about planets.. so aside from my cudos to the devs, thank you for ALL the tutorials. With almost 100 hours in game I had to watch the most basic stuff on your channel because they changed so much haha. Great content, very detailed and well explained. :)
You're very welcome, I'm very happy to have helped you get back into it :)
You should be a teacher with pandemic and so many online courses. Or do freelance for companies needing video guides. Watched your series of tutorials for SE and always clear and concise - some of best I've seen for anything.
13:03 When I heard this, all that came to mind was that scene from Rick and Morty when the Citadel was teleported straight into a Galactic Federation prison
Ah, if only. The carnage would be exquisite :)
I can see a lot of fun trolling my friends on the server.
I initiate the jump, ram into them while counting down, then jump away before the can retaliate.
that could work, even better have a second set of jump drives so you ram into them, lock on with landing gear, jump, drop them then jump away again ;)
Or, turn off their power systems, lock on and bring the ships to speed, jump towards a planet, unlock and basically fling them into the gravity well. Then jump far away :D That is of course asuming they can't get their power back on in time to stop from going to far into the planets gravity.
I may have to do some testing with some AI ships first. Just lock on, fly into gravity, drop them off in at least 30-40% gravity, detatch, then make my escape burn. Cause the AI should be to stupid to fly out of the gravity.
Ahhh, that wouldn't be possible. You cannot activate jump drives if you are in a gravity well higher than 0.05g in strength. You can however try building thrusters that are overridden and force them into a gravity well.
"You can't weaponize the jump drive."
Disney: Hold my beer
A friend of mine said you're the best Space Engineer around, I had to subscribe immediately :) Thanks for your tests and tutorials
You're very welcome :)
I haven't yet ventured into the world of jump drives but I guess it makes sense that your jump to the asteroid was not effected by the ship directly in front of you because when you jump any distance at all, there will be a myriad of asteroids in the space between you and the destination and if interaction was active, all sorts of disasters would occur. Jumping would be totally unpredictable.
Yeah, that's what I thought until the heavy ship wouldn't jump. Now I'm just really confused about what distance an object has to be to be considered in the way or not :P
I want to see a test using a custom asteroid. Maybe the size of the moon or half its size. No gravity. a 2 to 2.5km hollow center. And see if you can jump to and from inside of it if you set the GPS at the exact center of it. And if you can't how big would a hollow need to be before it did allow you.
Are you planning on building a secret hideaway base that can only be reached by jump drive?
Splitsie ... See, now you've done it; you've gone and mentioned something made of pure, concentrated awesome... :P now *I'm* planning it! XD I respectfully second Dukes request. :)
Duke00x its not *only* gravity Wells that prevent you from warping,you just need to be about 2 km away from a voxel or object,to prevent clipping issues which would destroy frames.
so you need a lot of room,a circle (or sphere)at least 2 km in radius.
I dont know if anyone has told you this but you sir are a godsend. I have had SE for several years now but i have never played it besides the half hour when i bought it played around and realized i had no idea what i was doing and everything is extremely complicated to learn. I found your videos last week and not only do you go on to explain everything about SE but you do so in a way that is far less complicated then i originally thought.
Thanks, I'm glad that I've been able to help you get over that hump and hopefully find some of the fun you can have in se 🙂
Excellent Jump Drive Tutorial Splits!! I really appreciate these excellent tutorials.
Thank you and you're welcome :)
I once had an undocked ship in my hangar bay when I jumped :p
So now we know: Pull the hand brake, flip around the pilot seat, jump back!
This could be a tactic to leave a homing missile behind on a jump out
I started playing Space Engineers (and my vanilla survival) the same time you started this series and I'm so grateful for these videos!
I would say the next step I would like to learn more about is Automation of drones. Programmable Block, Remote Block, and Timer Blocks.
That's something I really want to do, largely because after doing these videos I tend to understand things so much better and I really want to get my head properly around building drones - I also want to do some videos on some of the cool drone scripts on the workshop :)
I would like to learn if there is some way to make automated jump-capable transports.
You really deserve a great reward with your space engineering video.A reward worthy enough for a blogger like you.
Just built my first large ship/cruiser in space and completed my jump drives last night. Can't wait to finish the ship, named Necrolith, and get gone from Earth for the first time. Thanks as always for your work here!
