Glad to see I wasn’t the only one to think of a design like this. Mine was a bit bigger, but instead of dropping mines I think it dropped beacons with other stuff on the ends. The guns prioritized shooting the beacons so the detached fragments broke into two fragmented parts resulting in even more collision damage.
I was thinking this as well and for extra umpf you can make the main projectile have a warhead attached on the back the beacons distract from it haha I might play with that idea.
@@FurryEskimo I think they only take silicon and magnesium, although if playing with a design like this I usually do tests in creative to make sure it works before building them in my survival world lol
@@gozzilla177 Magnesium, that's what I never found. Resorted to nodded laser weapons. I scanned all asteroids I could find with a large ship scanner, from all sides, and performer tests drilling through larger asteroid, but I just never found what I needed.
And how do you become an actual engineer? By doing. You can learn more from the internet than you can from university, and as someone who went to uni, I stand by that claim.
@@Ranstone The Point on University is to study, not to learn. You are your own Teacher, thats why it is studying not learning. And so it is in the real world and Space engineers. I spent hundreds of hours in this game trying out, fail, destroy my base while fail and sometimes i am sabotaging my mates for fun.
@@KrushVarO Exactly. People need to have more confident in their ability to teach themselves. Go to uni on top of that, and that's a recipe for success.
Yea at first this game is daunting but you learn as you go....I started not even knowing how to make a ship fly.... now I'm 200 hours in on an absurdly large carrier with all the good fixings.... carries 30 fighters, lots of guns, it's own large grid mining ship that's remote controlled and an orbital strike platform attached to the bottom that you just drop off and remote control into position, gps tracking cluster bombs similar to these to level planetary bases in just a few minutes without ever needing to leave the bridge
you guys need to realise that this game is actually unoptimised and unplayable as hell in multiplayer, also its dead by now, most popular server UD has online of a 3 players...
Very incredible design! though i feel it would be a good idea to keep that front door closed until you fire it, just seems like a vulnerability to me. but past that im really impressed that you made it able to swap payloads like that! ive never seen any kinetic weapon do that in this game
Really cool ship! In terms of just visuals, it makes me think of a Farragut class battle cruiser from Elite Dangerous, with how the front end splits into two prongs. Just, instead of a hangar bay, yours has a pretty nice weapon design.
@@DavidUtau I mean, the split front aesthetic is there. It's missing the beams between the individual prongs, but it's still reminiscent. And I only meant the front end, not the whole ship.
Cool setup and cinematics , outstanding construction and rotation sequence and of course a spectacular death and destruction scene to demonstrate your anti-intruder security system. Bloody well done mate.
Yeah, it's really only useful against stationary targets. The cannon can be improved upon and then installed on smaller ship which can be used to ambush player stations or parked big ships from very far away - well beyond any turret targeting range.
@@KGAnims actually, it could work as a broadside hail, if you set them up under protective movable plates, they finished reloading and or preparing the rounds, then you'd get close, the plates would make way, and try to get ahead of the target a bit, could rip apart the enemy ship that eay
@@NameName2.0 unlikely, as there shells need time to start rotating and disperse warheads. You are looking at very least at 1km "arming" time after firing them off the ship. And that's plenty of distance for enemy to dodge.
These are good for going against fleets. It similar to the grapeshot used in old cannons, not a ton of damage to a single target but a large area of lesser damage
Try dreadnaughts and all those other huge ships who load up a metric crapton of heavy guns. This would make a good ship against the big boys but you aren't going to be able to set up a second shot before they start heading towards you. Tactically it's an ambush bomber. Now if you could make it able to reload while firing and keep it up... Maby by the time the fourth one is launched the first one is done building and ready to launch?
I actually expirienced this in a dogfight yesterday going against a large ship base, fragmentation is deadly if accuratly targeted at you! I could only reapond with some small railguns, but was not able to break its welding mechanisms on time!
You need multiple cannons to make it really effective. Think a Hapan battle dragon from star wars. When one set of warheads launch and need to be rebuilt the barrel rotates out of the way which allows the next set of 'rounds' which have finished building to rotate into position ready for an almost immediate launch. it would increase the size of the ship drastically to provide for mechanics for rotating and ammo capacity (though if your auto building the warheads on site then I guess thats just more component storage). Blueprints are your friend though.
i havent really played much of this game, but one thing i find funny is the fact that once the bomb has fully detonated, the enemy ship's autoturrets try to shoot the cluster's remains, which results in it inadvertently causing more damage by shooting itself
dude made a missile that splits into many smaller bombs to get past flak and defensive fire easier, from a range that counter fire is near impossible. Imagine combining a sniper and a shotgun at the same time for how the damage is dealt. Really nasty. Then make the normal defenses against things like this (Defensive fire) be able to only take out 1 or 2 targets before they reach the ship, and this thing makes close to 30, and its really hard to stop this. the downside is its very difficult to aim at moving targets and its best use is on giant and/or stationary ships.
Meanwhile, the ennemy ship : "Hey captain, that ship is looking at us menacingly while doing some whatevermachinashenanigans since the last 2 minutes.... shouldn't we like... aim our railguns at it and blast it to smeetherin?" "Nah, it'll be fine, they're probably admiring our magnific-" "they've launch something at us cap'. " "-well fuuuuuuu" * no ship with a competent captain ever.
