To keep my turrets from banging around while I'm moving I just slid the braking slider halfway, that way it moves just fine when told and doesn't move when it isn't
As someone who plays entirely single player survival i never use the turret controller for weapons but rather for drilling and welding arms. That's one thing the turret controller has going for it is that it's one of those blocks that has versatility.
One thing I keep in mind when designing turrets is the block deformation that happens when damaged, I've seen many turrets get taken out prematurely because block deformation limits their range of motion. Typically you'd want at least half a block of space between two deformable blocks that are part of different grids, but if that's too big of a gap, you can use things like blast doors or I beam pieces because those don't deform at all and can slide next to each other perfectly fine
Thanks for that tip on using a landing gear to build a compact turret. Many hours of frustration trying to line it up. As for my large ships I add 2 to 4 custom turrets mostly for anti-drone/fighters
Here’s a couple of tips I prepared: 1.if you’re a sceipt user then I’d recommend using Whip’s Radar as a reticle to get and idea on where any enemies are in relation to the whole ship. 2. Put a conveyor on the small hinge and feed it into the back so the auto/gatling guns on the turret would be more “pocketed” and have better range of motion. Edit: so basically just have the guns aiming opposite from where the conveyors are facing on the hinge.
The dlc Gatling guns can shoot through blocks directly placed in front of them with no issue, and sloped 1x1 windows can be used to provide structure for the turret and visibility for the camera
One of the ways i've stopped Large or Unbalanced turrets from oversteering/swaying was adding a single Gyroscope on to the subgrid that has the weapons. The best setting in practice seems to be: Override = On Gyroscope power: 5-10% At such low power it only adds a tiny amount of resistance to the turrets turnspeed while MASSIVELY Dampening any unwanted sway or wobble, allowing for accurate fire using very large or poorly weighted turrets (such as railguns)
You can use gyroscopes in overdrive mode to help control heavy turrets. That gives the rotor/hinge a bit more power. Also using several hinges helps a lot
Something that I have done in the past is to add small cargo containers into the ammo feed system with a conveyor sorter to pull cargo. This means that the ammo is stored close to the guns so if the feed system is taken out, the guns still have ammo. Many of my designs have the vehicle shot out from under the turret so it essentially becomes a pill box.
My thing is the welders, as ive used them and repair projectors to keep custom turrets and other components working and they are even used successfully in pvp on Aaron's server, they DO work. Also make sure you enable braking force on your hinges and rotors so you dont have drift and over swing. Combo turrets(gatlings and cannons) can also be very useful. Thanks for the video Aaron, I learned a few new tricks.
place a second rotor below the first one set to 0 torque, place a hinge before the controlled hinge set to 0 torque, place a gyroscope set to override 0 attached to the barrel/hinge head. Voila, gun stabilization, I tested it and it was perfectly stable up to 35m/s² acceleration/desaceleration, just limit the angles on the hinge to avoid the barrels from crashing into the vehicle/armor during movement. Free Rotor will provide X orientation stabilization and Free hinge will provide Y stabilization.
Blueprints of just the turret are fantastic for ball turrets. I found that sharing inertia on the rotor also helps if you don't want to lock it in place during flight.
On using the transparent LCD, I made a fun little utility turret I threw together with the Radio Spectrometry mod, using the LCD to display the results.
I like using the Artificial Horizan option for my clear LCD aiming panel. It takes a little fine tuning, but it does the same job and fits the right vibe.
if you have different kinds of guns on the same turret. For example one assault cannon and one auto cannon. I recommend only selecting the auto cannon in the turret controller and having the assault cannon set to shoot once on your hotbar.
5:43 After many attempt, I moved away from custom turrets for one reason; hinges and rotors are so squishy! And it's not a question of armor. Any hit on or around the turret with anything bigger than a gatling round will cause a displacement that will make parts collide with each other causing massive damage. Thit is an issue on servers especially. So what usually happened is that I shown to a fight with this thing that took 10x the time to build and I basically have one good shot before it is sheared off. Then it's just a big piece of debrit that will cause more damage to your ship than anything the enemy could send at me if I collide with it. They look great sure, but that game isn't stable enough to support them.
Of all "building" communities I'd have never expected the Space Engineers one to remember and build a Macharius tank. Not even Sprocket's remembers it.
one thing i like to do when building heavy turrets for my battlecrusiers, is to put more them one hinge, obviusly the controller only takes one, but if you put 2 of them, and turn the torque, force, breaking torque, etc of one of them to 0, the "active hinge" will still be fully controlled by the custon turret controller, and youwill have a "passive hinge" to distribute the weght, keep things atatched, and pass ammo
Now when I build a tank in Space Engineers, I always try to make it as flat as possible, so that enemys have a hard time trying to hit the tank. If its a light tank, I use gattling or autocannons. Heavy tanks have assaultcannons, rockets and a gattling against players. Worked good for now.😊❤
I recently have got into turret building and Whip's TCES script is amazing! It lets you build turrets with several independent hinges/rotors and they will work in conjunction when the turret is online, I give it very useful for both aesthetic and practical reasons, one of which being if one of the turreted weapons is shot off the other can still work, since they're on their own elevation system and not a shared one, this makes multi-barrel turrets more feasible for me, and also limits incapacitation by deformation!