You're very welcome :)
13:05 from my experience, jump drives are rather not precise at all. Once I jumped at a point in the middle of a ship field. I ended up 900 meters away
Yeah, I remembered there being a deliberate variance to their landing location but forgot to touch on that in the video, plus it would have taken a few more minutes to prove that there was a significant variability and I try not to drag these out to 30mins+ :P
Machin Truc if there is an object within 2km of the jump coordinates,your jump will be shortened.
Just got this game like 2-3 days ago and I’ve been watching your videos and there super easy to follow and super helpful!!! This game is a blast!
Thanks, glad you've been enjoying it so far :)
an interesting concept is a 'warp tug ship' that makes the trip to the destination with attached ships, then returns to base to recharge at high speed without needing many onboard reactors, and may later retrieve the ships if needed
Something I built was a jump drive satellite. It’s a large grid satellite with plenty of batteries, two jump drives, a beacon, and solar panels, all attached to a connector. The idea is you connect it to a small grid ship, make the jump, and point it towards the sun before you disconnect and run off to do whatever it is you wanted to do, and hopefully by the time you get back to it, both of the drives have recharged
things you didnt show us:
- jumping next to ships (jumping in formation / as part of a fleet)
- actually jumping out of natural gravity (you were facing the planet when trying that)
great and informative video as always, thx for doing them
Thanks!
I didn't show it but you can't jump no matter your heading, if you're in a natural gravity field :)
You can jump out of a grav well using the Advanced FTL drive but you can easily run into problems. It is just safer protocol to move out of a gravitational well before jumping.
I could see how making it impossible to jump while connected to a station is a good thing so some troll can’t come along and warp your station out into the middle of nowhere
Yup, thankfully they covered a lot of potential trolling with how it was set up
You have Rick Astley in your clouds at 12:13
And he;s holding a camera? Should be microphone god damn it.
Hey Splitsie, built the Talisman ship on Captain Jack's survival world, and people loved it!! I made sure to credit your channel and video and hopefully sent some new subscribers your way!!
Thanks, glad you liked it :)
I wish jump drive powered missiles were possible. Sending a 100,000 kg hunk of steel at a target at ftl speeds sounds fun.
It would sometimes be nice if autopilots could use jump drives as the drone possibilities are interesting, they'd still not hit things at superluminal speeds as missiles but it would be an interesting thing to use offensively given the cost
what a nice tutorial ! every detail needed is here its amazing ! thanks mate even if im a bit late :p
Imagine if we had Interdictor ships, that use a gravity well to pull ships out of hyperspace
(Like in star wars)
This channel is the frickin BEST. thank you
Thanks! :)
Great video again
Thank you!
How do you map weapons to the mouse button in the toolbar on ships?
On the left side you can see weapons and tools, click it and drag the thingy into your toolbar.
Voxnic I was wondering the same thing. Press G and the on the left find the menu "Weapons and Tools". Drag the weapon to the hotbar. Exit the G-menu and press the assigned number. Voila!
If you want to control it like a camera, find the block in the "all blocks" menu and drag it to the bar, select control and then you can take control of turrets.
Thanks!
It makes me smile seeing people help each other out on my videos :)
Never played space engineers and I had never seen the Jump drive outside of Soviet wobble videos so had to see what it actually was and it was exactly what I thought it would be
Is it possible to go to the sun .I got a bag of marshmallows I want to BBQ
Sadly not possible in SE, though you could take the marshmallows and give them to the little green men on kerbin to toast for you
sadly the sun is actually just a lens flare game object that is set a specific distance away from the player meaning that no mater how hard you try to move to it, it will always remain the same distance away and rotating around the player to simulate the day night cycle , it is a common trick in games like this , though I have played around with an idea for a solar system in the game im designing in Unity that will have the sun stationary but spinning with the planets spinning and rotating around it , the problem ive noticed was that to do that the lens flare game object can not be resized meaning that the planets would be larger than the sun but other then that it is easy to get the planets to rotate around the sun and spin on there own axis as well as having the moons do the same around there planets
Why not smores?
@@macgabhann1108 its been 10 months, im running out of ice
@@macgabhann1108 Did you try maing the Sun a large unlandable planet ?
