Also a toilet will be amusing 😂 just make sure you sit so that the centrifugal force sucks it OUT of you. So... a toilet on an arm on a rotor on the end of another arm on a rotor, with equal arms extending in the other direction so that the centre of mass is near the rotor
You can also basically double the speed of the rotor method by placing a small grid attached by landing gear at the end of the rotor arm. When you're sitting in a cockpit, the game shows the speed at the center of mass, which for the large arm is in the middle of it. when you're in the small grid, the COM of the small grid is right on it The small grid I used was just a landing gear, small reactor, antenna and helm, so i could remotely activate the spinning rotor Also, i don't know how it happened, but when i removed the large grid that had the rotor on it, the small grid was sent flying at about half the speed (~325m/s), *without* slowing down. I did this test in space, and checked the subgrid speed with space master. No speedmods, so it was going over the speed limit I confirmed it was indeed going over 100m/s by trying to chase the antenna signal with an astronaut, but it kept getting away very fast even though i was going 110m/s - so it really was going what the space master menu was showing edit: reloading the world will cause the game to update the speed if it's going over speed limit.
Is this some inside joke or why is no one commenting on this The setup does 1500G (one-thousand-five-hundred) not 15000G (fifteen-thousand) And he does this for all his thousands (e.g. 1200 would turn to twelve thousand)
Just as an idea if you ever come back to this is can you go faster than 590 with multiple rotors stacked on top of each other Then extend the arm out 150 blocks
The game has a much higher speed limit for rotating grids. If the limit was 100 m/s, your ships would turn pretty slowly... so the game is coded to allow speeds above 100 m/s when rotating, especially when you're rotating while moving.
this summary is completly wrong, the speed limit is a calculation of your velocity, rotation doesn't add velocity, it changes your position directly, which isn't counted as speed.
I've seen someone use a hinge, connected to a large hinge, on a rotor. I don't understand what I was looking at, but when they broke the ship off the hinge it could go well over the limit. It was highly unstable if I remember right... Its is something to do with the ship believing itself to be a subgrid. Oh! You totally covered that!
When trying railgun impulse, did you try setting off the jetpack instead setting off the dapeners? maybe the game detects the jetpack on but dampeners and sets the max player's speed to 110m/s
The rotor is not going at 30m/s, it's going at 30rpm. The formula would be: (rpm/60)*m where rpm is the rotor speed and m is the distance in meters to the center of the rotor
I usually play with a mod to get to 500. I have one for 5000 but when I get to those speeds, shit usually ends badly. I LOVE the idea of spin-launching... Imma build that in survival XD
Now I wonder if there's a way to reach 5 million metres a second... but I wonder if I could build a system that uses rotors to make a high rise 3D ferris wheel type system.
There's a video somewhere about the history of the Clang Gun , how someone I think in China years ago released a build where a projectile still thought it was a subgrid after it was "launched". Found it: Major Jon "How clang guns really work", RU-vid
In KSP, they have these things called Kraken Drives which basically break the physcis engine intentionally and can go ludicrous speeds. I wonder if you could build something similar in space engineers.
for your catapult i found if you put a rotor on you merge block that is locked then put a seat on that when you launch your on a subgrid so you still go at the same max speed
Years back I use to put triple piston on a ship accelerate max speed to target then launch the piston projectile. I think now Keen made unfinish blocks no damage so you can't cheap shot anymore.
I believe that the reason why you had difficulty with the railgun was because the point where the projectile spawns is not the barrel, it is the area below.
Anyone ever tell you your voice is uncannily similar to Joe Lycett? Also, great content! Just getting into SE and your tutorials are massively helpful, thanks!
catapult should not break if you use connectors... so "propulsion" rotor > any length of blocks > connector 1>(here is where detachment happens)connector 2 > any block that creates subgrid (piston or rotor or anything else? might be redundant) > "control panel" (pilot seat for immersive experience xD). alternatively and possible even easier to implement, is use of landing gear instead of connectors (no hassle with connecting them).
(i have no idea how space engineers works so take what i'm saying with a Block 'o Salt (Patent Pending)) build a ship within a subgrid in such a way that due to it being within the subgrid/connected to the rotor it's speed limit is removed
Have you tried stacking rotors? First rotor spins the second so it's moving before its even on. Turn it on and it's speed is added to the current speed. So on and so on for a dozen should get you moving pretty fast
i think subgrids are limited to 1600 m/s cause when i put a gravity drive and passanger seat on a clang gun projectile it stopped accelerating around that speed also 69th comment
Ran this same sequence of experiments much earlier I'm space engineers history and at that time you either were free standing or in a cockpit. If free standing in a little box on the end of the arm, you phased through the arm shortly after hitting the player speed limit. Also the speed measure was off due to your constantly changing vector. The second you entered a cockpit though, the arm immediately slowed down to 100. So you could cause ship parts to break the limit, you just couldn't enjoy it yourself.
this absolutely means nothing, because you cannot use it to propel a ship, and the principle of the furthist part of the rotor being faster, cmon man, that is simple ratio knowledge and it is used all around us every day, they most obvious example of this would be the gearing of just about any vehicle, they all have one or other way of transferring power from small to large gears to give more speed, even bicycles use this method. gee my eight year old knows this
if subgrids go faster, wouldn't the logical progression be to build a ship completely on a subgrid? and i assume this doesnt work because someone would likely have done it. and so how is a subgrid that can break the speed limit actually defined? and how can we trick that process into letting us go as fast as we want? don't you MAKE me do testing myself!