Maybe micro scenarios? As a title, might be "Alternative Multiplayer things to do in Spengies"? This was something I tried (and failed) to get buddies to do, but rather than play a full campaign, one example: the goal is to get the McGuffin (small timed exploding box I built, push button on it to stop timer) thats at some location guarded by AI defenses. They have to get the box without destroying it back to their base. There's more to it regarding limited starter ship choice and accessories, but that's the gist. Environment changes make it fresh between wheels only in desert, platform 21k up, massive tunnels underground, wonky gravity between two too close planets, etc. This is all one gametype, there's many single session couple hour entertaining things to do (sumo, falling ship escape, broadsider, tank arena, etc)...
It's worth mentioning that by default space engineers not only has a cap on linear speed, but also angular velocity. You can find a config.txt file somewhere in the game (can't remember where) and edit the numbers which then changes the limits in any singleplayer world. Might be worth looking into for a part 2, if only to push the limits even further.
Piston Puncher! I built one not long ago for use against a Assert base. "A" base, singular, as in I'm not gonna do that Ever again. Building the 55 pistons wasn't a horrendous chore, thou tedious, but it was that the base still regularly called in drone assistance interrupting the work, and in the end cost WAY more ammo than the operation should have. "But was it worth it"? To watch some warheads get slammed into the base? Yes! but never again. Been thinking about a Piston Launcher into space, at least lower G upper atmosphere so Ion Engines can go the rest of the way, but I'm pretty certain the lag caused by it would kill the ship.
With Orbiters SE mod I made a 1km long theoretical arm-sattelite that was on stable Luna orbit. I regularly used it on equator by docking on a fly-by, then using it to spin me and launch to higher orbit. ...The Clang wasn't happy with that, but that added solid 500~ m/s and let me escape low orbit on my mining shuttle.
@@Zer0sLegion To maintain the speed, you have to attach the grid that you want to make go fast to two rotor/hinge/piston base with a single rotor/hing/piston head, easiest way to do so is with hinges, and detach them via either merge block, or grinding down a block connecting it to the rest of the system. From my own testing, you also can't have regular thrusters on the grid because regular thrusters will instantly sap your speed back down to 100m/s That said, gravity based acceleration is not subjected to this limitation. As such, a pure grav drive ship can fly as fast as it damned will please if you set up a launch platform correctly.
You are then adding mass, which could slow the hing or make it break under pressure. (Would need tested) You are also adding length toward the ground, so a better option would be to use a heavy utility block like an oxygen or hydrogen tank that you can fill to taste.
I'm not entirely sure about how thrusters work with sub-grids, but since force is applied without rotation when using them, it is the rotor itself slowing the one side down that is causing the rotation. Adding a counterweight may prevent it from rotating if this is the case.
If you make a gravity drive on the end of an arm attached to a powerless rotor, you can get up to some ridiculous speeds I used this to make a ship-saw by building a thick disk made of drills, attached it to a powerless motor, and built the gravity drive(s) in the midpoint between the rotor and “saw teeth” That saw could rip through a heavy armor ship like butter and do a number on voxels. The first design I made with it broke because I didn’t make the entire saw out of drills, but if you make it out of large grid drills, it’s indestructible against collisions
Klang has finally revealed to us how to properly worship them...these are the sacrifices he demands so that he may not devour our ships. ALL HAIL KLANG!
Try detaching your spacesuit from the rotor and see if you retain the overspeed and travel in a straight line, of if it immediately cuts your linear speed to the speed limit, or if it steadily decelerates you.
Ok brother, it seems that Space Engineers have also entered the world of mass drivers. Someone make sure that every time the motor goes to 0 degrees, ore comes out of the connector. I think with an initial speed of 250 m/s I can throw it to outside the moon's gravity zone and catch it at the right point. The equipment would not be particularly large.A gyroscope attached to the end of the stick would further increase stability.
You can get even more speed out of the thruster on the end of the rotor arm by sub-gridding the thruster off the arm, when it's directly attached, the thrust comes from the centre of mass of the grid it's on, not the thruster's location, in the case the arm the grid is still weighted enough at one end for the centre of mass to be further out and allow it to spin, but if sub-gridded the thrust will come from the extreme end of the arm for even more angular velocity.
@@Zer0sLegion ...in theory, yes, moving the thrust further out would increase angular velocity and therefore speed, but who knows how far SE's physics sim takes things
See I'm wondering if you did that vertically and then detach the end with connector or merge block and timed the release right, how quickly could you sling yourself into space?