(Maybe use a destruction for when you get too close, where the blokcs all take damage until they dissappear ?)
Thank you. I had no clue how these worked.
You're welcome, happy to help :)
2 jump drive in ship but distance is short, recharge only one, good for series of jumps :)
It's often handy having that second backup jump drive, for when you need to escape somewhere quickly, even if you've just jumped a long way to get there :)
This stacking jump drives concept seems to suggest a practical application like the 'hyperdrive rings' used by Star Wars fighter-type spacecraft in the Clone Wars era. Build a separate multi-jump drive module with its own reactors that you attach to your sub-light craft via connectors. Leave it well away from the gravity well (and thus be unlikely to be detected) and thus avoid having to haul around all that extra mass when engaged in atmospheric operations or inertia-sensitive operations close to small asteroids.
That sort of system works really well, the only limitation for it is that your main ship needs to be large grid as well - at least if you want to remain in the same cockpit when you connect to the jump ring (you can't control a jump drive from a small grid ship attached by any means to a large grid with the jump drives)
@@Splitsie This seems to have changed; because, I do regularly utilize the cockpit on my small-grid ship, connected by a docking connector, to jump my freight hauler and take me with it.
I wonder if you could make a minimalist ship that can sneak up on another player's ship, latch on, and jump it away while they're not seated. Imagine hijacking a dreadnought or cargo ship that way, and its whole crew just gets stranded. You'd have to act fast to destroy any med bays or whatnot so they can't just respawn in the ship. Even still, they'd be at a huge disadvantage, especially if you jumped the ship into a friendly kill zone.
It would be a pretty tricky but incredibly impressive move to pull off :)
7:33
“...which means you can’t really weaponize the Jump Drive”
An enemy ship with landing gears for latching would say otherwise.
You may to be able to use it as a missile, but anything can still be weaponized. Just depends on how you use it.
7:40 depending on if the game conserves speed after a jump (i forgot if it does), you can weaponise it, since if you can get a gps co-ordinate next to an enemy ship, you can get your ramming ship up to whatever speed you want, while perhaps, a km away, then jump to it, and they have no time to react and stop you like the would if you ram in the standard way
It does conserve speed when jumping, however, jumps close to objects are cut short, and not entirely accurate, so it's difficult to take advantage of the mechanic to plow into your intended target, unless the target is big :/
2km range limit I think on jumping close to other objects. However, it could be attached to a pod containing multiple autonomous missile arrays that are set to a timer to separate and launch out as a cluster bomb missile turret mine field that would certainly cause all kinds of havoc, especially if you have any autopilot scripts that are set to timers that cause them to converge on a set of coordinates. Throw in a second full of decoys with gun turrets and you have an effective but expensive autonomous long-ranged carpet bombing drone assault
One more thing, the jump can initiate only if you have at least 1 full drive, but it will actually draw any available power from other drives, even if they are not fully charged. You can bypass the jump drive recharge delay by keeping 1 jump drive off and activating it after the jump, you could jump 4000km with 2 jump drives, turn on third drive 1 min later and jump 2550km or so(you guys do the math). At least that's how it was a few months ago, feel free to test.
That's true from what I've experienced too, you only need one fully charged in order to initiate jump, which is good since it allows for a 'safety' jump drive in case you want to escape the place you just jumped to :)
Got this video notice at 4:10am here on Earth
Great video splitsie
Thanks stan, you should really set your phone to silent so these stop waking you up! :)
Splitsie it wakes the wife up then she slaps me and says youa gota messaga .it's ok to get the video upload warning early in the morning.gives me something to do in the morning.nothing else happens in the bedroom anyways.i married a Asian woman.love her alot but there is one draw back.when you marry Asian woman you marry the whole family.i have 9 woman in house.my wife.daughter.wife mother.2 wife's sister in-laws.wifes sister.wifes cousins.wifes cousin inalaw.
15:46 Dam that's a big iron deposit, if I saw that in my survival world, it'll already be mined in less than an hour.
That's how they all used to be - a relatively recent update changed all that
@@Splitsie I remember the colorfully almost entirely ore composed asteroids. So long ago ☺️
That intro is pretty cool
Thanks :)
As always awesome video with perfect explanation.
