How to Build and Operate a Crane - Space Engineers Tutorial

Поделиться
HTML-код
  • Опубликовано: 25 окт 2024

Комментарии • 243

  • @BillWiltfong
    @BillWiltfong Год назад +359

    Here's a tip: You can use your crane arm to teleport. Pick up your craft and smash the cockpit into something, and just like that you show up at your survival kit.

    • @richardkirkland6805
      @richardkirkland6805 Год назад +43

      The downside is that, for some reason, your inventory and truck don't teleport with you. I hope Keen fixes that...

    • @aedynlangstaff46
      @aedynlangstaff46 Год назад +8

      😂

  • @davidmartensson273
    @davidmartensson273 2 года назад +110

    Another way to identify blocks is to add an antenna and use the Show on HUD feature. Its useful when you either cannot add a control panel or if you have many blocks. You get the labels visible when looking at the block and can write them down and then go into a control panel an do the renaming. Just remember to turn down the range of the antenna if in hostile environments. :) Oh, and remember to turn on the feature both on the blocks and in the info tab.

    • @Splitsie
      @Splitsie  2 года назад +26

      Oh yeah, I should have shown that off as well :)

    • @davidmartensson273
      @davidmartensson273 2 года назад +7

      @@Splitsie Its especially useful when you have forgotten to name a dozen lights, instead of playing around with light settings or grinding them down :P

    • @lars_of_the_north
      @lars_of_the_north 2 года назад +3

      I use this same method for picking the birds clean while scrapping ships in Empyrion once I've done a once over.
      If Empyrion, Space Engineers, and that new game Plasma were to team up... they could compete with Star Citizen (which I refuse to play).

    • @ZarHakkar
      @ZarHakkar 2 года назад

      @@lars_of_the_north If only games combining was a thing that could happen...

    • @armastat
      @armastat 2 года назад +1

      @@ZarHakkar Ah yeah Kerbil Space Program and Space Engineers.

  • @Gottaculat
    @Gottaculat 2 года назад +103

    OMG... A new Splitsie tutorial?!
    The sages foretold of this day, but their words had become all but lost to the annals of history, passing into legend, and eventually myth. Few remain whom remember a time when Splitsie tutorials were abundant and roamed the interwebs, as common as cat videos.

    • @Splitsie
      @Splitsie  2 года назад +26

      lol That's the tragedy of feeling like I've covered most of the material I feel qualified to cover :D

    • @DC2022
      @DC2022 2 года назад +15

      @@Splitsie well, then update the previous tutorials 😁

    • @aspiringboba02yt59
      @aspiringboba02yt59 2 года назад +3

      ​@@DC2022 I agree

    • @playtime1960
      @playtime1960 Год назад +1

      @@Splitsie could this be made easier by using the turret controller block

    • @playtime1960
      @playtime1960 Год назад

      Nvm i just found the one u showed that off did u ever figure out how to better use it for cranes or after that video did u keep experimenting with it for crane purposes

  • @EGOKitten7770
    @EGOKitten7770 2 года назад +8

    You make cranes look so easy. After making a crane and applying said forces. It launched itself nearly to space in many pieces. Glad I took a blueprint.

  • @spartan456
    @spartan456 Год назад +2

    I absolutely LOVE MArmOS for anything involving cranes or articulating arms. It is a _little_ complicated to figure out at first, but the script contains enough comments and there are also many example arms that you can reverse-engineer to understand how they work. Once you know how to create a functional articulating arm using the bare minimum of parts, it is pretty easy to expand it out to whatever you need.
    The best part of MArmOS is how intuitive it is once you get all of the parts named and in the correct orientations. It is as simple as using WASD controls and your mouse to move the end of the arm. Slap a camera on the front and you have a first-person remote controlled arm that works just like a remote controlled ship, but it's not a ship. It's an arm. It behaves exactly as you would expect an IK rig to function, which surprised me. I was not expecting a script to provide such precise and fluid control, especially when everything is using pistons and rotors.
    There are also lots of cool things you can do with the script to alter the control features. For example, depending on how you change a few lines, that can influence the way the "end" of the arm moves. I usually set mine up so the "end" functions sort of like the head of a chicken. The "end" acts like a gimbal, where an arbitrary point in front of the end of the arm serves as a pivot. So you can keep your mouse pointed at one spot, and rotate the arm around that spot. Instead of functioning like a ship, it sort of "strafes" around that point, maintaining the distance on all planes of motion. The script will attempt to keep the crosshair on the exact spot it is looking at, using the rotors to maintain that position while still allowing it to move in other axes. This is VERY USEFUL for creating welders, as you can easily pivot the arm around an entire contraption as it is being welded with minimal input on your part.
    I like to set up "welding arms" that are attached to a base or station. This works SO MUCH BETTER than trying to build an ungodly ship printer, as you can just weld up ANYTHING regardless of what grid it is on, and even with the bare minimum of pistons and rotors, it can cover a VERY long distance. And, you don't have to fiddle with trying to attach small grids to large or vice versa. It is also significantly easier to build a welding arm using MArmOS _from scratch_ than it is to try and build a complicated ship printer. I set one up in a multiplayer game about a year ago, pretty much on day one. I also used it to weld up the rest of the stuff on the base. Having it attached to the base and all containers just simplifies the whole construction process. No need to constantly go back and forth with a welding ship when you have a massive arm that can go anywhere.
    You can also do lots of other things with it too: cranes to lift things, drilling arms, grinding arms, welding arms, etc. There are soooo many options with MArmOS, I absolutely love it. I can't imagine trying to build an articulating arm without it. Once you get everything set up and functional, blueprint that sucker and you never have to worry about it again.
    It _did_ take me awhile to really figure out how to use MArmOS. I noodled around with it and a bunch of example arms in creative mode for at least a few hours. But once I had successfully built my own arm and it worked exactly the way I wanted it to, I just blueprinted it and never messed with it again. I have since forgotten how to do all of that, since I whip out the blueprints and just paste them in any time I need an arm for a task. But it is WELL worth the time to learn how it works, it really isn't as daunting as it seems at a glance once you know the basics, and the arms can be built pretty quickly in Survival.

  • @giantpunda2911
    @giantpunda2911 2 года назад +13

    I miss these Splitsie tutorials. Glad to see another one on the channel :)

  • @BinaryKiller_Recoded
    @BinaryKiller_Recoded 2 года назад +17

    This is why I think Control Module and Mechanical Keybinds should be vanilla, even though they are mods, they are much easier to set up overall than scripts when it comes to this :)
    Mechanical Keybinds : