Impressive. Couple of quick questions: How much lag does this weapon system cause on a PvP server? How does the weapon system perform when you're unable to target the enemy ship's central axis? How viable is the ship design in live PvP combat against other ships optimized for such? I'm talking about ships that are trying to dodge and juke with a full damage control effort underway? How easy is it to repair this ship? Could you crew it with a repair team to keep it in the fight as it's being hammered? Can the weapon system be repaired while firing at a reduced rate? ie can you take 1 carrousel offline to repair the other if need be? Is there a secondary armament? I didn't notice one.
Well I would suggest taking some time to practice with the ship before you take it into a serious pvp situation as the ship has a unique learning curve. The targetting reticle comes from 2 static artillery guns, which have different muzzle velocities to small grid railguns. Best firing practice is to shoot at ~1100m or less, try to equalise veolcity with the enemy ship as best you can, then fire exactly half-way between the ship and the reticle, keeping the beam as straight as possible while you do to maximise penetration. The full armament is: 6 artillery turrets, 4 rocket turrets, 8 interior turrets + 1 internal, 2 static artillery guns, 2x 20 barrel rail-gats, designed to burst-fire over a 3 second period. The artillery turrets are equipped with welders and the rocket turrets are recessed towards the back of the ship. The port and starboard thrusters are also welder-equipped and taper inwards towards the stern to make them harder to hit. The ship does not come with a projector by default however so you will need to install one for yourself. (I build my ships for creative combat where projectors are cheesy) I have no reason to believe the rail-gats would cause lag on a server, though you may not like the ship's pcu cost. The gats will be difficult to build in survival, and can't easily be reapaired in a fight, however the railgun bay is very well armoured towards the front, as well as being inset towards the middle of the ship. Keep your nose angled slightly away from the enemy when not firing and use the ships high manouvreability and the rail-gats likely won't take any damage unless the ship is completely mauled. You may also want to take extra ice into combat if you're expecting a large battle as the ship only has 1 large and 1 small h2 tank. Hope this helps. Link: [steamcommunity.com/workshop/filedetails/?id=2971788879]
@@sgt_retiredcharlie4102 just the 2 rail gats, though as each uses multiple hinges to angle the individual railguns you'll need to construct them manually
Ya, the penetration power alone would make it lethal. The only real drawback is there's still decent downtime between volleys. If the rotations were slower and only alternated left and right, itd be a constant focused barrage rather then a quick, high damage spray.
@@solidmoon8266 With different sets of the relevant blocks, it could potentially do both. The weapons officer can ask themselves, "Do we need sustained fire or do we need a burst?" and then engage whichever set they needed to. For example, a capital ship might need to go down as soon as it's in range with as big a barrage as possible, while smaller and more evasive strike craft might require more restrained fire at a more regular rate.
Excellent work. I did something similar with assault cannons a few years ago on a much smaller ship. It tore the crap out of everything vanilla space engineers had for encounters. I still have the blueprint kicking around too
It's probably pretty easy, just have to divide the time it takes to do one rotation by the amount of railguns - if you can trigger it per angle you could also just divide 360 by the railguns to fire every x degrees
This looks sick!!! Ive made something similar with assault cannons in the past which basically allowed continuos fire. The railguns are definitly better for this though since the bullets aren't influenced by the spin as much.
