Just this one simple addition (controller block) has opened up SO many awesome ideas, I'm waiting for people to start using it to do welding and grinding robots along with the turrets.
I'm thinking to use it for an early space exploration drilling arm, pull the ship up belly towards the ore then switch to a turret controller to point a piston and drill arm directly at the ore, switch back to the ship controls, turn the drills on and put the pistons to extend.
How does this update change any of that? If you get close, you get shredded, now even faster than ever before. Without any changes to defense it will be just the same.
4:29 This wiggle is mostly caused by the azimuth and elevation speed multipliers being way too high for mass and inertia of the turret head. Not only do the multipliers apply to the mouse input, they also apply to the AI's. The AI drives the rotors and hinges as hard as it can to reach the permitted speeds, which it never will if mass and inertia are too high, subsequently failing to slow down early enough to hit the required bearings. The turret overshoots, and the chase continues, now in the opposite direction. The heavier the moving parts overall, the lower those settings must be if you want to prevent or minimize overshooting. That said, adjusting the torque of the rotors and hinges has an effect, too, but there is only so much you can increase that parameter before the numbers appear in scary red. Finally, setting the inertia tensor share _only_ on the hinge, not the rotor, too, seems to help as well without slowing the whole turret to a crawl by making it share the tensor with the entire grid.
Placing the cannon in line with the hinge at ±0° actually restricts your arcs of fire. By placing it transversely, (i.e. the gun points to 90° when the hinge is at ±0°), you get gun depression and you don't lose the ability to fire the other way because you can get that by rotating the turret. Which of the two is actually better would depend on application. Something designed to take on fighters and that will be mounted with a hemispherical FOV doesn't need gun depression and benefits from the lack of a central stop. OTOH, if you're putting a heavy turret on a ground vehicle you really want to be able to fire horizontally while parked just short of the crest of a hill.
A broadside gun on a space-based craft might benefit more from two hinges rather than a hinge and rotor. A semi-realistic naval type cannon or shoreline defense type gun would work with two rotors, or one of each. An anti aircraft weapon or one in a depression would benefit most from the vertical weapons, as you've pointed out. Lots of nuances to building with these sorts of joints.
The *Ball Turret* can be made easier. If the hinge block is facing up in a natural gravity well, like in the video, you can just place a filler block (armor/whatever) in the center of the big hinge block and let it fall, then, if the big hinge block is small grid, you place the hinge part on top and attach. If the big hinge block is large grid you place another filler block on top and a hinge part on top of that one and attach. (In either case the hinge part will be instantly rotated to fit the motion range of the big hinge.) If you're outside of natural gravity you can just place the small hinge part in the center and attach.
I found that putting 1 half block upside down, and putting a full block on top, with a small hinge on top of that, inside the large hinge, makes it really easy to make a turret in gravity
Sharing the inertia tensor CAN make aiming speed real slow since it'll be using the combined mass of the grid and subgrid. You can counter this with more torque, but things can get bit clangy if it's in red numbers.
Oh boy, it's been a while since I found the last Splitsie tutorial full of new info. If there is one thing I'm really happy about with this update, it's MORE SPLITSIE CONTENT. WHOO!
A multiple controller 'crane' might actually work very well as a refueling boom. In small grid you would need a small connector (or modified small ejector) and probably a small advanced rotor. The controllers would each control one arm joint. Shoulder, elbow and wrist controllers. Now if only you could tell a controller to track the sun . . .
I feel so happy for you Splitsie, having more time to do what you love most! Btw I hadn't noticed the AI-range difference between the controller blocks. I've been making these "Ball Turrets" for a while now (with scripts) and since the update I just slapped the small controller inside of them, not realizing that I'm giving away 200m of engagement... LOL Thanks!
You can make use of full range of weapon on a group of turrets if you use new feature of copy target or sth like that in the options for a group of turrets
I have successfully gotten both rotors and hinges to work with a battleship-style Railgun turret setup, going to mess with pistons to see if I can give them a recoil effect. I think this is probably the best update SE has ever gotten
So great tutorial - I was actually wondering how that turret was done. Thank you for showing us the trick. But I gotta say, I really enjoyed that very last shot where your character just glides to their death while standing at the detached helm of his ship - really gave me the captain-saluting-on-the-deck-of-the-ship-as-it-goes-down vibes! :D
hey. So when these custom turret controllers came out the first thing I did was hop into my survival world and use them to make a search light for a small ship. This turned out to be extremely useful for the AI faction search contracts and turned what could previously be several minutes of frustrated searching for a tiny small grid objective within the 750m radius into a way to basically print free money.