1:25 that could also be usefull. if your ship has a long falt deck you dont need to shoot down, it would work as a safety mechanism so you or your ai dosent shoot your own ship
for my battlecarrier i have 3 twin artillery deck cannons (WW1/2 style), and all of them have only 1 repair welder, but it reaches all the critical parts, like the hinge, rotor, conveyors, artillery pieces and camera, but they can only weld all of these when the turrets are in their normal position. so i use one of WHIP's scripts that automatically returns the turrets to their neutral position if it does not have any targets
Not going to lie, would’ve been nice for them to add a ship weapon that took the rifle ammunition similar to the manually reloaded turret option. Could make tiny versions of the internal turret that didn’t have a risk of damaging your own stuff like the mini gun
More a throw back to the Old school LSG survival series, but would go with "What would Tazoo Do?" as that mad lad came up with some really random contraptions
Multi-autocannon turrets can pack a hell of a punch if protected right. That being said, if you have at least one ship with custom, like, 10-barreled autocannon turrets and several tank ships to distract an enemy turret fire - the enemy vessels are probably gonna die the quickest and most painful death possible
I honestly build multi crew turrets and by using the custom turrets, I've updated and improved my designs especially since I don't need to mess with older scripts and can just use the turret controller these builds are honestly a keen godsend
You should see my Highrock class battle cruiser build, the E.R.S.S. Nexus. It has 15 custom turret placements along with a myriad of standard/DLC weapons. I even tested it against one of my friends builds that was overly armed/armored and the Nexus held out pretty well
Hey look buddy, I'm an engineer. That means I solve problems, not problems like "What is beauty?" Because that would fall within the purview of your conundrums of philosophy. I solve practical problems, for instance: how am I going to stop some mean mother Hubbard from tearing me a structurally superfluous be-hind? The answer, use a gun, and if that don't work... Use more gun. Take for instance this heavy caliber tripod mounted lil' old number designed by me, built by me, and you best hope... Not pointed at you. Ok so I really recommend using assault cannons and Gatling guns, for obvious reasons. Make sure to hide your rotor because that’s a huge problem for me. And I’d you are fancy you can use pistons for retractable turrets. Happy building!
Loved the video @LastStandGamers! Can't wait for the next video man! That Trick with the LED Panel Reticle on the Camera might be Great for a Bombsight for a World War Two Period Bomber like the A-20G Havoc and B-25J Mitchell Medium Bombers or even the B-17E, F and G Flying Fortress and B-24D and J Liberator Heavy Bombers. The Attach Command might also work for Installing the Dorsal and Ball Turrets on the Bombers as well. You'll need to walk into the Positions in order to man and Fire the Guns, which will have to be the Gatling Guns as they are the Right size for a Machine Gun. The Custom Turret Hinges could also be used to build Flight Surfaces for the Bombers too, and probably even the Bomb Bay Doors. Let me know what you think about these Ideas and I'll catch you in your next video man!
if you put gyroscopes on your turret and select override you can not only armor it up (gyro hitpoints), but you can also use it as a simple stabilizer. it is weak when you want it as an Vertical stabilizer but it works great for horizontal. Drawback is it makes moving the turret harder. if scripts are allowed, you should consider using a stab-script. this enables you to make fast moving, but still accurate vehicles. philosophy behind this is: if youre not hit, you dont need armor also oscillating turrets work best with this
As a Xbox player I’m quite new to space engineers but I’ve been building some tanks using the custom turret block and I had a issue with my tank lifting up from the recoil so I designed a stabiliser which connects to the ground for a stable shot.
I honestly never thought of placing the hinge at the mantlet of the weapon. That looks like it makes it much more convenient to armour up. Also, as a tip, two words. Double hinges
On the advanced rotor of the turret, i set the braking torque to the same number as the regular torque (or slightly below). I also elevate the rotor head by 4.5 to 5.5 cm (Rotor displacement) to give it more space. On the hinge, i also set the braking torque close the number as the torque, and i check the "Share intertia tensor" check box only on the hinge, not the rotor.
This isn't a tip, it's an idea. I don't have SE myself (cuz my pc would die if I even tried), but I've watched enough that I think I know how stuff works. So anyways, my idea is to put guns on a wheel, usually all the guns on a custom turret fire at once, which is great when you hit, but awful when you miss, not to mention they have lower accuracy since obviously you can't place multiple guns in a one block space. Here's where the wheel comes in, I' at least 99% sure that a gun won't fire if a block from it's own sub-grid is obstructing it, so you make a custom turret where a cover blocks most of the guns, but there's one little gap that allows one gun to shoot, then you use a rotor to rotate the wheel of guns so each gun gets a chance to shoot in rapid succession, so the guns don't all shoot at the same time (making the fire-rate more consistent), and all the guns shoot at the same relative spot (increasing accuracy). Some examples would be, A: assault canons shoot at one shot per three seconds (if my memory serves me), so you could make a wheel of six assault canons to increase the fire-rate to one shot every half second (dunno 'bout you but that sounds pretty good), B: (depending on how fast rotors can spin) you could make a wheel of Gatling guns to get an insane fire-rate, which would theoretically make it better at point-defence, C: (if you're an absolute madman) you could make a giant wheel of railguns to create a particle beam of death.
thast last turret with the armor not rubbing at all against the sub grids is the best way to do it. i have found if you have flat/flat armor touching each other it causes massive issues. it is better to space it out away from each other. the welders are also key, but doing this you can usually fit welders in and just make sure they are turned on to assist others.
You can make a timed turrets with a armor barrier, especially for the hard hitting long reload ones. Think about like WW planes that have guns behind the propeller but the propeller is an armor instead.
They way I build my turrets is rotor on top of a hinge. I know many people say nah thats not working great, but you just have angle the hinge -90 and +90 on both sides and rotate the rotor 360 degree to see wich room you have to leave open for the turret to move freely. Sou you can cover up a really wide space with one turret, since it needs a lot of space to move completely free without being stuck, i tend to use this config only on one main turret, where you can aim a big blow from a big distance.