As another lover of making staggered fire systems. I got a trick for you using the event controller. First off. This works, automatically, as a custom turret. Meaning no hitting any timer triggers or toggling anything on or off with the toolbar. Whatsoever. Small note, I usually build with multi-player survival in mind. Which is why I like using this over a rotor. Cause it's uslly just another 100 pcu on top of the cost of whatever gun assembly you're trying to make. First idea only works with railguns. So. Step one Have a parent grid. Be a station or a ship. Add an ai defense block o set to never flee. Doing this, means all your turrets will engage at their maximum range including custom turrets. Step two. Make a custom turret. For example. A 4 barreled, small grid. Rail gun turret. For best accuracy, make one of the middle turrets railgun 1. Or rename it to something specific. This is the one railgun, you will give to the custom turret controller. The other 3 railguns, will have an event controller associated with them. Looking for charge capacity, greater than or equal too. Then, you set your other three railguns to detect 25, 50, and 75 percent charge. So in practice. How it works is, an enemy flies into turret range. Your custom turret takes a shot at it and keeps tracking it. Once that shot is fired, the railgun will start to recharge. When it hits 25, 50, then 75 percent. Consecutive shots will be fired from the other 3 guns. You can add as many as you want, I usually use 6 because it's just a pcu efficient way to stack your guns on a conveyor convertor, and gets your "reload time" to a little over 3 seconds on a normally 20 second reload weapon. That is the cheapest, most pcu effective way, of making a custom turret that I can think of without using a script. Buuuttt. A little more expensive, and can be used with any, gun. Is by using a rotor trigger. Similar setup as above ^ except, your event controllers are looking for angle changed, targeting a trigger rotor. With this method. You can customize the rate of fire to either be perfectly staggered, or to fire in short bursts. The only caveat to this. Is that if your spinning the rotor faster then the weapons can reload, it HAS. To either A. Spin twice, or four times the reload rate. Or, instead of the action being "fire once" it has to be "shoot on" which makes them a tad unpredictable. Quick example. If you 4 Assault cannons, each with a 6 second reload. Then perfect staggered fire would be at 10 rpm, or. 1 revolution every 6 seconds. So when the rotors hit 90 180, 270, and 360. The weapon that angle is assigned to Is already reloaded. If you spin it twice as fast, 20rpm. Then the rotor will spin once, while the weapons are cycling, and be ready to trigger the next reloaded weapons in order. If it's 15rpm or 25. Then it will mess up your firing order and break the system. You can have this one be an automatic turret as well ^ but it takes a bit of timer block magic that I haven't figured out yet. Because you essentially need to stop the rotor from rotating at 0. As soon as theirs no target. The custom turret controller is an AND gate. So, it will trigger the left action in setup actions when it starts engaging a target, and it will trigger the right action when it loses/stops engaging the target. So you can make it semi, work. By just leaving the trigger rotor spinning at all time, grouping the other barrels and event controllers to toggle off, and live with being a shot off in your stagger. But to make it a perfect stagger every time. You need to be able to, set the upper displacement of the rotor to 0, and turn off the event controllers. In one triggered action. Then set the upper limit to unlimited again. And turn the event controllers on. With another, singular action. And I don't know if you can do that lol.
Can't claim to know exactly what you're talking about as I haven't looked into the new automatons blocks yet. The rail gats were designed prior to the update and use sensors on the subgrids to detect a wedge of armour on the main grid, triggering each rail at precisely the right moment. The setup is very low-maintenance, only requiring 3 timer blocks to open/close the firing bay doors, control the indicator lights, etc. Your ideas seem pretty interesting though and possibly would work well for an ai-aimed rail gat turret; I probably won't be building something big enough to accommodate one for a long while though xD
@Enigmaomega I used to use the same setup as you before the update. Using rotors and sensor triggers to fire the system. The small grid rails don't take up much space at all, and. With the way large grid rails fire. You can kinda stack them in line behind each other in a way where they fire over or under one another and conserve width. One of my main Assault frigates. Use a 25 gun Assault cannon stagger fired main gun that fits inside a 1x1x3 large block space. Has the same fire rate as a vanilla autocannon but. Yk. Assault cannons xD
You can make it with half as many sensors. If the sensor field range is set up right it can trigger the next rail gun when the detected sub grid exits the sensor range.
@@WornyTheHun in my experience the hitbox stays the same, only the mesh deforms, meaning that sensors will still always detect the slope as though it were in perfect condition
Nope it can fire while moving so long as you're not using any speed mods. It's just easier to aim at low speed as the ship uses artillery guns for the aiming reticle which travel half as fast. For accuracy at high speed shoot exactly half way between the ship and the reticle
You don't. Four arms branch out from the centre and hinges split off twice from each side of the end. This is significantly less clangy than creating a ring
Thanks, as I first walk into the firing chamber you can see two inward-sloping armour panels at the top middle. Sensors on each railgun detect these as they spin by, allowing for fine control over when each rail activates.
How much trial and error did it take to set up the timing on the rotation and firing? I imagine if that gets "off" at all, you'll have a premature, or late, discharge and blast your own nose off lol. Did you have to do a lot of fiddling with it in Survival, or was there some clever technique to solve that problem easily? I didn't see any sensor blocks in the gun room, is why I ask.
The guns actually do use sensors, but they still took loads of time to calibrate anyway. Misfires are extremely rare unless you're intentionally trying to break them, and when they do happen only a single barrel will misfire.
Hinge angle formula which is the same formula used to calculate the angle size of a polygon based upon its # of verticies, (corners) N(angle)= 180 - [(n-2)180] / n n = number of guns or barrels.
The only good option for long range would be large grid railguns which are simply too big to do this with. They also have an unfavourable recharge time compared to small grid
Rail gun is known for hurling a projectile along a rail...thats it. It has range because its just a hunk of metal traveling through space. To truly utilize one to its fullest potential, you would need a ballistic computer to calculate where the targets going to be at. Largely immobile space stations worst nightmare.
@@enigmaomega4471 Aye. But consider the case of multiple smaller targets, like a drone swarm. There are situations like that where being able to fire fewer shots with less down time between salvos might be a good idea.
@FearlessSon there are better weapons for this. The ship is specifically designed to kill ships larger than it. If you know you're going to be facing small grid enemies the rocket turrets can be swapped out for gatling guns.
@@enigmaomega4471 Fair enough, it's quite good in its role and probably benefits from operating as part of a combined-arms squadron. I just figured that if it didn't involve major structural changes then having the option to switch firing modes could come in handy.
Impressive. Couple of quick questions:
How much lag does this weapon system cause on a PvP server?
How does the weapon system perform when you're unable to target the enemy ship's central axis?
How viable is the ship design in live PvP combat against other ships optimized for such? I'm talking about ships that are trying to dodge and juke with a full damage control effort underway?
How easy is it to repair this ship? Could you crew it with a repair team to keep it in the fight as it's being hammered?
Can the weapon system be repaired while firing at a reduced rate? ie can you take 1 carrousel offline to repair the other if need be?
Is there a secondary armament? I didn't notice one.
Well I would suggest taking some time to practice with the ship before you take it into a serious pvp situation as the ship has a unique learning curve. The targetting reticle comes from 2 static artillery guns, which have different muzzle velocities to small grid railguns. Best firing practice is to shoot at ~1100m or less, try to equalise veolcity with the enemy ship as best you can, then fire exactly half-way between the ship and the reticle, keeping the beam as straight as possible while you do to maximise penetration.
The full armament is: 6 artillery turrets, 4 rocket turrets, 8 interior turrets + 1 internal, 2 static artillery guns, 2x 20 barrel rail-gats, designed to burst-fire over a 3 second period.
The artillery turrets are equipped with welders and the rocket turrets are recessed towards the back of the ship. The port and starboard thrusters are also welder-equipped and taper inwards towards the stern to make them harder to hit. The ship does not come with a projector by default however so you will need to install one for yourself. (I build my ships for creative combat where projectors are cheesy)
I have no reason to believe the rail-gats would cause lag on a server, though you may not like the ship's pcu cost. The gats will be difficult to build in survival, and can't easily be reapaired in a fight, however the railgun bay is very well armoured towards the front, as well as being inset towards the middle of the ship. Keep your nose angled slightly away from the enemy when not firing and use the ships high manouvreability and the rail-gats likely won't take any damage unless the ship is completely mauled. You may also want to take extra ice into combat if you're expecting a large battle as the ship only has 1 large and 1 small h2 tank.
Hope this helps.
Link: [steamcommunity.com/workshop/filedetails/?id=2971788879]
@@enigmaomega4471 Great answers! I'm going to try to print this in my survival save. How many subsystems does it have?
@@sgt_retiredcharlie4102 just the 2 rail gats, though as each uses multiple hinges to angle the individual railguns you'll need to construct them manually
This looks like it would actually be
really strong in pvp. It's got as much firepower as a much larger ship
If he tweaks his design in three key ways, He can almost quadruple his firepower...
Ya, the penetration power alone would make it lethal. The only real drawback is there's still decent downtime between volleys. If the rotations were slower and only alternated left and right, itd be a constant focused barrage rather then a quick, high damage spray.
@@solidmoon8266 With different sets of the relevant blocks, it could potentially do both. The weapons officer can ask themselves, "Do we need sustained fire or do we need a burst?" and then engage whichever set they needed to. For example, a capital ship might need to go down as soon as it's in range with as big a barrage as possible, while smaller and more evasive strike craft might require more restrained fire at a more regular rate.
actually not
small rails have low damage and ineffective vs heavy armor
@@marty7442 this seems highly unlikely
Excellent work.
I did something similar with assault cannons a few years ago on a much smaller ship. It tore the crap out of everything vanilla space engineers had for encounters. I still have the blueprint kicking around too
nice put it on workshop
GIMME GIMME GIMME!!!
ahhhhhh
Give it!! Post it on the workshop
This isn’t a ship with a gun. This is a gun with a ship.
Space A-10
The A-10 of space. The only space fighter that you could hear in space.
So "in space no one can hear you Brrrrrrrrt" is not a thing.
@@LeoH3L1 There's no sound in space but the A-10's distinct sound is so good that space will allow it. That's the joke.
@@LeoH3L1 There is always at least the quantum foam to transmit sound thru, but the amount of energy that'd require would rip planets apart, lol
@@rogeliorodriguez8518 Wrong there is however we can't hear it due to space being mostly a vacuum
@@KILLERGAMER-pf9fm Exactly, the A-10's sound is so distinctive that space physics will allow it.
The almighty BRRRRRRRT
SE edition
Railgun and Gatling... are NOT words that should go together. However, I approve.
wow thats actually a really smart design. it mustve been tough to get the timings down with the spinning and guns going off at the correct time
It's probably pretty easy, just have to divide the time it takes to do one rotation by the amount of railguns - if you can trigger it per angle you could also just divide 360 by the railguns to fire every x degrees
There are sensors on each gun, likely set to go off when no longer detecting the ship (when it gets to the gap in the middle)
@@DownstairsTunes huh i didn’t even think about that
At first I thought the video title was done badly. But after seeing what this does, there is no title that is better suited for this 😂😂😂
This looks sick!!! Ive made something similar with assault cannons in the past which basically allowed continuos fire. The railguns are definitly better for this though since the bullets aren't influenced by the spin as much.
they arent influenced by spin at all!
As another lover of making staggered fire systems. I got a trick for you using the event controller.
First off. This works, automatically, as a custom turret. Meaning no hitting any timer triggers or toggling anything on or off with the toolbar. Whatsoever.
Small note, I usually build with multi-player survival in mind. Which is why I like using this over a rotor. Cause it's uslly just another 100 pcu on top of the cost of whatever gun assembly you're trying to make.
First idea only works with railguns.
So. Step one Have a parent grid. Be a station or a ship. Add an ai defense block o set to never flee. Doing this, means all your turrets will engage at their maximum range including custom turrets.
Step two. Make a custom turret. For example. A 4 barreled, small grid. Rail gun turret.
For best accuracy, make one of the middle turrets railgun 1. Or rename it to something specific. This is the one railgun, you will give to the custom turret controller.
The other 3 railguns, will have an event controller associated with them. Looking for charge capacity, greater than or equal too.
Then, you set your other three railguns to detect 25, 50, and 75 percent charge.
So in practice. How it works is, an enemy flies into turret range. Your custom turret takes a shot at it and keeps tracking it. Once that shot is fired, the railgun will start to recharge. When it hits 25, 50, then 75 percent. Consecutive shots will be fired from the other 3 guns. You can add as many as you want, I usually use 6 because it's just a pcu efficient way to stack your guns on a conveyor convertor, and gets your "reload time" to a little over 3 seconds on a normally 20 second reload weapon.
That is the cheapest, most pcu effective way, of making a custom turret that I can think of without using a script.
Buuuttt.
A little more expensive, and can be used with any, gun. Is by using a rotor trigger.
Similar setup as above ^ except, your event controllers are looking for angle changed, targeting a trigger rotor. With this method. You can customize the rate of fire to either be perfectly staggered, or to fire in short bursts. The only caveat to this. Is that if your spinning the rotor faster then the weapons can reload, it HAS. To either
A. Spin twice, or four times the reload rate. Or, instead of the action being "fire once" it has to be "shoot on" which makes them a tad unpredictable.
Quick example. If you 4 Assault cannons, each with a 6 second reload. Then perfect staggered fire would be at 10 rpm, or. 1 revolution every 6 seconds. So when the rotors hit 90 180, 270, and 360. The weapon that angle is assigned to Is already reloaded. If you spin it twice as fast, 20rpm. Then the rotor will spin once, while the weapons are cycling, and be ready to trigger the next reloaded weapons in order. If it's 15rpm or 25. Then it will mess up your firing order and break the system.