@@Zer0sLegion Aw, that's unfortunate. I'll noodle some possibilities. Wondering if combining your Clang Drive ship to the end of a vert rotor to activate on release would do anything. I'll play with it, see if I can get some sort of result...
DO a orbital spear to melee hit/destroy ships in orbit from the ground at stupid m/s, with a artificial mass armored head with bast doors blocks in shape of a fist.
Did this 11 years ago xD Multiple rotors didn't work then, they just shared and divided spinning speed between them, without exceeding maximum of a single rotor
I noticed that when the last exploit you demonstrated the subgrid detatched from the rotor. That would mean it's a normal grid and not a subgrid. It was going at 1067.50 m/s. You should also build other arm to balance it or try it in space. Also you should repeat it but with disabled rotor before you start spinning it with the engines. I wonder what would happen if you would use mods to let's say change the speed limit to something like 250 or 500? Would it increase the max speed you observed from 1067.5 to something higher? Perhaps try using some stronger thrusters. The piston thing was also going ridiculously fast. What would happen if you built on the rotor an arm to catch the piston? That could potentially detatch the arm from the piston yet maintain ridiculously high speed for a few seconds.
If I could replicate that, I would show you how. I have seen it happen multiple times where a piston or rotor does detach properly and you can move over the speed limit but I can never replicate it. It happened during recording this video twice but I could repeat it afterwards.
would trying it in space/0g as a station help with stability issues? means the rotor only has to cope with the centrifugal force rather than the downwards one also, if say instead of a 500 block long arm you instead made a 250 block long arm with another rotor at the end with its own 250 block arm, would that make a difference to the max speed? also if the outer arm was rotated 90 degrees on its side would that make a difference? also also, if you created a sort of bucket at the end of the arm to stop them from flying out could you put the engineer in that and get them past 110m/s?
Can you use the hinge as a catapult in space? Like disengage from it while it is at maximum speed. Will the grid keep the speed at zero g? If this works I would start every smallgrid travel with it. :D
I can't help but feel that if you were to put a counterbalance arm on the other side of the rotors, they wouldn't be self destructing. Basically just a T shape. Having all the weight on one side makes the arm pull outwards and downwards, bending and disconnecting the rotors. If you were to put equal weights on both ends it might remain stable enough to take each of these tests to their absolute limits. If needed you could even go up to 4 arms in a cross pattern. On the matter of thrusters, I'm not sure if putting thrusters all the way to the rotor will help that much. The closer to the point of rotation a force is applied the less rotational force you'll get. Just basic leverage stuff. If you were to put a brick of 10 thrusters on the end of each arm, you might genuinely break the game.
@@Zer0sLegion if you counter balance the arm so that the center of mass of the whole system is directly on top of the rotor, you'll have to attach the thrusters via connectors or mag plates. Space Engineers' thrusters applies thrust at the center of mass of the entire mechanical group, which means the center of mass of a grid and all of its subgrids. Subgrid defined as a grid that is attached to it's parent grid via rotors, hinges, or pistons. So if you only balance the arm without putting the thrusters on separate mechanical groups, the thrusters will be basically useless since they apply thrust at the center of mass. You'll also want to put thrusters on both sides of the arm for balanced thrust output for optimal stability. Also, whatever you do, do not place 4 arms in a cross pattern and put thrusters on the end of them. This is the internet and the human brain's built in pattern recognition will recognize a symbol that will cause some mind demonontization.
If you use an exploit to have a ship permanently recognized as a subgrid (by attaching two hinges, pistons or rotors to the same point, then unlocking the point), you can fly 10s of thousands of m/s. If I recall. You're currently using subgrids that are still attached, but you will notice when the arm flew off it continued going about 1000m/s. It didn't slow down, and didn't become a grid. You will also notice when your piston impacted the ship with damage off, it pushed it at much greater speeds than 100 m/s. So the ship, even while having a 100 m/s cap and still being a grid, was still capable of exceeding the speed limit when pushed by a subgrid. These are important observations to understand the physics of the game.
So if I make it in space in 0 gravity. Just 1 rotor but a bar extending on both side at equal length with my ship attached and one end and a thruster on the other end... I can use this to fling my ship through space at speed higher than 100?
Best be careful less you bring upon yourself the wrath of CLANG! Also be curious how a mass driver would do, because they can provide stupid acceleration, as I mean going faster means your thrust has to be more powerful or else you will waste it, atleast thats how it works in my head.
The important note is that you can break the speed limit with a subgride. Now use that to ignore the speed limited and make a ship that can fly beyond the limit.
And for those of you who don't believe me. Make a jolt cannon. Put a seat on it and go over 600m per sec. Now design a way to catch that cannon and use it as a ship not station. Boom you have a clang engine. Going faster each time. Over 1km per sec after x number of shots. (3 for my design)
Speed limit can be on some physics element of a grid (likely the landing gear), not the grid itself. Try to connect the small ship using a rotor? I had some debates about subgrid physics with Keen's support, I may be even the reason why you have this exploit :D Although, the alternative was the killer doors. (invisible physics element had the limit of 210 m/s back then)
@@Zer0sLegion It wouldn't be the weirdest thing KeenSWH ever did: /watch?v=iDWljP808gw Well, I tired to link a video on my channel, but youtube removes the comment
What happens when you try to deactivate your landing gear while moving so fast? Does the ship have the same momentum or is it slowed down to the speed limit?
Are you familiar with something known as a clang drive? Have a piston attached to your ship push a block into the grid of your ship and you'll defy the laws of physics and go very fast.
When you add a truster, the placement of it on a craft have no meaning at all. Because trust force applies not at the location of the truster, but at the center of mass
when you get to 1067m/s, you should turn off power on your drone, and see what happens, turning the power off stop the auto dampener from activating, so you shouldn't slow faster than G would dictate
I always did think the default speed limit was stupidly slow. I usually run with a 500m/s speed mod. Althought mostly because there is not a 5000m/s speed mod and I am not really comfortable with the light speed mod.
The whole mechanism is out of balance. If You build the arm equal distance on both sides of the center and place equal amounts of thrusters on them in opposite directions, the result should be a lot smoother but, only way to know for sure is to build it and test it out. 😅
Why not use a clang drive like with doors an piston that shit is at least usable on ships........... ................ sometimes. Only if clang doesn't simply rip your ship apart and eats you for breakfast.
The fact thar at a certain speed it bugs out might be due to the speed variable reaching it's max. Here's the programming LOOOOORE: In programming you have to assign a type and lenght for a variable Here is a C++ example: Int speed; Declares a variable called speed that is an integer. This gives it a 4 byte space in the memory, giving it a range of -2147483648 -> 2147483648 since that's how much the computer can store in that ammount of space. A short int would give you 2 bytes or -32768 -> 32768. Not the nuber that the game uses to mesure it's speed is a rational nuber which would be declared as: float spees; that means we also loose some memory on digits, the different language might have different caps and let's not forget that the engine is also making calculations based on that nuber that coul surpass the intended max. Now to explain the speed mods those could just remove the cap and make variables bigger. That speed (1067.50) is close to 1024 which is 2^10 and data is stord in 2^n intervals (1 bit, 4 bits = 1 nibble, 8 bits = 1 byte, and so on) and that's why it makes me think of that. Another explenation is that it could be due to faulty physics. Now to eplain this the game could be moving an item a certain distance to mimic speed, the larger the speed the larger the distance the object jump to mimic faster movement, this can be most appearent in the Scratch where the character to mimic speed moves a nuber of "steps" in a direction and moving at high ammount of steps resoults on clipping trough solid objects and other stuff and calcuations that would make me have to write a whole book. Basically some games use a system thst works like this: object is here, the object moves with x speed in y direction, that means in a tick it moves z distance, is there something interacting with the object in the area?, move object over that distance, repeat. The fact thar you were moving in a circle kinda breaks that system since now you could move more than you're allowed and the game notice this too late and having to YEET you back on track, a perfect sync and the game could be like: " wait, how tf did he get here and how could I fix?" freezing till it gets to a point in the simulation where things don't contradict as much, this could be the resoult of something made to counter crashes the nuber 1067.50 acting like an error output (aka junk data). But that's just my theory, I *MAY* be wrong, but that's just a theory A PROGRAMMING THEORY!!! You shall now 🤓 react me (This took like a good 25 min to write)
I'm pretty sure it's just hard capped at 1067.5 and not an engine as you can fly faster than this by removing the speed cap. I did enjoy the lore though!
What videos do you want to see? Topics, ideas, anything! Let me know!
You should have used a counterweight on the opposite side of the loong lever...
Ps: i love your videos!