A safer way to print turret pieces is to have a projector mounted as close to the hinge/rotor as possible. It can't be 1 shot printed like that as a whole vehicle all at once, but after a printer makes the hull, attach the few pieces needed on the hinge / rotor, activate the new projector and turn the printer back on to let it weld up the piece. This is also useful for large, complex machinery. A little slower than dropping into place, but far safer and can be used outside of gravity as well.
just noting here that in contact (i think) they added a way to click "Add Small Hinge" and also changed the 3x3 to "Add Medium Hinge". so hopefully that helps anybody that struggles with getting a small hinge part
a tip for rotors and hinges for the large versions you can open there menu in the terminal and click a button labeled build small head thats not its exact name but its been a bit since i have opened space engineers
On large turrets, if you just increase the torque of the rotor/hinges then you’ll be able to stop them from wobbling about. And you won’t need to use the arrow keys to aim
as someone who utilizes ai based turrets more so i can focus on evasion and manuvers i strongly suggest you keep your custom turrets small and light cause the custom turret block suffers the same old bugs the standard turrets do, aka they will randomly decide to not shoot a target despite being in range and able to shoot it. Having them not get stuck because of weight or overloaded hinges and rotors helps expose when these bugs actually happen, in short its less to go wrong.
To stabilize large turret elevation and provide redundancy, there was a trick hovering somewhere to add extra hinges and lower their torque while keeping the 'primary' drive hinge at full torque. To *really* stabilize large turrets when under control by AI though I found it better to lower the Azimuth and Elevation Velocity Multipliers until you've reached a balance of turret traversal and desired accuracy. 3 each seemed the best for my current railgun turret design, where the slow speed won't affect the AI's long-range (via the Copy Target command) targeting ability. Too much. Against NPC Space Pirates.
I painstakingly built wizard's rover with its insane gun on top of it that you have showed year(s) ago. I have not used a better rover since then. I do have the small grid version in steamworkshop but I did not upload the hybrid version as it is hard to built and I did not know how to upload a multigrid creation. in that video you showed how the wavey armor block patttern does not obscure the gatling guns. I have not played since the last update so do not know if its patched. This method keeps gatlings shooting longer. I always found the custom turrets to be more effective compared to vanilla ones especially after the addion of the new turrets. I was messing with the idea of repairable custom turrets before I stopped playing. I built coupe drones that had a small connector thrusters (space and planet had different thrusters) a remote a camera and a projector . This of course does not work when you have projector limits. (usually 3) so you can build one Repairable custom turret. So I abandoned the idea. instead I use what I call the compact weapon systems. they are small ships that are loaded with forward firing turrets. you attach them to the ship and when you fire they all fire. and if you are running away you activate them and release. they turn into murder machines.. I am currently waiting for the new dlc to come out as I want to explore my seperate small grid ship as a turret idea more. I tried to get the mothership docking script thingy to work on my drone turrets but I did not succeed.
I perfer merge blocks for locking as I will transport them by shuttle and sometimes locking the axis isn't quite enough. And the best cluster of damage is the auto cannon better dps then the mini gun and more compact then artillery.
Keep your ammunition storage away from your reactor and/or fuel. When it's hit and breaks, it will actually explode if ammunition is present. Best to put a small cargo container under each turret (with a whitelisted ammunition sorter if applicable, to speed up the delivery of ammunition to the turret).
When I was on the server as a solo I had the printer only for sub-grid making then under that was the ship for it by hand so when it was did i did what loot did some tips I learned where off the server like rab and mdk but still refine my build for make cheapness and damage
You can attach rotor/hinge head heads by building them seperatly unconnected to other grids and then move them into position. Just keep in mind its a subgrid and depending on server you may need to take that into account.
I personally use projectors to cover up areas of my elevation joint that aren't armored. It gives the illusion that the gun is covered but still allows the gun to move accordingly.
On tanks in particular, you can use hinges instead of rotors for your azimuth. You lose a significant chunk of your aiming arc, but you get 1000x more torque which leads to a more reliable, easier to turn turret. This leads into my next tip: Sink your turrets in. Too many times have I seen turrets that have the rotor between the hull and the turret. Better to sink it in and then armor the neck. For armoring, you can use space balls
I think custom turrets are better for stations.. For example - 4 railguns atop a fortress... Its perfect orbital defense and a station will have plenty of power to keep railguns firing at a rapid pace.... Throw in some vanilla auto cannon, assault cannon and machinegun turrets and youll have a perfect defense for all ranges... I know some people dont like using machinegun turrets for anti missile defense but honestly on a station with how wide spread your turrets can be its kinda perfect
Try set the camera either under or imbedded in the turret it’s self and have a few cameras; the welder option it brilliant since when you have a small turret one welder can repair the entire turret
This is kind of obvious but you never know, also the wobble on small turrets is terrible to make sure to have to set the turrets rotor in to the deck of your ship/ rover and have like one conveyor junction between the rotor and hinge
My opinion: custom turrets are awesome for adding details and can make safer turret structures, BUT they are a lot of work (especially if you wanted to replace normal ship turrets) and threaten with clang or other self harm hells
i dont know if this is still relevant but 4 extrem heavy and big turrets i use sometimes frictionless 1*1 weels as support in my opinion it is easyer 2 move or rotatet the turret
When you are building a heavy turret, it is a good idea to use multiple rotors on the same axis. If you are using this contraption, you can even use three or more rotors at the same time: ua-cam.com/video/J70dYl-p4VU/v-deo.html
I did like this and added camera but I don't have option to control the turret for some reason and I can't figure it out. Also if I enable idle movement turrent doesn't move. I have defined rotor+hinge+gun+camera but it's as if turret doesn't exist to the controller
Tbf I didn’t think of repair systems within the turret I probably won’t as my turrets are usually quite small but the utilities the advanced small grid rotor maybe useful with something like my Byrox tank 🤔 I believe I’m gonna have to make a mk II now 😂
*ADVICE NEEDED* I have one a 2 barrel oscillating turret with a rotor to power it horizontal axis and a hinge to power it's vertical axis for a tank. But whenever the turret gets damaged enough it summons oh thy great one to possess the whole ass tank and will proceed to John Cena itself into the dirt until it dies. I fear that this is a flaw inherent to oscillating turrets in SE, but it is the most functional design for the tank, besides the clang. I am lost and require aid...