You can have this one be an automatic turret as well ^ but it takes a bit of timer block magic that I haven't figured out yet. Because you essentially need to stop the rotor from rotating at 0. As soon as theirs no target. The custom turret controller is an AND gate. So, it will trigger the left action in setup actions when it starts engaging a target, and it will trigger the right action when it loses/stops engaging the target. So you can make it semi, work. By just leaving the trigger rotor spinning at all time, grouping the other barrels and event controllers to toggle off, and live with being a shot off in your stagger. But to make it a perfect stagger every time. You need to be able to, set the upper displacement of the rotor to 0, and turn off the event controllers. In one triggered action. Then set the upper limit to unlimited again. And turn the event controllers on. With another, singular action. And I don't know if you can do that lol.
Can't claim to know exactly what you're talking about as I haven't looked into the new automatons blocks yet.
The rail gats were designed prior to the update and use sensors on the subgrids to detect a wedge of armour on the main grid, triggering each rail at precisely the right moment.
The setup is very low-maintenance, only requiring 3 timer blocks to open/close the firing bay doors, control the indicator lights, etc.
Your ideas seem pretty interesting though and possibly would work well for an ai-aimed rail gat turret; I probably won't be building something big enough to accommodate one for a long while though xD
@Enigmaomega I used to use the same setup as you before the update. Using rotors and sensor triggers to fire the system. The small grid rails don't take up much space at all, and. With the way large grid rails fire. You can kinda stack them in line behind each other in a way where they fire over or under one another and conserve width.
One of my main Assault frigates. Use a 25 gun Assault cannon stagger fired main gun that fits inside a 1x1x3 large block space. Has the same fire rate as a vanilla autocannon but. Yk. Assault cannons xD
this gun costs 400.000$ to fire... for twelve seconds
Fastest railguns in the west of the system.
You can make it with half as many sensors. If the sensor field range is set up right it can trigger the next rail gun when the detected sub grid exits the sensor range.
interesting idea, it might even be possible with heavy armour 2x1 slopes, given that the sensors activate almost on the edge of the block currently
@@enigmaomega4471 I made my rotary assault cannon that way. Also I recommend using blocks that don't deform. Blast door block for example.
@@WornyTheHun in my experience the hitbox stays the same, only the mesh deforms, meaning that sensors will still always detect the slope as though it were in perfect condition
@@enigmaomega4471 I need to test that. I think I had problems with it not detecting the deformed block.
i have been alive for 21 yrs and this...this is top ten coolest things i saw
I now kinda want to try this in a sort of tank design, cause why not
Way better than my attempt at this. I'm assuming it has to be stationary to fire so it doesn't shoot itself. Sick as.
Nope it can fire while moving so long as you're not using any speed mods.
It's just easier to aim at low speed as the ship uses artillery guns for the aiming reticle which travel half as fast.
For accuracy at high speed shoot exactly half way between the ship and the reticle
The "Screw everything in that particular direction" button!
you are crazy and that is how we like our engineers to be...
Crazy how I was just watching random Space Engineers videos and I came across someone I actually know 😭
How do you connect the subgrids of railsguns and hinges back to itself to make a ring? I would love to experiment with this xD
You don't. Four arms branch out from the centre and hinges split off twice from each side of the end. This is significantly less clangy than creating a ring
@@enigmaomega4471 gotcha, thank you 👍
Holy babie jesus! I don't want that tning pointing at me at any cost!
You have a very nice design of your spacecraft, what do your cargo and H2O2 tanks and so on look like? I mean in capacity.
1 large h2, 1 small h2, 1 oxygen tank
@@enigmaomega4471 what about cargo containers?
@@miniblasan5717 1 large 3 small
Won’t that only last like 30 minutes in space?
@Odd_Bobble in a battle - sure, but then its enemies won't last 30 minutes, for travel you just coast like normal
If "Fuck you" would be a ship, it would look like yours. Nice job.
Now this... is still not enough Dakka
Be cautious of this ship as it has the ability to deceive and defeat any challenger.
*Aggressively taking notes*
thats incredible
its a gun with engines strapped onto it
The design is very humane
Indeed, it gives the prey very little time to suffer
Imagine this being just one gun mount on a battleship.
and it has 800 of them.