Thank you :)
Actually you can use the jump drive from any seat on your ship just need to open toolbar menus and select jump drive again to access the option to jump from any seat.
I guess you can weaponise the jump drive because you keep your momentum, so if you did a jump using some sort of missile going at a high speed, you could jump whilst moving and you jump right outside an enemy ship or base, then the speed would carry the missile, impacting it into the ship/base
The jump lands you too inaccurately for that to work, you land anywhere in a 1.5km sphere around your target, plus you can only jump from a directly controlled craft so you'd have to ride that missile right in anyway :P
For blind jumps you can put a forward facing camera on your ship to align
Whyyyy! The most important question: What happens when you connect to the base (w voxels) after initiating jump?
It cancels the jump :)
Space engineers is literally the most perfect name for this game
correction 7:30 you can weaponize a jumpdrive someone build a drone that hooks on a ship teleports it out of your way and blows up 10 seconds after the jump
I'm going to need to redesign my mobile base if they're that big.
Good thing it's still all on graph paper.
They are pretty chunky, but I think that's a good thing for such a high value block as it forces some interesting design decisions :)
Why put a jump drive on your ship when you can put one on your asteroid base, like me!
As long as your base doesn't actually include any voxels, that's absolutely the best way to go, why move just the fridge when you could move your whole house? Or something like that :P
You forgot 2 jumpdrives with one switched on, to jump somewhere, and then switching that one off, and then the other one on, to jump back really fast.
Good point :)
You say that it can not be weaponize but if the jump keep your momentum you just need to jump near the enemy base
But you jump in a random location near the base, you can't control the location with enough accuracy to take much advantage of it :/
Can you jump from within a ship? Like mother ship and little ship inside?
If they're attached then they should jump together, if not I expect the ship inside won't be able to jump as it'll be obstructed - even though the obstruction calculation is hit and miss I expect it'll still stop you :(
i used my first jump yesterday saved so much time
13:00 sooo00... technically, you can weaponize it if u really wanted to.
oh and thx for the quality content, my stupid ass would never be able to get anywhere close to playing this if not for u.
I once jumped away from base, and I realized once I reached my destination that I forgot to place a GPS coordinate back at base... Be sure you know how to get back home before you jump; you don't want to have to search for a needle in a haystack D:
That is a very good point and a lesson much better learned when you have backup saves
Damn that's rough
Maybe it would be possible to kinda weaponize the jump drive by jumping into the position of the enemy (you will appear ~1 km away from them), immediately triggering jumping again with another jump drive aimed at another position, and using those 10 seconds of countdown to fire torpedoes without fear of retribution.
Though I guess attacking an offline player is even more effective.
That's not a bad thought, using the jump drive as a defense rather than offense
Or you can jump at them already moving, or lg to them and jump them to a grav well you Woould Need To Accelerate before Jumping Tho
I don't think you can aim the jump drive in a way you'd be sure that you're moving towards the enemy after the jump. And you can't jump into a gravity well.
you can weaponize jump drives if you start a vehicle with a velocity then jump it...
the enemy will never see ti comming... a max velocity missile just blips into existence and slams into their ship... it would be epic! also a bit reminisent of something from frontier saga i think... i need to re-read those books.... i stoped reading and now i'm not sure where i am in the series lol
Sadly the jump drive jump isn't accurate enough (I believe that's done deliberately), you wouldn't be able to target even a base accurately :(
@@Splitsie pitty :(
Wohoo! Thank you Splitsie!
Beautiful video, as usual.
You're welcome and thank you Ian!
So you can weaponize a jump drive. Make a tiny ship with a jump drive charge it, then connect it to a rival ship. Jump away say 50km and leave that pesky crew fixing the ship up behind!
Reminds me of the deathworlders series with human fighters using a sort of jump drive in combat to dance around the place and avoid incoming fire while putting the hurt on aliens.
I think you could potentially manage that tactic, though you'd have to jump out of the fight and back instead of just hopping around in range since the minimum jump distance would take you out of the fight. It'd probably still work pretty well though :)
You can do the Picard manuever. It is where you warp close to enemy ship and then ram it
It'll be difficult to pull off in SE though, you'd need pinpoint accuracy on a blind warp - it would be incredibly awesome to see it happen though :)
No, not ram. Just into one of their blindspots so you can shoot it.