I recommend to not build behind the a vertical axis of the turret other wise you might collide with it's inside. (PS : I can automate the whole process without any merge block or scrypt and make a factory for those kind of thing, though it migh produce only one or two model of turret of an defined size )
A problem i always face is making custom turrets on small grids, especially if i use a small ship large hinge base with a small hinge head because SE doesn’t allow full block coverage in the 3 block wide gap. Any tips? An exaple of this would be a turret much like you would see bottom mounted on a Lancaster bomber but when i try to encase the hinge SE just doesn’t allow it due to the block collision
One way you could go around that would be encasing the entire hinge (leave some space in all directions, maybe half a metre) and then leave a slit for the gun to elevated/shoot through
MY battle speeder has a nose-gun that will EAT your 60 layers of heavy armor in 33.7 seconds.. it also uses 1 small cargo of ammo per min.. its small grid Gats 4x4 and i think like 9 turrets i belive. have not played in a while. There mouse aimed so there all to the same central point. hidden by 3 layer blast doors. Its a speeder, but is designed to TURN-N'_BURN
Yes, the conveyor converter is the best. Anyone know how to solve this bug i keep getting in official server where the custom turret keeps un-assigning the guns and I have to re assign them every once awhile.
Anyone got any tips for raycasting through a glass window? I prefer to have my cameras behind windows but this creates a collision point for that cameras raycasting function :(
Putting weapon systems with the bullet velocity on your turrets it messes with the AI less If you put Gatling guns and an artillery gun The AI will prioritize the Gatling guns aiming and not the artillery's gun
the landing gear method is a bit wack, used it for a while but stopped working, i find using a large grid rotor/small grid head next to it and bridging the hinge head over, use inertia tensor for the love of klang
"Wide turret" True horizontal rotor can probably be only one, but you could place two parallel vertical hinges(one passive and one controllable) with a bar on which you place a barrel of the turret. So you have "back up hinge" Maybe someone will mod it so you can have more than two movements blocks per controller. Another thing is - static turrets Or rather turrets that don't rotate full 360 degrees. Of course that limits your firing angle but for something like an artillery platform that wouldn't be a big problem.
The fact that you need to use a stupid workaround with a landing gear to attach a small grid to a large grid in this game just instantly puts a stink on this game for me. It's obviously something people do all the time in this game, it's obviously something that the devs don't consider an exploit since they could very easily remove the ability to do so, and yet they just refuse to simply make it a proper feature.
Since not even the latest update you literally just press a button to add a small, medium or large head. You have not played this game in a couple of months (or at all) it seems
The fact that AI enemies seem to always target these, and we don't yet (or seemingly ever will) have subgrid projection made me not use these as much on my survival playthroughs.
To keep my turrets from banging around while I'm moving I just slid the braking slider halfway, that way it moves just fine when told and doesn't move when it isn't
Simple but effective I like it. Thanks for the tip.
Unless you're also turning the rotor off, this doesn't actually do anything.
As someone who plays entirely single player survival i never use the turret controller for weapons but rather for drilling and welding arms. That's one thing the turret controller has going for it is that it's one of those blocks that has versatility.
I've used the custom controller for automated solar panels.
Honestly I knew that you could weld the custom turrets via the multiple connections method, however I tend to be lazy and just make them by hand X-D
Being lazy sometimes means you end up with more work in the end...
You can use Spaceballs to protect weak spots of your turret
I've done this! It protects really well, one small spaceball can absorb more than 1 assault cannon shot but keep in mind that they're really heavy
@@tackyinbention6248 can't you turn down the weight to make it lighter?
@@codywelsh9057 that's just the weight that a gravity generator sees, the actual weight in natural gravity is the same all the time
Everytime I have spaceballs all the oxygen on my planet goes away
One thing I keep in mind when designing turrets is the block deformation that happens when damaged, I've seen many turrets get taken out prematurely because block deformation limits their range of motion. Typically you'd want at least half a block of space between two deformable blocks that are part of different grids, but if that's too big of a gap, you can use things like blast doors or I beam pieces because those don't deform at all and can slide next to each other perfectly fine
Thanks for that tip on using a landing gear to build a compact turret. Many hours of frustration trying to line it up. As for my large ships I add 2 to 4 custom turrets mostly for anti-drone/fighters
Glad we could help!
Fr tho i spent tooooo much time trying to line up the hinges every time, when i saw your way i was like: woooqhhhh am soo stupid 😂
Here’s a couple of tips I prepared:
1.if you’re a sceipt user then I’d recommend using Whip’s Radar as a reticle to get and idea on where any enemies are in relation to the whole ship.
2. Put a conveyor on the small hinge and feed it into the back so the auto/gatling guns on the turret would be more “pocketed” and have better range of motion. Edit: so basically just have the guns aiming opposite from where the conveyors are facing on the hinge.
For the second tip, do you mean having a hinge facing to the back of the turret, making a conveyor u-turn and then adding the block guns?
@@isfwarchief yes
The dlc Gatling guns can shoot through blocks directly placed in front of them with no issue, and sloped 1x1 windows can be used to provide structure for the turret and visibility for the camera
One of the ways i've stopped Large or Unbalanced turrets from oversteering/swaying was adding a single Gyroscope on to the subgrid that has the weapons.