Balance the weight by placing an arm on the other side
@@milobeary4428 Hahahaha. No😐
Edit a piston's "custom data"
Maybe micro scenarios? As a title, might be "Alternative Multiplayer things to do in Spengies"? This was something I tried (and failed) to get buddies to do, but rather than play a full campaign, one example: the goal is to get the McGuffin (small timed exploding box I built, push button on it to stop timer) thats at some location guarded by AI defenses. They have to get the box without destroying it back to their base. There's more to it regarding limited starter ship choice and accessories, but that's the gist. Environment changes make it fresh between wheels only in desert, platform 21k up, massive tunnels underground, wonky gravity between two too close planets, etc. This is all one gametype, there's many single session couple hour entertaining things to do (sumo, falling ship escape, broadsider, tank arena, etc)...
If you do this again you should try to balance it. Then it would be more stable and put less stress on the rotors.
Yeah, a couple of people have mentioned that.
I'd possibly even do it in space too, there's the added factor of gravity.
The problem with that is the thrusters apply their force at the center of mass so it probably won't rotate with thrusters only.
@@dalkgamler That is a good point, but if they can be placed on a subgrid again, they should work.
@@dalkgamler just put them onto locked rotors too, in a way that makes them not spin, that should fix it
piston exploit? more like ship lobotomizer
That did not lobotomize those ships.
It just straight up violated them.
😳
This is what I get for going into the comments before watching the video
Ship jousting 😂 quick Scotty poke em.
That wouldn’t be bad for a spear projectile weapon. If you could hit the reactor or something with it then you could take out a ship.
1067.5 has long been established as the hard cap for any type of grid in the game, unless you mod the game
Yeah, I thought that was the case. Nice to know!
Anyone have any idea what that number comes from?
@@angulion it's the standard speed limit * 10, I don't know why it's 67.5 but it is
Why fly to the moon when you can just get piston whiped there
rewatching this just has me laughing at the developer like thought of "can i fix this? oh i can make it worse"
Those pistons are deadlier than the rail gun. holy
Blows up ships and crashes servers. What a deadly combination!
Add heavy armor to the front
it's still mad to me how big zer0 is in the community but his channel only has 50k subs it's a crime, it's like thelastbacon for subnautica
This whole video is a ritual to Klang
It's worth mentioning that by default space engineers not only has a cap on linear speed, but also angular velocity. You can find a config.txt file somewhere in the game (can't remember where) and edit the numbers which then changes the limits in any singleplayer world.
Might be worth looking into for a part 2, if only to push the limits even further.
Yeah, the angular limit doesn't seem to be related to this. The Subgrid limit seems to be 10x the speed limit.
Piston Puncher! I built one not long ago for use against a Assert base. "A" base, singular, as in I'm not gonna do that Ever again. Building the 55 pistons wasn't a horrendous chore, thou tedious, but it was that the base still regularly called in drone assistance interrupting the work, and in the end cost WAY more ammo than the operation should have. "But was it worth it"? To watch some warheads get slammed into the base? Yes! but never again.
Been thinking about a Piston Launcher into space, at least lower G upper atmosphere so Ion Engines can go the rest of the way, but I'm pretty certain the lag caused by it would kill the ship.
With Orbiters SE mod I made a 1km long theoretical arm-sattelite that was on stable Luna orbit. I regularly used it on equator by docking on a fly-by, then using it to spin me and launch to higher orbit.
...The Clang wasn't happy with that, but that added solid 500~ m/s and let me escape low orbit on my mining shuttle.
12:03 you have summoned our lord and saviour clang. All hail the mighty clang!
🙏All hail the mighty clang!🙏
We now know that ships can not only be equipped with the equivalent of a boxing glove on a spring, but that it's a viable source of damage
did you try detach withouth dampeners? just to know xD, ok I saw yes
There is ways to maintain the speed but I haven't seen it done consistently for a while.
@@Zer0sLegion To maintain the speed, you have to attach the grid that you want to make go fast to two rotor/hinge/piston base with a single rotor/hing/piston head, easiest way to do so is with hinges, and detach them via either merge block, or grinding down a block connecting it to the rest of the system.
From my own testing, you also can't have regular thrusters on the grid because regular thrusters will instantly sap your speed back down to 100m/s
That said, gravity based acceleration is not subjected to this limitation. As such, a pure grav drive ship can fly as fast as it damned will please if you set up a launch platform correctly.
Architects designing theme park rides
TRUE 🤣
If you balance the arm (i.e. make an arm of equal length on the opposite side with a counter weight) does that fix the stability issues?