If you disconnect a jump drive with merge blocks, will it still work? Will it remain behind and jump the ship, or vice versa?
That's an interesting thought, I suspect that it would fail as they are supposed to have to jump with a cockpit and power source as far as I'm aware. But it would be interesting to test a few variants to see if they behave as predicted or if you get some weird behaviours that could be handy :)
@@Splitsie well Jump Drives don't need a power Source as long they're charged and a Remote Controll can take the place of the Cockpit
I like how it behaves exactly the same as EVE Online’s jump drive lol
Question: what happens if you have two ships, both with jump drives counting down towards different targets, and they lock landing gear? A tear in the space-time continuum? Assuming of course I'm not so late to the party that this has been patched.
Bro, u rock, thx for tutorials!
Survival Challenge: Set up space stations to recharge the jump drives every 2k kilometres. ^_^
This would almost simulate Hyperroutes like they exist in Star Wars
The fastest a single jump drive can recharge at max power input is 7 minutes; so, whether it's a single jump drive, or 16 jump drives (the limit to give you the max distance possible), you'll still be waiting 7 minutes at each point. I guess you could build yourself "jump freighters" that you attach to, and then switch, at each station, leaving them behind to charge at the "charging station".
Man the first thing I thought was make a ship called the Viper just small ship with a landing gear on the front so you can set your jump drive to an ambush location activate the drive and lock the landing gear Yoink
19:55 I was hoping you'd test initiating a jump and then attaching to the station
I thought I did, but maybe I didn't include that bit, if you do that, the jump gets cancelled :(
came here for this, thanks
I’m getting some Star Wars vibes now man I wish my friends actually played space
I would really like to see a recreation of the scene of the UNSC Infinity fly through the covenant ship but in space engineers
I've done something somewhat similar to that in the machinima series I made over on ua-cam.com/users/zebramonkeys :)
Perhaps a jump drive that flies at an enemy ship and forces it to jump leaving any unattached crew behind
Ok so Idk if they changed how the gravity works in the center of the earth but you should dig a big hole in the center like hollow it out some and put a waypoint in the very very center there’s no gravity at that point could you jump there?
Just tought about the mass drives, they are still efficient, maybe a vid on experiments related to them?
mass drives and not only, the mass itself, accelerating objects using gravity is interesting concept for weapons but somehow it tends to be expensive and not much effective in battle against smaller targets
I've not messed around with gravity based drives or weapons too much, they're next to useless against small targets due to the slow fire rate so you it's hard to lead your target properly, but they can be devastating against a stationary target.
I have plans (not sure how soon) to do a video on gravity generators and I will try to include grav propulsion in that video as well :)
“You can’t really weaponise the jump drive”
Picard maneuver enters the chat
If a structure is Massive, and empty (dyson sphere type), could I jump into it? Or will it always jump me outside the superstructure?
Thanks for helping me master the art of hyperspace jumping. Could you make a light speed ring that connects to an actis starfighter from Star Wars like it does in the film. I would like it to have the stages as
1.) retract S foils
2.) open blast shields covering merge docking collar things (the circular things with the yellow bar around the edge)
3.) dock with ring
4.) warp
(I realise it doesn’t make a lot of sense so if you see this comment, are up to the task and don’t understand anything just ask. I’ve written this seven times and this is the best way I could put it)
I can't recall if you can trigger a jump drive that's on a sub-grid, I feel like you can't but I only feel about 80% on that right now. If you can, then a setup like that is possible, otherwise you'd need to switch cockpits to initiate the jump
I wish they would add a grav well generator, so you can stop jump missiles or enemy ships
I think there are some mods you could use to do it since I suspect they wont - don't have the names off the top of my head though
Splitsie you can do it with the mass balls
i got a capital ship that has just under 400 jump drives that are put into groups of 100 so that i can jump around alot more frequently
if grids are able to maintain their velocity after a jump jump drive capable heavy torpedoes seems like a nice idea against strategic targets 🤣
If you try to exploit it like that, it should cut off whatever of the grabbed object takes the total mass to the maximum mass for the jump distance.