So far I used these new blocks for a Vtol idea and a bridge both being complete successes. This block is far more important then most of the dlc in my op. Edit: this is for Xbox where I don't get much access to fancy scripts
I have been having success adding a small hinge to the big hinge by placing two small blocks on top of another in the big hinge (Not attached) and then adding the small hinge part on top of those two small blocks.
@@themidnightbanshee5927 REALLY!!? Is that mean, if I build multiple customs turrets, I could just RIGHT click to lock a target, and all customs turrets which controlling by AI will automatically fire in maximum weapon range??!!!
@@themidnightbanshee5927 That's AWESOME! My friend's dedicated server have many problems with Mods, 50% chance that Mods will unable to loaded in well. I found a similar function Mods that be able to control multiple Customs Turret Controller, but with your idea, I could prevent to use too many Mods. With many thankful!
@@Splitsie Yes, please re-do the old tutorials. I feel like missed some important design concepts... and I still really suck at building large grid things, especially ships
I would assume that if you have a custom turret under AI control that you can use 'view' to look thru the camera even though its AI controlled? Makes watching the shredding of the nosy neighbors more fun. lol.
Hey Splitsie, love your content. Not really related to this video but to the update. I have not yet seen anyone talk about this, maybe you could find some interesting uses for this feature: "Cockpits now have the ability to trigger actions based on whether they are the target of a lock-on." And you can lock on to friendly targets. That means you could trigger set actions without scripts or antennae on up to 2km distance by just locking onto a grid. ofc you could do the same by shooting target dummies before this update, but I have not seen anyone use them this way. Two issues that I think (I have not played the update) are: 1) You need to have a weapon to lock on. 2) Target grid needs to have a cockpit (remote control probably has the same function) Not sure how to use this feature, but at the very least it's a sensor-less garage door opener, or an unpractical remote detonator for warheads.
I want to know if you can have like a master turret that controls the movement of many others. Like a marker camera and all the turrets along a battle ship can be linked to it to all move and rotate at the same point or lock on. Watched another video from LSG and they had one controlling a custom warhead missile.
2:14 I actually think that it would be more beneficial to put it facing horizontally initially as you would gain gun depression. Of course it would be of less use if it's very much a true-surface-level turret rather than one slightly elevated, though I think that should be taken into consideration. Only other exception would be if these were also on pistons and would extend/retract out of a sort of hidey hole, where going vertical would be easier to manage.
Thank you, that's what my rover turret was missing, I found myself having to change the wheel strengths and offsets to point down when I parked on a hill overlooking a ground base... If I just built the weapons rotated I could have dipped them.
I would prefer more survival updates, rather than this, as I prefer solo plays and this is mostly PvP. But I still like it. Hope this gets you back to SI ;D. Thou wrong way will have to change some ;)
The most stupid idea: use two of those controllers to build the silliest of walking contraptions. Landing gear+rotor+hinge followed by a middle part (a few blocks straight line + power and conrolelrs + cockpit) and then the reverse. Hinge, rotor and landing gear. By switching the active controller and which landing gear is active one can swing about the rest of the contraption to reposition the other landing gear. Resulting in "movement". Also, one could stick a projector at the end of a crane and use it for manually 3D printing stuff...
4:27 Selecting "enable AI" will provide your turret with an incredible amount of existential dread, as it has now become sentient, and shudders with a now, overwhelming level of anxiety.
Actually hinges work fine if you got only a few guns but double rotors at mid-height of your gun array seems better as the moving part requires much less force to rotate the array if you build it balanced around the axis. I've seen some people having issues with these turrets damaging their grid or the grid they're locked on: that can be prevented by putting limits to the hinge/rotors to tell the thing to not go below its horizon. A bit specific: on using this system with WeaponCore. I have not yet found confirmation from other people but as far as I've tested these controllers are only partially usable with Weaponcore - They do not recognise WC weapons as usable weapons - If used with base game weapons they don't seem to take orders from WC's targeting system, so they cannot be used autonomously Now you can still use it manually, if you put the weapons (either default or WC) on the turret, set it up normally, then on your gunner seat in addition to "control turret" and "view camera" actions, you simply put the guns/etc in a group, set up a "Toggle click to fire" action. Then control the turret, use the camera (zoom mod recommended for long range weapons) and when you want to shoot you use the toggle click-to-fire. You might need to set the WC option "override" to fire the weapons manually. Overall a very nice addition to the game, I hope WC will get full compatibility with it soon. These turrets seem almost too precise and fast, so I wonder if they could be modded to make nerfed versions? Then again manufacturing the ammos for it must be its own nerf. But imagine, you're approaching a ship, seemingly unarmed, and suddendly panels open, pistons expand and these buggers start raining autocannon fire on your face... Can't wait to see if WWU's "bots" decide to play with that. I wonder if that can be put on a plane?