Same with engines, put them on both sides should balance them out
Came to second this idea
I might need to go back and try that. It's either gonna fix the issue or make it worse 😅
@@Zer0sLegion Could always try four arms in a cross shape.
You are then adding mass, which could slow the hing or make it break under pressure. (Would need tested) You are also adding length toward the ground, so a better option would be to use a heavy utility block like an oxygen or hydrogen tank that you can fill to taste.
I'm not entirely sure about how thrusters work with sub-grids, but since force is applied without rotation when using them, it is the rotor itself slowing the one side down that is causing the rotation. Adding a counterweight may prevent it from rotating if this is the case.
Your videos are so fun. Thanks for sharing with us. 😁
Glad you like them!
that piston machine giggletouched the ships 😨😳
😳
Rotor + gyro overwrite (they can theoretically reach 3000rpm with enough gyros)
The piston spear was nice... how about the rotor axe? or perhaps the dual crushing hammers of pistondoom?
That unpowered rotor method can alow us to quantify the power of all the thrusters, maybe even the efficiency.
This was one of the first things I did when I first played lmao
If you make a gravity drive on the end of an arm attached to a powerless rotor, you can get up to some ridiculous speeds
I used this to make a ship-saw by building a thick disk made of drills, attached it to a powerless motor, and built the gravity drive(s) in the midpoint between the rotor and “saw teeth”
That saw could rip through a heavy armor ship like butter and do a number on voxels. The first design I made with it broke because I didn’t make the entire saw out of drills, but if you make it out of large grid drills, it’s indestructible against collisions
How to turn Space Engineers into Kerbal Space Program
You can easily calculate the final speed with the hinges (or rotor)
Speed = RotSpeed * Distance from the origin
I remember making a piston catapult which involved heavy amounts of clang. I used to launch small blocks into orbit at Mach Jesus
Piston javelins look impractical, but fun.
They are very fun, if only they didn't take so long to build!
should try a counter balance on the end of the thruster one see it it stops it going all wonky
A balanced spinning rotor would be an interesting way to launch a payload into space. Or create a massive crater next to base.
More likely the latter 😅
@@Zer0sLegion being that we did try that and crashed our personal server to reboot it with brand new terrain I would say it's almost likely.
Now imagine if someone created this on a server, specifically for a high speed ballistic missile.
They would be banned so fast 🤣
Klang has finally revealed to us how to properly worship them...these are the sacrifices he demands so that he may not devour our ships. ALL HAIL KLANG!
You can make a chain using hinges. I wounder if you can make something akin to a ballista using the acceleration from the rotors.
You should put teeth on the the end of the pistons so they saw through the ship
I wonder if they would have been more stable if they had a counterweight on the other side ^^
Use a counterweight on the opposite side of the rotor setup as if you're making a propellor. That way your build is balanced.
I wonder if the piston thing could be strapped to a ship and used against another ship without detonating the attacker too
Try detaching your spacesuit from the rotor and see if you retain the overspeed and travel in a straight line, of if it immediately cuts your linear speed to the speed limit, or if it steadily decelerates you.
The player character pretty much immediately goes back to 100m/s
I wonder if you could go even faster using a rotor on the end of an arm. That way you create a more efficient throwing joint.
Ok brother, it seems that Space Engineers have also entered the world of mass drivers.
Someone make sure that every time the motor goes to 0 degrees, ore comes out of the connector.
I think with an initial speed of 250 m/s I can throw it to outside the moon's gravity zone and catch it at the right point.
The equipment would not be particularly large.A gyroscope attached to the end of the stick would further increase stability.
Look up jolt guns, it's fun.
You can get even more speed out of the thruster on the end of the rotor arm by sub-gridding the thruster off the arm, when it's directly attached, the thrust comes from the centre of mass of the grid it's on, not the thruster's location, in the case the arm the grid is still weighted enough at one end for the centre of mass to be further out and allow it to spin, but if sub-gridded the thrust will come from the extreme end of the arm for even more angular velocity.
Yeah, that would get me more thrust but would it get me more speed?
@@Zer0sLegion ...in theory, yes, moving the thrust further out would increase angular velocity and therefore speed, but who knows how far SE's physics sim takes things
Try adding a rotor to the end of the arm and put an arm on that rotor... it may go even faster...
I wonder how fast on a rotor, a double arm each with a double arm on a rotor at the end would get up to. Like sitting in a mad fairground waltzer
Now that would be something to see!