The best setting in practice seems to be:
Override = On
Gyroscope power: 5-10%
At such low power it only adds a tiny amount of resistance to the turrets turnspeed while MASSIVELY Dampening any unwanted sway or wobble, allowing for accurate fire using very large or poorly weighted turrets (such as railguns)
Yeah I have a gyro on my tank turret, and it really helps with the azimuth sway, the turret is a big one
You can use gyroscopes in overdrive mode to help control heavy turrets. That gives the rotor/hinge a bit more power.
Also using several hinges helps a lot
You can turn a turret controller into a missile if you replace rotor heads on it, and then have a thruster with gyroscopes on the roads
I just started a modded survival game and I just watched all your previous videos on how to build ball turrets, so this is a welcome suprise.
Glad we could help you, thanks for the comment.
Something that I have done in the past is to add small cargo containers into the ammo feed system with a conveyor sorter to pull cargo. This means that the ammo is stored close to the guns so if the feed system is taken out, the guns still have ammo. Many of my designs have the vehicle shot out from under the turret so it essentially becomes a pill box.
My thing is the welders, as ive used them and repair projectors to keep custom turrets and other components working and they are even used successfully in pvp on Aaron's server, they DO work. Also make sure you enable braking force on your hinges and rotors so you dont have drift and over swing. Combo turrets(gatlings and cannons) can also be very useful. Thanks for the video Aaron, I learned a few new tricks.
place a second rotor below the first one set to 0 torque, place a hinge before the controlled hinge set to 0 torque, place a gyroscope set to override 0 attached to the barrel/hinge head.
Voila, gun stabilization, I tested it and it was perfectly stable up to 35m/s² acceleration/desaceleration, just limit the angles on the hinge to avoid the barrels from crashing into the vehicle/armor during movement.
Free Rotor will provide X orientation stabilization and Free hinge will provide Y stabilization.
@@matheusbee3441 Wow awesome thanks for the tip!
Blueprints of just the turret are fantastic for ball turrets. I found that sharing inertia on the rotor also helps if you don't want to lock it in place during flight.
On using the transparent LCD, I made a fun little utility turret I threw together with the Radio Spectrometry mod, using the LCD to display the results.
This is so smart you have enlightened me my dude
thank you for this one!
Now I see that I was using this mod wrong all this time
I like using the Artificial Horizan option for my clear LCD aiming panel.
It takes a little fine tuning, but it does the same job and fits the right vibe.
if you have different kinds of guns on the same turret. For example one assault cannon and one auto cannon. I recommend only selecting the auto cannon in the turret controller and having the assault cannon set to shoot once on your hotbar.
5:43 After many attempt, I moved away from custom turrets for one reason; hinges and rotors are so squishy! And it's not a question of armor. Any hit on or around the turret with anything bigger than a gatling round will cause a displacement that will make parts collide with each other causing massive damage. Thit is an issue on servers especially.
So what usually happened is that I shown to a fight with this thing that took 10x the time to build and I basically have one good shot before it is sheared off. Then it's just a big piece of debrit that will cause more damage to your ship than anything the enemy could send at me if I collide with it.
They look great sure, but that game isn't stable enough to support them.
Of all "building" communities I'd have never expected the Space Engineers one to remember and build a Macharius tank. Not even Sprocket's remembers it.
There is some well tested genius in those designs.
one thing i like to do when building heavy turrets for my battlecrusiers, is to put more them one hinge, obviusly the controller only takes one, but if you put 2 of them, and turn the torque, force, breaking torque, etc of one of them to 0, the "active hinge" will still be fully controlled by the custon turret controller, and youwill have a "passive hinge" to distribute the weght, keep things atatched, and pass ammo
still learning things about building in se in 2023 always good
Now when I build a tank in Space Engineers, I always try to make it as flat as possible, so that enemys have a hard time trying to hit the tank. If its a light tank, I use gattling or autocannons. Heavy tanks have assaultcannons, rockets and a gattling against players. Worked good for now.😊❤
I recently have got into turret building and Whip's TCES script is amazing!
It lets you build turrets with several independent hinges/rotors and they will work in conjunction when the turret is online, I give it very useful for both aesthetic and practical reasons, one of which being if one of the turreted weapons is shot off the other can still work, since they're on their own elevation system and not a shared one, this makes multi-barrel turrets more feasible for me, and also limits incapacitation by deformation!
1:25 that could also be usefull. if your ship has a long falt deck you dont need to shoot down, it would work as a safety mechanism so you or your ai dosent shoot your own ship
I did my towers almost the same way! I was very pleased with the design of the armor at the beginning of the tower, very cool!
Surround your turret ring it layers of armour and a welder on the rotor so it can keep turning if its damaged.
for my battlecarrier i have 3 twin artillery deck cannons (WW1/2 style), and all of them have only 1 repair welder, but it reaches all the critical parts, like the hinge, rotor, conveyors, artillery pieces and camera, but they can only weld all of these when the turrets are in their normal position. so i use one of WHIP's scripts that automatically returns the turrets to their neutral position if it does not have any targets
Not going to lie, would’ve been nice for them to add a ship weapon that took the rifle ammunition similar to the manually reloaded turret option.
Could make tiny versions of the internal turret that didn’t have a risk of damaging your own stuff like the mini gun
So an LMG turret?
More a throw back to the Old school LSG survival series, but would go with "What would Tazoo Do?" as that mad lad came up with some really random contraptions
Haha all we would have left after an explosion is the cockpit. I was always worried when he went quite.