So, if your ok with limited range of movement on your turret and ok with setting a maximum height to it, you can extend the armer around the sides from the front of the turret, just to armor up your hing a little bit more. As much armor as small block can give. But I have a couple of ships I want to update with the new weapons and turret controllers, making the "server" room a little more alive with useable blocks on my Xbox single player world
No, each controller can only control a single Rotor or hinge for each direction (Azimuth and Elevation) so making multiple move and fire at the same time would need scripts... Better yet, there is the locked on and lost lock action in the turret controller, pick one turret as the master and have the lock on turn on a timer that fires all guns then starts itself again every x seconds (depending on the reload time of the gun you use) then have the lost lock turn the timer off. As long as all the turrets have the AI enabled and are in range they should be pointing at the enemy when the script is triggered and their guns will fire every time the timer cycles.
hey splitsie good you're making tutorials again. but i found a bug on the small solar panel. it won't bother you or me. but i think capac will be perturb would you like a link
One idea I had is that you could make a catapult and aim it fairly easily and just throw stuff around. Also (I think) you could make a guided missile if you have a missile with thrusters in all directions except backwards, and have the foward thruster on the "turret part," and get the turret to aim towards your enemy and launch One more idea I just had is that you could use it as an MLRS, and have a bunch of unguided missiles and fire them all, and just wiggle it around while firing so they land all over the place.
Space Engineers? With the amount of manipulation to get that turret functioning correctly, it is more like Space Wizards. The creativity is off the scale.
wait this is vanilla? then all we need now are offset cameras, those full half blocks with the odd camera in the middle look so jank also would be nice if you didnt need an entire block extra for the turret control
You'll always need the full block for something that's functional it's just a limitation of the engine, but I'm somewhat surprised that the small grid one has less range as giving players the option of having timer blocks, control blocks and programmable blocks packed away tightly in small grid might have been nice
@@Splitsie what i mean is a camera on a stick or something that can be stuck sideways on a block, instead of the flat on also one that is offset from the center of the block, so its not so far away from the gun and in the middle of nowhere the "block" you need then is tiny and while that doesnt matter for the turret, it matters for all the things you get stuck on moving the turret, because the hitboxes arent full blocks
I love the use of these in proximity guided missiles. By putting a gyroscope on the turret (or 2 gyros on 2 turrets for full range of motion) you can have a ship turn itself towards a targeted grid, making for missiles that track anything within 800 meters and might even shoot as they approach
Space Engineers offline; Every DLC not available for offline use "PC Versions" the available fixes and gameplay improvements; "not available offline" (pc users..} a scam endorsed by STEAM. I find this when a line fails to deliver internet for two weeks. and tried to play Space Engineers offline.. a class action should hold Steam responsible for this behavior. a theft has occured, probably more than just a few..
Watched this video while work-shopping "Tribute Splitsie & Aragath - NMS Missile" I just posted it to steam workshop It would be an honor if you'd take a look at my missiles
Just build a small hinge part free placement onto one of the empty nubs inside the hinge housing, then click attach...last stand gamers showed me that!
Just a thought but couldn't you make turret that shoots around corners if you use the hinge first Another idea if you use timer blocks you could make the guns on the turret stagger their shots
A fire staggering System would keep ammo consumption in check rather important for large weapon multibarrel setups like naval cannon style turrets (also reduces overall recoil)
I am so looking forward to what the update will bring to future videos. Love the kinds of controls that you have with these turrets in vanilla. I am curious though as to whether there is a brand new series that'll be started because of the upcate/new blocks or they'll just be incorporated into an existing series. Also how the new combat blocks will be incorporated into the Assertive mods.