Balancing your mass for stability might be a good way to get more accurate, though less entertaining, results.
You should've gone for longitudinal attack angle rather than lateral.
use a counterweight. it'll help
See I'm wondering if you did that vertically and then detach the end with connector or merge block and timed the release right, how quickly could you sling yourself into space?
You lose velocity quite quickly, i've been searching for a way to do this.
@@Zer0sLegion Aw, that's unfortunate. I'll noodle some possibilities. Wondering if combining your Clang Drive ship to the end of a vert rotor to activate on release would do anything. I'll play with it, see if I can get some sort of result...
Gotta wonder now if a suitable counterweight on the arms other side wold have made a noticable difference.
I will but I doubt it will make any difference, there's still a speed hardlimit.
More speed is more good.
Agreed! And 🙋♂️Hello Capac
DO a orbital spear to melee hit/destroy ships in orbit from the ground at stupid m/s, with a artificial mass armored head with bast doors blocks in shape of a fist.
also you can go faster with the Rotor. try lunching a object side way's going up into space
Speed=destruction.
Agreed!😈
Could you use this, to accelerate a ship so fast, it goes into space?
Yeap!
Did this 11 years ago xD Multiple rotors didn't work then, they just shared and divided spinning speed between them, without exceeding maximum of a single rotor
Same, fun to see they've opened it up a bit, though an interplanetary hinge-vator will still be capped at 1k apparently
I noticed that when the last exploit you demonstrated the subgrid detatched from the rotor. That would mean it's a normal grid and not a subgrid. It was going at 1067.50 m/s. You should also build other arm to balance it or try it in space. Also you should repeat it but with disabled rotor before you start spinning it with the engines. I wonder what would happen if you would use mods to let's say change the speed limit to something like 250 or 500? Would it increase the max speed you observed from 1067.5 to something higher? Perhaps try using some stronger thrusters. The piston thing was also going ridiculously fast. What would happen if you built on the rotor an arm to catch the piston? That could potentially detatch the arm from the piston yet maintain ridiculously high speed for a few seconds.
If I could replicate that, I would show you how. I have seen it happen multiple times where a piston or rotor does detach properly and you can move over the speed limit but I can never replicate it. It happened during recording this video twice but I could repeat it afterwards.
would trying it in space/0g as a station help with stability issues? means the rotor only has to cope with the centrifugal force rather than the downwards one
also, if say instead of a 500 block long arm you instead made a 250 block long arm with another rotor at the end with its own 250 block arm, would that make a difference to the max speed? also if the outer arm was rotated 90 degrees on its side would that make a difference?
also also, if you created a sort of bucket at the end of the arm to stop them from flying out could you put the engineer in that and get them past 110m/s?
I tend to find the engineer phases through blocks if you do that kind of thing but I can always try it!
Can you use the hinge as a catapult in space? Like disengage from it while it is at maximum speed. Will the grid keep the speed at zero g? If this works I would start every smallgrid travel with it. :D
If you did it in space you would maintain your momentum yes. Although something like this is easier with gravity drives and such.
I can't help but feel that if you were to put a counterbalance arm on the other side of the rotors, they wouldn't be self destructing. Basically just a T shape.
Having all the weight on one side makes the arm pull outwards and downwards, bending and disconnecting the rotors. If you were to put equal weights on both ends it might remain stable enough to take each of these tests to their absolute limits. If needed you could even go up to 4 arms in a cross pattern.
On the matter of thrusters, I'm not sure if putting thrusters all the way to the rotor will help that much. The closer to the point of rotation a force is applied the less rotational force you'll get. Just basic leverage stuff. If you were to put a brick of 10 thrusters on the end of each arm, you might genuinely break the game.
I don't know if you could go faster but it would probably make it more stable like you say.
@@Zer0sLegion if you counter balance the arm so that the center of mass of the whole system is directly on top of the rotor, you'll have to attach the thrusters via connectors or mag plates. Space Engineers' thrusters applies thrust at the center of mass of the entire mechanical group, which means the center of mass of a grid and all of its subgrids. Subgrid defined as a grid that is attached to it's parent grid via rotors, hinges, or pistons. So if you only balance the arm without putting the thrusters on separate mechanical groups, the thrusters will be basically useless since they apply thrust at the center of mass.
You'll also want to put thrusters on both sides of the arm for balanced thrust output for optimal stability.