Multi-autocannon turrets can pack a hell of a punch if protected right. That being said, if you have at least one ship with custom, like, 10-barreled autocannon turrets and several tank ships to distract an enemy turret fire - the enemy vessels are probably gonna die the quickest and most painful death possible
I have found that hinges can be wobbly for big weapons, but rotors tend to be a bit better balanced.
I honestly build multi crew turrets and by using the custom turrets, I've updated and improved my designs especially since I don't need to mess with older scripts and can just use the turret controller these builds are honestly a keen godsend
You should see my Highrock class battle cruiser build, the E.R.S.S. Nexus. It has 15 custom turret placements along with a myriad of standard/DLC weapons. I even tested it against one of my friends builds that was overly armed/armored and the Nexus held out pretty well
Hey look buddy, I'm an engineer. That means I solve problems, not problems like "What is beauty?" Because that would fall within the purview of your conundrums of philosophy. I solve practical problems, for instance: how am I going to stop some mean mother Hubbard from tearing me a structurally superfluous be-hind? The answer, use a gun, and if that don't work... Use more gun. Take for instance this heavy caliber tripod mounted lil' old number designed by me, built by me, and you best hope... Not pointed at you.
Ok so I really recommend using assault cannons and Gatling guns, for obvious reasons. Make sure to hide your rotor because that’s a huge problem for me. And I’d you are fancy you can use pistons for retractable turrets. Happy building!
Loved the video @LastStandGamers! Can't wait for the next video man! That Trick with the LED Panel Reticle on the Camera might be Great for a Bombsight for a World War Two Period Bomber like the A-20G Havoc and B-25J Mitchell Medium Bombers or even the B-17E, F and G Flying Fortress and B-24D and J Liberator Heavy Bombers.
The Attach Command might also work for Installing the Dorsal and Ball Turrets on the Bombers as well. You'll need to walk into the Positions in order to man and Fire the Guns, which will have to be the Gatling Guns as they are the Right size for a Machine Gun.
The Custom Turret Hinges could also be used to build Flight Surfaces for the Bombers too, and probably even the Bomb Bay Doors.
Let me know what you think about these Ideas and I'll catch you in your next video man!
if you put gyroscopes on your turret and select override you can not only armor it up (gyro hitpoints), but you can also use it as a simple stabilizer. it is weak when you want it as an Vertical stabilizer but it works great for horizontal. Drawback is it makes moving the turret harder.
if scripts are allowed, you should consider using a stab-script. this enables you to make fast moving, but still accurate vehicles.
philosophy behind this is: if youre not hit, you dont need armor
also oscillating turrets work best with this
As a Xbox player I’m quite new to space engineers but I’ve been building some tanks using the custom turret block and I had a issue with my tank lifting up from the recoil so I designed a stabiliser which connects to the ground for a stable shot.
You might also try artificial gravity blocks
Yeah I need to put this on my tank as well, I love the way the recoil looks but Jesus, shots out at 2km are impossible to make without stability
I honestly never thought of placing the hinge at the mantlet of the weapon. That looks like it makes it much more convenient to armour up. Also, as a tip, two words. Double hinges
On the advanced rotor of the turret, i set the braking torque to the same number as the regular torque (or slightly below). I also elevate the rotor head by 4.5 to 5.5 cm (Rotor displacement) to give it more space. On the hinge, i also set the braking torque close the number as the torque, and i check the "Share intertia tensor" check box only on the hinge, not the rotor.
This isn't a tip, it's an idea. I don't have SE myself (cuz my pc would die if I even tried), but I've watched enough that I think I know how stuff works. So anyways, my idea is to put guns on a wheel, usually all the guns on a custom turret fire at once, which is great when you hit, but awful when you miss, not to mention they have lower accuracy since obviously you can't place multiple guns in a one block space. Here's where the wheel comes in, I' at least 99% sure that a gun won't fire if a block from it's own sub-grid is obstructing it, so you make a custom turret where a cover blocks most of the guns, but there's one little gap that allows one gun to shoot, then you use a rotor to rotate the wheel of guns so each gun gets a chance to shoot in rapid succession, so the guns don't all shoot at the same time (making the fire-rate more consistent), and all the guns shoot at the same relative spot (increasing accuracy). Some examples would be, A: assault canons shoot at one shot per three seconds (if my memory serves me), so you could make a wheel of six assault canons to increase the fire-rate to one shot every half second (dunno 'bout you but that sounds pretty good), B: (depending on how fast rotors can spin) you could make a wheel of Gatling guns to get an insane fire-rate, which would theoretically make it better at point-defence, C: (if you're an absolute madman) you could make a giant wheel of railguns to create a particle beam of death.
thast last turret with the armor not rubbing at all against the sub grids is the best way to do it. i have found if you have flat/flat armor touching each other it causes massive issues. it is better to space it out away from each other. the welders are also key, but doing this you can usually fit welders in and just make sure they are turned on to assist others.
I like putting either a hinge horizontally to give the weapon good depression or use a rotor
You can make a timed turrets with a armor barrier, especially for the hard hitting long reload ones. Think about like WW planes that have guns behind the propeller but the propeller is an armor instead.
They way I build my turrets is rotor on top of a hinge. I know many people say nah thats not working great, but you just have angle the hinge -90 and +90 on both sides and rotate the rotor 360 degree to see wich room you have to leave open for the turret to move freely. Sou you can cover up a really wide space with one turret, since it needs a lot of space to move completely free without being stuck, i tend to use this config only on one main turret, where you can aim a big blow from a big distance.
Would love to learn from players like you. I just started playing in December. I’m really enjoying the bc-304 hades.
I can’t believe someone basically built the German RATTE super tank… AWESOME! (The mammoth 3:09 )
Use blast door blocks at the interface between the turret and the hull, this will prevent deformation from jamming up the turret.
A safer way to print turret pieces is to have a projector mounted as close to the hinge/rotor as possible. It can't be 1 shot printed like that as a whole vehicle all at once, but after a printer makes the hull, attach the few pieces needed on the hinge / rotor, activate the new projector and turn the printer back on to let it weld up the piece.
This is also useful for large, complex machinery. A little slower than dropping into place, but far safer and can be used outside of gravity as well.
just noting here that in contact (i think) they added a way to click "Add Small Hinge" and also changed the 3x3 to "Add Medium Hinge". so hopefully that helps anybody that struggles with getting a small hinge part
Thanks it took me a while to figure out but my turrets are slightly better than before.
a tip for rotors and hinges for the large versions you can open there menu in the terminal and click a button labeled build small head thats not its exact name but its been a bit since i have opened space engineers
On large turrets, if you just increase the torque of the rotor/hinges then you’ll be able to stop them from wobbling about.
And you won’t need to use the arrow keys to aim
as someone who utilizes ai based turrets more so i can focus on evasion and manuvers i strongly suggest you keep your custom turrets small and light cause the custom turret block suffers the same old bugs the standard turrets do, aka they will randomly decide to not shoot a target despite being in range and able to shoot it. Having them not get stuck because of weight or overloaded hinges and rotors helps expose when these bugs actually happen, in short its less to go wrong.
One tip make sure you have plenty of room before attaching rotors part. Things go boom fast
To stabilize large turret elevation and provide redundancy, there was a trick hovering somewhere to add extra hinges and lower their torque while keeping the 'primary' drive hinge at full torque. To *really* stabilize large turrets when under control by AI though I found it better to lower the Azimuth and Elevation Velocity Multipliers until you've reached a balance of turret traversal and desired accuracy. 3 each seemed the best for my current railgun turret design, where the slow speed won't affect the AI's long-range (via the Copy Target command) targeting ability.
Too much.
Against NPC Space Pirates.
I used ti make turrets in the old, old, old way. Didn't know they added these to the game.
I painstakingly built wizard's rover with its insane gun on top of it that you have showed year(s) ago. I have not used a better rover since then. I do have the small grid version in steamworkshop but I did not upload the hybrid version as it is hard to built and I did not know how to upload a multigrid creation.
in that video you showed how the wavey armor block patttern does not obscure the gatling guns. I have not played since the last update so do not know if its patched. This method keeps gatlings shooting longer. I always found the custom turrets to be more effective compared to vanilla ones especially after the addion of the new turrets.
I was messing with the idea of repairable custom turrets before I stopped playing. I built coupe drones that had a small connector thrusters (space and planet had different thrusters) a remote a camera and a projector . This of course does not work when you have projector limits. (usually 3) so you can build one Repairable custom turret. So I abandoned the idea. instead I use what I call the compact weapon systems. they are small ships that are loaded with forward firing turrets. you attach them to the ship and when you fire they all fire. and if you are running away you activate them and release. they turn into murder machines..
I am currently waiting for the new dlc to come out as I want to explore my seperate small grid ship as a turret idea more. I tried to get the mothership docking script thingy to work on my drone turrets but I did not succeed.
I perfer merge blocks for locking as I will transport them by shuttle and sometimes locking the axis isn't quite enough. And the best cluster of damage is the auto cannon better dps then the mini gun and more compact then artillery.
Keep your ammunition storage away from your reactor and/or fuel. When it's hit and breaks, it will actually explode if ammunition is present. Best to put a small cargo container under each turret (with a whitelisted ammunition sorter if applicable, to speed up the delivery of ammunition to the turret).
Great tip something I need to start doing.
When I was on the server as a solo I had the printer only for sub-grid making then under that was the ship for it by hand so when it was did i did what loot did
some tips I learned where off the server like rab and mdk but still refine my build for make cheapness and damage
How do you get a large rotor on a small grid?
Also are the conveyor converters vanilla?
You can attach rotor/hinge head heads by building them seperatly unconnected to other grids and then move them into position. Just keep in mind its a subgrid and depending on server you may need to take that into account.
I personally use projectors to cover up areas of my elevation joint that aren't armored. It gives the illusion that the gun is covered but still allows the gun to move accordingly.
Is there anyway to make tank turret stabilisation, like being able to keep your cannon on target while on the move, specifically on the vertical axis?
Can do it by just turning ai on
On tanks in particular, you can use hinges instead of rotors for your azimuth. You lose a significant chunk of your aiming arc, but you get 1000x more torque which leads to a more reliable, easier to turn turret. This leads into my next tip:
Sink your turrets in. Too many times have I seen turrets that have the rotor between the hull and the turret. Better to sink it in and then armor the neck. For armoring, you can use space balls
1000x is an actual figure btw
I think custom turrets are better for stations.. For example - 4 railguns atop a fortress... Its perfect orbital defense and a station will have plenty of power to keep railguns firing at a rapid pace.... Throw in some vanilla auto cannon, assault cannon and machinegun turrets and youll have a perfect defense for all ranges... I know some people dont like using machinegun turrets for anti missile defense but honestly on a station with how wide spread your turrets can be its kinda perfect
Try set the camera either under or imbedded in the turret it’s self and have a few cameras; the welder option it brilliant since when you have a small turret one welder can repair the entire turret
This is kind of obvious but you never know, also the wobble on small turrets is terrible to make sure to have to set the turrets rotor in to the deck of your ship/ rover and have like one conveyor junction between the rotor and hinge
0:42 GOD DAMMIT! That's SO MUCH EASIER than what I've been doing.