I'm still unsure about the answers to those questions, I think it's going to take a bit of time to get a feel for the new weapons and what impact they'll have. With me never using weapon mods I'm definitely at a bit of a disadvantage with adapting to this change :P
Something weird about the AI for the turrets.... I tested using one of the Valkerie ships in the workshop at 200 meters and shot large grid assault turrets... They couldnt hit a standing still target for god knows what reason, but had nearly pinpoint accuracy on a moving target and was still fairly accurate even at 600-800 meters... No idea why this happened... But it's super weird... I'm also curious about large grid rotor to small grid rotor head, to small grid hinge and small grid hinge head... Or, small grid adv rotor with hinge with mini head to make a mini ball turret....
when setting up my new custom turret on my main base in a survival world i run into an issue. The Custom Turret Controller says: ControlSys: Ai Detected:false Also i can`t choose which weapons should be controled by the controler and AI can not be enabled(cant change the targeting range from 0) Someone help me plz ^^
2:55 "it can be any control device" Would a remote control block also work? I'm looking to create some compact drones, and sticking a cockpit on them would throw off the whole aesthetic. Edit; Follow up question! Can the turret control block work on a turret made with 2 hinges and no rotors? Edit #2, since I've had the chance to test; 1. So, while you can't control the turret through a remote control block, it will still function as one without a control seat. 2. The turret control block will work with 2 hinges and no rotors. Hooray, my aesthetic is saved!
I like to build large grid plunge mines on planets to get industrial quantities of ore. (Vertical tower of pistons with a drill on the end) The problem is, once I'm in the ore vein, I drill through it and then have to rebuild the drilling head with a horizontal piston setup to cut into the vein. With the custom turret controller, I now have a Rotor -> Hinge -> piston -> Drill setup with a control station on the piston that lets me ride the drill rig down into the mine, and then sweep through the vein with mouse controls. Its SICKENINGLY effective :)
Do an AA gun challange. Gets friend or two get one on an AA gun and another on a Rover and someone or more trust to attack it with aircraft manual turret only and custom AA turret or you could have more than 1 AA gun and get your friends to design their own.
Gotta see you develop a full faction fleet in game with stations, battleships, cruisers, destroyers, carriers( and rakkers maybe) frigates, corvettes etc... oh and drop ships, transports, and what not... submarines in space? ships designed to fight in gravity maybe.
well this was insightful, I've been struggling with getting The script version to run, but then i ended up purchasing the warfare content and saw this block. soooo much more freedom. and to quote: "It just works." i also thanks to you, now know how to fix my controls being reversed. cause i made a turret and my elevation controls were reversed and it made it really hard to aim with. Another thing was i never thought they would work with hinges, i assumed it only worked with rotors, so that freed up and gives me access to more compact designs. thanks Splitsie
I made a gatling turret but it looks "sideways". Can someone help? I build an advanced rotor. On top i build a large hinge and destroy the center part. I add a small hinge. I place 3 small conveyor on the small hinge (for ammo) and place 6 gatlings on the sides of the conveyor. After that i put 3 armor blocks on the 3 conveyor to protect it and place a camera right on to (in the center). I setup the custom turret controller, made a "controll" on my station. after pressing the controll button i CAN controll and fire the custom turret BUT my view is kinda sideways. I can see 1 gatling on the left side of my screen but not on the right (should be able so see both or non) and if i fire the gun it shoots not where i look but to the right of where i aim. Its like the camera is 45° angled to the left but i checked and the camera looks normal. Only thing i can think of is that i moved the hinge while in construction to get a armor block in a spot that i could not reach. Can this mess up the setup and is there a way to fix it? Thanks for all help! PS: restarting the game fixed the problem...
So I've set up a custom ball turret following all the steps, confirmed that velocity can be applied to the hinge and rotor in their control menus and that they move freely. However, when I attempt to control the turret through the control seat via the custom turret controller, neither the rotor nor hinge move appreciably. I can see their speed fighting to rise, but it never goes above 0.1-0.2 m/s and never practically moves. I assume I'm struggling with something to do with torque or multipliers but am at a loss as everything I've tried hasn't worked. Any tips?
I can't understand why, but, i built a tank, and the AI for the turret wasn't working, than i built a gatling on the hull of the vehicle and the turret started shooting at the enemy 100 mt away... than i removed the gatling and the ai was just fine and kept working .... can someone explain? Also, i can't figure out how does the new aiming thing work.. i have NO reticle whatsoever... but i have the sound effect
This is an old video, I know, but I hope sb can help with a problem; The turrets don't seem to 'conveyor'. It doesnt auto load ammo for either gatlings or autocannons and I cant pull anything through it. I tested multiple setups, but as soon as I remove the larger hinge part and replace it by the smaller one; I cant use any of the conveyor system. It showes the classic 'blacked out inventory' when I try to pull anything through these turrets. I tried everything and they work perfectly on Creative mode, when it doesnt need to fill ammo, but in survival it just cant pull the ammo. Anyone any clue as to why this is happening?