Much like the warthog this is basically a space gun with with space built around it
A railgun A-10 BRRRRT
It cost $400,000 to fire this weapon for 12 seconds
my cpu when 30 galatins fires at once: 💀
Holy fuckin shit
Now THIS, is a spinal weapon
Very late comment, but may I ask how you've set up the sensors to fire the railguns? What do they detect in order to active? Awesome build by the way!
Thanks, as I first walk into the firing chamber you can see two inward-sloping armour panels at the top middle. Sensors on each railgun detect these as they spin by, allowing for fine control over when each rail activates.
Oh yes someone finally did it!
I love it, but i fear Klang too much to put it in my save.
very low clang, dw
wow that was nasty good job
How much trial and error did it take to set up the timing on the rotation and firing? I imagine if that gets "off" at all, you'll have a premature, or late, discharge and blast your own nose off lol. Did you have to do a lot of fiddling with it in Survival, or was there some clever technique to solve that problem easily? I didn't see any sensor blocks in the gun room, is why I ask.
The guns actually do use sensors, but they still took loads of time to calibrate anyway.
Misfires are extremely rare unless you're intentionally trying to break them, and when they do happen only a single barrel will misfire.
Well seems like we need to drop the price of the LX-100 again!!!!!
The question is, could you build it in survival?
brilliant
All fun and games until it cycles improperly and misfires through the bow of your ship
I've tinkered with the firing mechanism to the point that this is extremely rare, and when it does happen only a single shot will ever hit the ship.
@@enigmaomega4471 Oh wow! That’s actually pretty neat! It’s cool that you’ve accounted for that, nice engineering!
@@Rell2601 Thanks!
Give it the AI blocks and turn it into an Anihalator drone!
Can you trigger timers with drones?
how to reduce your ships battery life from 17 hours to 17 minute sin 12 seconds XD
Some bad ass ship right there :P
It's not a class, it's an attribute.
i built a similar version without sensors because they were lagging the server
WARNING! n00b question incoming!!
How do you have the railguns at slight angles around a circle!? they only go 90 degrees for me.
hinges
Hinge angle formula which is the same formula used to calculate the angle size of a polygon based upon its # of verticies, (corners)
N(angle)= 180 - [(n-2)180] / n
n = number of guns or barrels.
@@marty7442how do you connect the last hinge to the first railgun again?
@@paulkocherhans608 : If you get your calculations correct, the hinge will almost perfectly line up. Just click 'attach'.
@@marty7442 ah, makes sense, thank you👍
railgun is know for range.. so if you have to fly up this close to hit it--.. make it not railgun in my eyes.. still.. well done.
The only good option for long range would be large grid railguns which are simply too big to do this with. They also have an unfavourable recharge time compared to small grid
@@enigmaomega4471 ah , true true.. but even if medium range.. what damage :) 2sec to pulverize a ship hehe
Rail gun is known for hurling a projectile along a rail...thats it. It has range because its just a hunk of metal traveling through space. To truly utilize one to its fullest potential, you would need a ballistic computer to calculate where the targets going to be at. Largely immobile space stations worst nightmare.
Break the firing sequence into burst fire lay down a constant barrage that way
Actually I've found that a constant barrage is far less effective than shooting all the guns in one burst
@@enigmaomega4471 Aye. But consider the case of multiple smaller targets, like a drone swarm. There are situations like that where being able to fire fewer shots with less down time between salvos might be a good idea.
@FearlessSon there are better weapons for this. The ship is specifically designed to kill ships larger than it. If you know you're going to be facing small grid enemies the rocket turrets can be swapped out for gatling guns.
@@enigmaomega4471 Fair enough, it's quite good in its role and probably benefits from operating as part of a combined-arms squadron. I just figured that if it didn't involve major structural changes then having the option to switch firing modes could come in handy.
its nice, now try with 360 assault cannons.
Ok, but how?
-DARPA
Well done!
Hot Diggidy Dawg!
I love this.
It’s a shame you can’t print it as one piece
how much pcu?
20k
That is insane
Where's the tutorial tho
Coooool!
Wicked
Nice
Jesus wept
Sick.
nice
Um...wow?!?!?!
Когда начнут по этому кораблю стрелять, тогда будет весело)
Very cool.