My opinion: custom turrets are awesome for adding details and can make safer turret structures, BUT they are a lot of work (especially if you wanted to replace normal ship turrets) and threaten with clang or other self harm hells
i dont know if this is still relevant but 4 extrem heavy and big turrets i use sometimes frictionless 1*1 weels as support in my opinion it is easyer 2 move or rotatet the turret
When you are building a heavy turret, it is a good idea to use multiple rotors on the same axis. If you are using this contraption, you can even use three or more rotors at the same time: ua-cam.com/video/J70dYl-p4VU/v-deo.html
Does the AI. Automatically take control of the turrets or what do I need to do to be able to allow that to happen
I did like this and added camera but I don't have option to control the turret for some reason and I can't figure it out. Also if I enable idle movement turrent doesn't move. I have defined rotor+hinge+gun+camera but it's as if turret doesn't exist to the controller
the regular turrets have the advantage of being smaller and are easier to build/use. but custom turrets can have more firepower overall
Tbf I didn’t think of repair systems within the turret I probably won’t as my turrets are usually quite small but the utilities the advanced small grid rotor maybe useful with something like my Byrox tank 🤔 I believe I’m gonna have to make a mk II now 😂
i see that a 3x3 rotor was used. i have tried to place a 3x3 Rotor with no luck. any tips on how to attach a 3x3 rotor ?
Bro made a P1000 Ratte!!!! Great stuff.
That's the maniacs ad GDE they have also built some super cool tanks and rovers.
@@LastStandGamers at*
We need some slope led/neon light so i can add imitation small grid gun handles
We use a tug ship for ball turrets and print them all together cut them off one by one and attach them
if I use the little hinge with 6 guns inbeded I don't need to go into minus elevation anyway, and I give little protection to it at least
everytime i watch videos like this it reminds me how little building skill i actually have
*ADVICE NEEDED*
I have one a 2 barrel oscillating turret with a rotor to power it horizontal axis and a hinge to power it's vertical axis for a tank. But whenever the turret gets damaged enough it summons oh thy great one to possess the whole ass tank and will proceed to John Cena itself into the dirt until it dies. I fear that this is a flaw inherent to oscillating turrets in SE, but it is the most functional design for the tank, besides the clang.
I am lost and require aid...
I recommend to not build behind the a vertical axis of the turret other wise you might collide with it's inside.
(PS : I can automate the whole process without any merge block or scrypt and make a factory for those kind of thing, though it migh produce only one or two model of turret of an defined size )
The only problem imo is that small grid heavy blocks do not provide much protection. Shield mod is preferable.
Oh and another think, don’t leave a huge torus (donut) near your rotor, unless you want to get blown off
A problem i always face is making custom turrets on small grids, especially if i use a small ship large hinge base with a small hinge head because SE doesn’t allow full block coverage in the 3 block wide gap. Any tips?
An exaple of this would be a turret much like you would see bottom mounted on a Lancaster bomber but when i try to encase the hinge SE just doesn’t allow it due to the block collision
One way you could go around that would be encasing the entire hinge (leave some space in all directions, maybe half a metre) and then leave a slit for the gun to elevated/shoot through
6:35 the city in the background is to distracting for me to learn how to make turret XD
MY battle speeder has a nose-gun that will EAT your 60 layers of heavy armor in 33.7 seconds.. it also uses 1 small cargo of ammo per min.. its small grid Gats 4x4 and i think like 9 turrets i belive. have not played in a while. There mouse aimed so there all to the same central point. hidden by 3 layer blast doors. Its a speeder, but is designed to TURN-N'_BURN
Yes, the conveyor converter is the best.
Anyone know how to solve this bug i keep getting in official server where the custom turret keeps un-assigning the guns and I have to re assign them every once awhile.
Anyone got any tips for raycasting through a glass window? I prefer to have my cameras behind windows but this creates a collision point for that cameras raycasting function :(
Putting weapon systems with the bullet velocity on your turrets it messes with the AI less If you put Gatling guns and an artillery gun The AI will prioritize the Gatling guns aiming and not the artillery's gun
thb. i just like to make cool lookin turrets really ofc. also functionel. if they live long well... most dont anyway.
Don't discount rotors as a replace ment for a hinge. They can be great for AA defence turret or a fast response turret.
Use gyros. On all my heavier turrets I use gyros and that smooths out the jerky movement a ton. Especially with AI control
the landing gear method is a bit wack, used it for a while but stopped working, i find using a large grid rotor/small grid head next to it and bridging the hinge head over,
use inertia tensor for the love of klang
So why no one is making double hinge turrets? Is it just that controller can power only one of them?
Wdm? you can have 2 rotation blocks on a turret so 2 hinges, 2 rotors, 1 hinge 1 rotor. one with 2 hinges would struggle with movement
There are limits on the number of hinges rotors and grids per faction.
"Wide turret"
True horizontal rotor can probably be only one, but you could place two parallel vertical hinges(one passive and one controllable) with a bar on which you place a barrel of the turret.
So you have "back up hinge"
Maybe someone will mod it so you can have more than two movements blocks per controller.
Another thing is - static turrets
Or rather turrets that don't rotate full 360 degrees.
Of course that limits your firing angle but for something like an artillery platform that wouldn't be a big problem.
You need the tank tracks mod
The fact that you need to use a stupid workaround with a landing gear to attach a small grid to a large grid in this game just instantly puts a stink on this game for me. It's obviously something people do all the time in this game, it's obviously something that the devs don't consider an exploit since they could very easily remove the ability to do so, and yet they just refuse to simply make it a proper feature.
Since not even the latest update you literally just press a button to add a small, medium or large head. You have not played this game in a couple of months (or at all) it seems
The fact that AI enemies seem to always target these, and we don't yet (or seemingly ever will) have subgrid projection made me not use these as much on my survival playthroughs.