Ugh, on the one had its all epic stuff, on the other there's little use to use Gatlings if you're looking more for rate of fire. Stick 4 autocannons on a custom, enable AI, adjust the angle deviation, boom, a way more powerful gatling. Tried 4 gatlings instead and it struggled to handle it.
If someone ask why use new Turret controller when you already have dedicated turrets? Well the answer is simple. Bigger turrets! With this device you can build far more potent weapon platforms.
This is driving me nuts. I followed your directions but as soon as I add the rotor and hinge to the controller they stop working. The AI randomly pivots and spins and if there's a target it will fire in any direction it's facing. I can control it, which means I pop into the camera, but I can't fire it unless I disable the AI and the rotor and hinge are still frozen. Whips script works so much better but I want AI railguns!
They should just have the option to rebind all the usual vehicle control keys inside a cockpit to different things, would solve all the problems. That way you could also just manually add all the subgrid suspensions you'd want to the wasd keys, rather than having to look to scripts for it.
Hello ! I just started the game and I want to thank you for all the inspiring content you create ! I have an issue with your tutorial : the "adding small head" button is not available anymore and I run into some collision when I try to build some blocs INSIDE the hinge (that I still managed to connect though), is this a recent modification and is there a way to still creat cool looking turrets like yours still ?
I don't get the "control" option when i click the turret controller while using a cockpit/control seat. Am i the only one having this problem? I am losing my mind.
What would happen if you made a turret, but instead of firing it had a thruster facing opposite the target. You could load it with explosives and have a tracking mine...I'm sure someone has done this.
My turrets stopped working after i limited how much the rotor could turn(was damaging my wind turbines) now my turrets just track the meteors and not actually shoot anyone else have this problem
i dont get why everyone is over complicating these "add small hinge like that" part. just place 2 small blocks on it in the middle, and on top of it the hinge like, i saw a guy using a whole space ship for it XD
I have not published it yet but... you can make a vanilla guided missile! Its ugly but gyro with override controls attached to the underside of the rotor build 2 heavy blocks off the top of the hinge with a camera on the front of it (you can add warhead) at the back add battery, ion thruster and under it the AI turret block. It points the camera at a ship within 800m you just need the thruster to be max override and a button to turn it on
I couldn’t get this to target or engage anything in creative on Xbox. Works great from a control station, but no matter what box I checked for targeting in the control panel it would not shoot anything down. I transferred a number of ships to neutral and otherwise and no go. 😢 edit: it only targets and engages my player if “neutrals” is on and I do damage to it first, otherwise any ship I spawn and transfer in front of it doesn’t seem to be targeted. Will this still target and engage on official servers? reEdit: Camera detection range is the issue. If more than five meters or so away the turret doesn’t notice anything, and even then the angle of detection (or cone if you will) is so narrow the turret doesn’t detect a threat until it’s already been destroyed.
Could make a drill crane. Us a hinge on the back of the drill, and put a gyroscope on override. It'll always try to stay parallel with the plane you've set it to, so the custom turret block can move freely
I have also found that PMW turrets have no qualms trying to shoot _through_ other PMWs on occasion when a target passes behind those. This appears to be because only the chosen reference camera or weapon is checked, not all other weapons on the turret head, too. As such, you may find yourself needing to limit a PMW turret's arc by placement, or emplacement in recesses, or by adjusting the maximum angles of the involved rotors and hinges, possibly in combination with making sure the dedicated targeting block is the one that is blocked first before any of the weapons are.
That's why i think i'm going to be using Whip's turret slaving script with this as it has a setting to stop firing if parts of your ship or friendly ships get in the way.
Weird it's seems that the azimuth in my tank with that control system is really slow, I've tried to play with the settings and put some gyroscopes but it seems no affect at all, can someone help me make my tank turret spin faster with that "Turret Controller" system?!!
We could use this in mining vessels to have more accurate control of a piston/hinge setup! (Thinking of rover-miners) Ah shoot, nevermind, you can't drive while controlling them, blasts.