Well it seems great, but if you are going to test something... Where are the gatling guns? I made ones one that had decoys and it only succeeds to impact 3-4 times of 10
Are those added warning sounds to the edited video or imported into the game? and also I could see missiles bing more effective if they were codded together to attack at different angles or catch the targeted ships position at an expected position but still I see your point.
Yo, if anyone's wondering about the antenna names, I don't hate the chinese haha, I just copy and pasted every single liberty prime quote into the script
Try it out for yourself lol Admittedly, there are a few things required for this to work. #1, adaptive simulation quality has to be turned on; this is on by default, though. And most servers worth their salt won't turn this setting off unless they like making their players suffer due to low sim speed. #2, the server CPU has to be already somewhat occupied, otherwise the penetration will be limited to maybe 1 or 2 times the length of the projectile itself. This can be achieved my spawning a few grids in the world, in fact, most servers with an established playerbase will be at this point anyway
Are the ships not targeting the missiles, because those missiles will not work if they are...but it does look like you have kinda figured out "nuke" tech. You have taken your first steps into a wider world.
the reason this is effective is because while ship speeds are capped at 100m/s, there is no limit on angular velocity. Hence you can have the outer edge of your spinner going at 1000's of m/s and achieve much more devastating impacts with them.
Just came across this. I'm assuming its the same against asteroids so I hope my friends never see this when we play again. I like hiding from them in those till I can get what I need to make a large mostly heavy armor mobile base.
I did something like this years ago, but I had it full of mini beacons, and each side of the beacon had flanged armor. Upon approaching the target it would spin slowly and disconnect the beacons. The targeting systems fire on the beacons, which break easily and the armor splits into fragments, so the target is pelted while the guns are focusing on the beacons, and the main missile can hit the target.
These things demolish. I destroyed a supposedly unbeatable ship (claim by it's creator in server chat) with one. He was bosting how he's a big bad alpha griefing the moon. Put his 80k ship in the dirt with just one R.I.P. missile. Didn't even cost me 2000 pcu.😂
Not working like this in current space engineers. It *DOES* produce a particularly deep penetration of ~120-150m when it impacts at between 350-400 m/s, but it definitely isn't continuing into the planet like this anymore. At 90-100m/s impact like in the video it just goes "bonk" on the ground
Yeah the behavior is super weird. I might revisit the design to see if I can get it working, but even 150m of penetration is probably deeper than most bunkers that have been made
@@Freelancer6097 Yeah they changed something. It still goes deeper than it's own length but it consistently takes damage now severely limiting it's effective penetration
@@Gxaps so after testing hundreds of different designs i receive results that are in my opinion, acceptable. its odd but ill post to workshop here. but right now this is what i have. remove the thruster completely and drop from 300M from the tip with 9 parachutes at a 9 second delay to stabilize the drop and 4 gyros to lock in position and im getting 4.5KM tunnels on average