First things first - this cannon has massive range. Easily can shoot from over 5km away where it's difficult to spot anything. Next, you can fly around with cannon already loaded and ready to fire. And last - obviously this cannon isn't really useful against moving ships but can be useful if enemy ship is parked or vs a station.
@@KGAnims i mean hey, i did like the video and i do like the concept. And it is a good engineering disign. But you have to admit it is quite a funny scene if you look at it from that angle. Also, while it would work a whole better against a station and anything docked to it. Realistically unless you have stealth or do a jump in, you will be seen coming even before 5km range from radars or patrolling ships. Either way sorry if my comment offended you, it was mostly intended to be a light touch of humor.
@@thehatred94 huh, i'm not offended, just wanted to clarify the use of the cannon, so no worries here :) yeah, scene is unrealistic, but I was just trying to showcase the working mechanism and potential damage it can do if you land the shot. I am not sure how effective script based radars are, but I thought it could work :P
@@KGAnims fair enough then. I did say if. A lot of people are easily offended out there when i really dont mind to so never hurt to be careful and apologies just in case. xD
Спасибо) Вторая вкладка для смены типов торпед. В каждом залпе четыре торпеды, они запускаются с 1ой по 4ую. Так вот, эти восемь кнопок во 2 вкладке позволяют настроить какие торпеды будут в залпе: 1 - первая торпеда будет приманкой 2 - первая торпеда будет боевой 3 - вторая торпеда будет приманкой 4 - вторая торпеда будет боевой 5 - третья торпеда будет приманкой.... и так далее. Тип надо менять ДО того как запустишь процесс варки торпед.
Absolutely Beautiful. I still much prefer the cost effective way of firing tons of little stones as ships can't shoot it down and you often have piercing damage on top of the stones floating in the enemy ship after causes the ship when trying to fly around to put more holes into itself
@@KGAnims yeah ore guns haven't done squat in years. That said, container bombs can be useful for interfering with a ships maneuvering. Basically glitch the ship full of rocks to make it's grav gens interfere with it's flight profile.
@@gmaninatrashcan7144 Yeah though there's no way in hell you're going to hit a moving grav drive ship from beyond point blank range, so the practicality of that isn't there, these systems are better for defeating defenses pre warfare 2. Keen ruined defenses with warfare 2 though as you can now use conventional weapons to shoot from beyond turret range. I don't get why keen would make defenses useless. It's dumb. Creative methods like these were much more interesting and a big part of the game.
@@KGAnims Ore guns actually still do considerable damage with pulse gravity generators, causes a slight glitch to speed. Also becomes more effective the more players there are on the server starting at 8. I've torn thru massive ships with ore guns still. You do get dud rocks but with the speed you can fire they just start tearing thru
Dunno what's wrong with people in comments but amazing creation I can also see it being useful to disengange from battle (dropping these payloads behind so enemy has to go around)
ohh..now this gives me some sweet Home world 1 vibes.... or dune vibes... aka..background ambient noises + status screens and basic engineering details..nothing else... as you watch things execute the orders given monitoring them
Looks more like a weapon designed to take out enemy installations then ships. Time it takes to ready the shots is to long and a ship can easily move out of the way avoiding such a hit unless taken by complete surprise. Namely not noticing you till the automated PDS start firing. Still an interesting build.
The scattering of the charges/decoys could use a bit more work, but a great design nevertheless. I take it the launcher is pure gravity, and the spin is gyroscopically introduced?
@@KGAnims Looking at the first two, the decoys, it seemed that some collided with the device itself and were destroyed before doing their proper job. Unless they were shot at and the video compression just won't let me see that...
@@darth_dan8886 ah, nope, the destruction is by design :) you see, if i would use small merge blocks to detach warheads/decoys, it works, but since each merge block is 100+ PCU, these torps would be nigh unusuable. And if i used rotor heads, then it won't be weldable, and thus won't be reloadable. So i went for optimal way - using small hydrogen thrusters at minimal thrust (10 N) to burn down the armor block that has 3 warheads/decoys attached to it. This way it both can be welded by ship welders and is cheap in terms of PCU. That destruction you see is that armor block being burnt down, so that's by design. And there are several of such "holder" blocks per torpedo.
@@KGAnims Oh, that's some nice trcks! At 2:24 tho, I can see 3 decoys spinning off still attached to a single block, effectively becoming 1 decoy. That's the kind of thing I was referring to.
@@darth_dan8886 well that's definitely a fuck up. For some reason one of armor blocks got burnt before the previous one did and that caused that entire piece to fly off. But that's fixable, i was just too lazy to properly finish the design yet :P
Its an interesting idea, but it is only really effective against targets that are not moving at all. Non-tracking warheads are just really not that great
As it is, yes, but with a bit of retooling (thrusters, turret control blocks, some overide locked gyros on rotors, etc) this could certainly be made to lock on to moving targets. If it can acellerate faster, or fast enough, it can even catch them in a stern chase before both grids hit the speed cap...