Also, whatever you do, do not place 4 arms in a cross pattern and put thrusters on the end of them. This is the internet and the human brain's built in pattern recognition will recognize a symbol that will cause some mind demonontization.
CLANG approves!
🙏Praise be🙏
its like orbital catapult for satelite 😂
Do you have the @ of those pistons 👉👈
😳
If you use an exploit to have a ship permanently recognized as a subgrid (by attaching two hinges, pistons or rotors to the same point, then unlocking the point), you can fly 10s of thousands of m/s. If I recall.
You're currently using subgrids that are still attached, but you will notice when the arm flew off it continued going about 1000m/s. It didn't slow down, and didn't become a grid. You will also notice when your piston impacted the ship with damage off, it pushed it at much greater speeds than 100 m/s. So the ship, even while having a 100 m/s cap and still being a grid, was still capable of exceeding the speed limit when pushed by a subgrid. These are important observations to understand the physics of the game.
Does that still work, I thought it was patched.
@@Zer0sLegion Oh I don't know! Was it? I definitely haven't tested it in the latest patch!
@@isaytheenay5961 Let me know if it does, I would love to know how to do it
So if I make it in space in 0 gravity. Just 1 rotor but a bar extending on both side at equal length with my ship attached and one end and a thruster on the other end... I can use this to fling my ship through space at speed higher than 100?
In principle but you'll probably get slowed down by the game when you release.
Best be careful less you bring upon yourself the wrath of CLANG!
Also be curious how a mass driver would do, because they can provide stupid acceleration, as I mean going faster means your thrust has to be more powerful or else you will waste it, atleast thats how it works in my head.
Yeah, I don't know if you can maintain the motion of it, i've never really tested it.
Light year long sword, clang cannon, atc
Now that's an idea!
Yippy new zero vid
🙌🙌
Now do these in real life and break the universal speed limit
You got it!🫡
Uase an equally heavy counterweight
Did you try adding a counterbalance for the thrusters?
I will but I doubt it will make any difference.
Wigle-wigle-wigle
Have a counterweight in the opposite side and you'll probably solve the centrifugal problems and leaning issue
True, but I don't think that would help us go any faster.
4:06 heres me wondering if he added pistons with hinge off a rotary
I kinda try that at the end.
We now have a ludicrous speed drive!
The important note is that you can break the speed limit with a subgride. Now use that to ignore the speed limited and make a ship that can fly beyond the limit.
And for those of you who don't believe me. Make a jolt cannon. Put a seat on it and go over 600m per sec. Now design a way to catch that cannon and use it as a ship not station. Boom you have a clang engine. Going faster each time. Over 1km per sec after x number of shots. (3 for my design)
Could you show me how you make one, I've been interested for a while.
@@Zer0sLegion sure you on xbox?
@@Zer0sLegion otherwise look up a jolt cannon and put a seat on it lol
Speed limit can be on some physics element of a grid (likely the landing gear), not the grid itself. Try to connect the small ship using a rotor?
I had some debates about subgrid physics with Keen's support, I may be even the reason why you have this exploit :D Although, the alternative was the killer doors. (invisible physics element had the limit of 210 m/s back then)
I'm pretty sure it's just centrifugal force, not anything fancy.
@@Zer0sLegion It wouldn't be the weirdest thing KeenSWH ever did: /watch?v=iDWljP808gw
Well, I tired to link a video on my channel, but youtube removes the comment
5:07 has me laughing so hard haha
😨
What happens when you try to deactivate your landing gear while moving so fast? Does the ship have the same momentum or is it slowed down to the speed limit?
You lose your momentum pretty quick.
Are you familiar with something known as a clang drive? Have a piston attached to your ship push a block into the grid of your ship and you'll defy the laws of physics and go very fast.
I've done multiple videos on it.
That ship was dead-on accelerate f a s t in the game Lmao
nice
What do you mean exploits, thats some real engineering right there! (lol)
I thought this was gonna be a "this is how you fly fast" practical video not a "let's spin in a circle until we throw up" video. SON, I AM DISAPPOINT
I'm sorry Dad!
try a counter-wieght
When you add a truster, the placement of it on a craft have no meaning at all. Because trust force applies not at the location of the truster, but at the center of mass
Yeah, there's a mod that changes that as well.
@@Zer0sLegion Wow!
I think you should use weapons like railgun.
Watch the last video
Me and the lightspeed speed limit mod 😎
Me and my (mostly) stable experience 😎
Its really weird space engineers has such a low speed limit anyway.