Another alternative would be for your jump to get cancelled if you lock onto something with either a landing gear, connector or rotor. I'm not sure which would be easier to implement though...
Yours would probably be easier to implement.
Mine would be punishing.
So you actually can use a single jump drive to teleports a massive ship on a maximum distance by using a clever connections like small ship in giant ship.
i wonder if you could make extremely long range radar by constantly cancelling the jumps with automatic script which would also check the feedback of the jumpdrive in case of objects and painting the general direction or telling the excact coordinates
I guess you could, but it would be the world's slowest detection method, every time you cancelled your jump you'd have to wait for the jump drives to recharge before you could test the next coordinates, also I think it either doesn't spawn asteroids where you're jumping to or just drops you short if you haven't been in a sector of space previously
You could make Kind of a weapon out of it, if you make a small figter with a jumpdrive then activate it and fly to the enemy destroyer or whatever and jump with it out of battle to give your crew an advantage. Of cours it's a suicide mission and only effectiv in larger battles but the advantage you can get out of this is enormous if it works.
That would certainly work, would be incredibly cool footage if you managed to pull of the manoeuvre :)
Gonna try that sometime. Don´t know if it´ll work.
The biggest challenge (aside from surviving incoming fire) is that locking onto a moving enemy grid with large grid landing gear can leave you with a high likelihood of destroying the landing gear :/
1.you could try to make it remote controled for the surviving part (it`s probably easyer and cheaper just to respawn on the mother ship anyway)
2.much helps a lot ?!? ¯\_(ツ)_/¯
Sadly jump drives can't be controlled remotely, they have to be piloted from a cockpit directly :(
This is really helpful thank you!
What happens if you use multiple drives at once? What if they have different coords?
What happens if you start the jump and leave the seat/cockpit?
Multiple drives enhance the maximum distance you can travel and I think the jump gets aborted if the pilot leaves during the activation but I'm not 100% certain on that one
Thumbnail looks like a space "Fus-Roh-Dah"
It really does :P
On a side note I was pretty happy I managed to capture that screenshot :)
hey Splitsie pls make video Space Engineers Tutorial what better battery or reactors.. in ships. big ship and small ship
Much like the hydrogen tank vs oxygen generator it's going to depend on your needs. For atmospheric thrusters I tend to favour batteries and recharging from a station for small ships due to the high power need during brief periods of flight, to do that with reactors takes a lot of them.
I can certainly think of some interesting tests to do between the different power generation/storage options to help guide that though, so I'll start working on something :)
I have begon useing both at same time, so then im stationary i can change my ship Whit power
As some one who uses the jump drive explosion mod the talisman would pop like a fire cracker when shot at
Yep and would look pretty cool as it happened :)
Could you grab another ship with landing gears jump it away 500 km send the coordinates to friends that come then attacking the ship. So imagine there is a valuable ore cargo ship from an enemy faction, guarded by an guarding ship. I sneak in with my pirate ship attach to the ore cargo ship, jump away with it into the set up trap.
What if you get out of the cockpit after initiating the jump? Will your ship jump away from you? I often accidentally eject when trying to switch between first person and third person view.
Off the top of my head I think the ship will jump leaving you behind, but I feel like that behaviour has varied so I'm not confident (and I'm at work so I can't check) :/
@@Splitsie The Ship keeps Jumping and leaves you behind
the map im playing in right now i have calculated that it will take me about 256 jumps to get to mars on a single jump drive or 256 jump drives and there is no way i am building that many so there is going to be a lot of time spent charging the jump drives plus im planning on building a space station at the half way point.
That's a lotta jumps/jump drives. You're going to need solitaire or something to keep you entertained... I wonder if someone's made something like that for the LCDs yet?
well I have been working on trying to get that map as realistic as SE will let me so im sure ill figure something out, though Ill probably spend the extra time building communication satellites to jettison out the back of the ship.
I noticed that this was 7 yrs ago. Is this tutorial still applicable today?
I'm trying to learn about jump drives now that I'm exploring space for uranium. I've travelled far enough from my asteroid base that going back is kinda meh for me.
Yep, nothing has changed with them since then 🙂
Built a ship with a jump drive and wanted to add the cordinates From my vasevin space but it Doesnt show up