@Liam Hoffmann tnose might help. but due to the extreme amount. one of them would be hit by the clang gun and would stop the projectile. you could probably make a dumb version of them and it would be enough. still if someone would surprise you you would still be dead.
Rapid bloom chaff cloud of some sort? A multitude of physical objects for the rounds to impact. I can hear the GPUs screaming already. Could possibly be enhanced with a sensor triggered warhead. At that point it's basically be a defensive cluster bomb. :p
I had been toying with your previous large grid piston gun, this one seems much easier to build around-I love artillery cruisers and can’t wait to build a ship around this. Cheers!
I wanted to create the same thing but automate the construction, with welders and grinders all doing the correct steps to create a finished product. I got too ambitious and came up with a project I had no time to finish. You came up with the perfect middle ground between automation and manual construction to create a massive leap in the ease of construction of clang guns. Amazing work.
NTM the guns we're given have unrealistic ranges. A railgun or artillery shell is going to go a LOT farther than 600m. I'd like to bombard a planet base, thank you very much, Keen. 😅
It's not like players stopped being people. As Sniper from TF2 put it "I guarantee you'll not go hungry. Cuz at the end of the day, long as there's two people left on the planet, someone is gonna want someone dead.". People have been looking for more efficient ways to murk each other since before humans were humans.
@@ronwatford7331The railgun actually goes to arround 1.20km to 1.10km if I'm not wrong But 800m still kinda boring for thw artillery turret and assault cannon
Could you try this as a mass-driver please? Space balls can have their masses scaled to ridiculous values and don't require power. I used to make gravity guns using them embedded inside a heavy-armor casing. You could probably program the round to change its mass mid-flight to mitigate recoil. Also, now that you have a survival version; you should get in touch with a guy named Apologies! They're an expert at making factories for assembling complex pieces! It would be really cool to see a large ship assembled with weapons like these completely automatically
Did something funny where I clanged a turret control block that was moving gyros and it started teleporting. Not insane speed, like just literal a-to-b teleportation. I soon learned that SE does not like it when one grid spontaneously appears inside another…
Wow very nice now we can use it to destroy everyone on servers. One more thing could you maybe provide a guide on how to build them without the programmable block since those are often not enabled.
That's not possible sadly, atleast the speedlimit breaking part. Keen decided to hide the "attach piston head" button for some reason and you can only access it with script rn.
@@AdamSchadow I guess, but that's quite tricky to do without blowing up your ship and you can't get rid of the projectile as a subgrid. That can totally crash the game if you're not careful.
What about an application of the piston gun to get ships off the planet without that huge hydrogen expenditure normally required. I find getting off earth in home system a major pain. Making sure that you have everything to get a lunar base going takes literal hours of resource gathering especially the ice to fill large hydrogen tanks in solo on the official servers. When i say everything needed i mean the ship with onboard assembler refiner medical station O2 tanks H tanks. Basically the works.
So basicly subgrids does not have a speed limit (1000m/s) The way the gun works is projectile counts AS still being part of The piston and can therefore move up to a speed of 1000 m/s When The pistons both contract with a huge force and speed IT moves The projectile very fast before The projectile gets shot of The piston using a gatling gun The game still thinks The projectile is part of The piston bit in reality its flying towards a Target It wouldnt work on things that have a cockpit or something that makes it its own grid. Because The game would see ah, this has a cockpit therefore its a grid and aplies The 100 m/s Can probably be worked around with speed limit mods Hope this helped a bit, could have explained it better but didnt have much time and english isnt my First language
@@sondremeier8411 what about having a welder that automatically builds a cockpit when it arrives at the destination to instantly slow it back down to 100m/s?
Would you be able to make the same thing but for small ship grids by any chance? It'd make for some awesome tank battles with the engagement range at a km or two. Even if it doesn't look great, it'll get the job done etc.
I'm a new SE player, so forgive me if this a stupid question; can you create projectiles without warheads, just mass? I'd like to be able to fire just huge heavy armor slugs.
How did you get the pistons to attach to each other? I've been messing around with vanilla printable subgrids, and not being able to attach piston heads like rotors is a giant thorn in my side. I'd be really thankful if you shared this knowledge so everyone's automation can get easier
there's a script for that now: steamcommunity.com/sharedfiles/filedetails/?id=2751505305 I didn't do it with that script, but I'm sure it works just fine.
they added some spectator tools a while back, you can lock the camera to a grid now and still move it and stuff. You can find that in the alt f10 menu. Forgot the keybinds, just look them up in the menu.
hey I love your work and i'm using it in my blueprint. Problem is, I have 2 turrets each with this gun and even after I remove the "setup piston gun (remove group after" group, the 2 guns still fire together in a group. I want to fire them individually. Help please? Thanks man.
Warhead - Merge Block - Battery I tested this out the other day, its effective. I believe the Battery is needed because the game settings will automatically remove grids that don't have power.
Not enough time to shoot down a projectile travelling at 900+ meters per second, assuming a turret could even track a target moving that fast. The only possible defense would be an extremely advanced script capable of spotting ships that are outside the max range of a rotor gun (render distance?) connected to a script that aims homing missiles. Even then, you'd need a player nearby to keep such a complex script loaded and active. As always, never being spotted in the first place is the best defence.
Very badly, that is how. At these speeds they don't even have time to rotate to face the target and even if they did, they can't actually shoot them down. The speed of a vanilla gatling bullet is 400m/s. These can have between 400 to 900m/s projectile velocity meaning that most turret's intercept Point will be either extremely close to the ship's own hull or even opposite the impact site.
@@r3dp9 maybe connect the detection script to something similar to this: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Y47BDTVC0TQ.html just with dumb projectiles. this might work if you are a slow target. not sure though.
imagine you are just chilling and suddenly your base gets attacked by one of these... at that point tere is only two things you can do. prepare defenses of some kind or pray to clang the thing self destructs before your base is gone.