Imagine how combat would work if everyone could move at a million meters per second.
I feel like you have to be using some mod or setting to make things more stable than normal. In a normal game that arm alone would fall off.
There was a physics update a few years ago, it's been fine for me since then.
@@Zer0sLegion Hmm its been about a year since I played but still remember stuff being a lot more fragile than that lol. Maybe its you have damage off?
@@rekrn12345 Subgrids can't damage the grid they're on anyway
when you get to 1067m/s, you should turn off power on your drone, and see what happens, turning the power off stop the auto dampener from activating, so you shouldn't slow faster than G would dictate
You whip back to 100m/s very quickly, even without thrusters.
I never get motion sickness by videos, besides this one
I never get motion sickness but I got it from this lol.
like and spinscribe - man you're a genius
Thats why flatearthers think the earth is going 1000mph 😂 they can't comprehend the scale and it means 24h per rotation
Yeah, that's so true 🤣
Pretty sure at the equator the Earth IS rotating at 1k mph. Circumference of the Earth is 24k miles or there abouts. Higher latitudes are slower.
I always did think the default speed limit was stupidly slow. I usually run with a 500m/s speed mod. Althought mostly because there is not a 5000m/s speed mod and I am not really comfortable with the light speed mod.
I personally think it's fine. Mainly because combat is completely ruined at faster speeds.
The whole mechanism is out of balance. If You build the arm equal distance on both sides of the center and place equal amounts of thrusters on them in opposite directions, the result should be a lot smoother but, only way to know for sure is to build it and test it out. 😅
It doesn't make it any faster, I tested it.
Why not use a clang drive like with doors an piston that shit is at least usable on ships........... ................ sometimes. Only if clang doesn't simply rip your ship apart and eats you for breakfast.
I'm already tempting clang as it is, do I really want to temp it more 🤔
(The answer is always yes)
You didn't paint it red
TRUE! I should have done that.
now add gregtech
Ah, the classic😅
Idea for the next video : launch yourself from the arm at 1k m/s, or weaponize it like a spinning chopping blade, and see if it can cut a ship in half
Pretty sure the blade would break before a ship but we'll see!
Bro is sus.
ඞ
The fact thar at a certain speed it bugs out might be due to the speed variable reaching it's max.
Here's the programming LOOOOORE:
In programming you have to assign a type and lenght for a variable
Here is a C++ example:
Int speed;
Declares a variable called speed that is an integer. This gives it a 4 byte space in the memory, giving it a range of -2147483648 -> 2147483648 since that's how much the computer can store in that ammount of space.
A short int would give you 2 bytes or -32768 -> 32768.
Not the nuber that the game uses to mesure it's speed is a rational nuber which would be declared as: float spees; that means we also loose some memory on digits, the different language might have different caps and let's not forget that the engine is also making calculations based on that nuber that coul surpass the intended max. Now to explain the speed mods those could just remove the cap and make variables bigger. That speed (1067.50) is close to 1024 which is 2^10 and data is stord in 2^n intervals (1 bit, 4 bits = 1 nibble, 8 bits = 1 byte, and so on) and that's why it makes me think of that.
Another explenation is that it could be due to faulty physics. Now to eplain this the game could be moving an item a certain distance to mimic speed, the larger the speed the larger the distance the object jump to mimic faster movement, this can be most appearent in the Scratch where the character to mimic speed moves a nuber of "steps" in a direction and moving at high ammount of steps resoults on clipping trough solid objects and other stuff and calcuations that would make me have to write a whole book. Basically some games use a system thst works like this: object is here, the object moves with x speed in y direction, that means in a tick it moves z distance, is there something interacting with the object in the area?, move object over that distance, repeat. The fact thar you were moving in a circle kinda breaks that system since now you could move more than you're allowed and the game notice this too late and having to YEET you back on track, a perfect sync and the game could be like: " wait, how tf did he get here and how could I fix?" freezing till it gets to a point in the simulation where things don't contradict as much, this could be the resoult of something made to counter crashes the nuber 1067.50 acting like an error output (aka junk data).
But that's just my theory, I *MAY* be wrong, but that's just a theory A PROGRAMMING THEORY!!!
You shall now 🤓 react me
(This took like a good 25 min to write)
I'm pretty sure it's just hard capped at 1067.5 and not an engine as you can fly faster than this by removing the speed cap. I did enjoy the lore though!
@@Zer0sLegion
You know you have some experience when you can make an educated guess on what went wrong in SFM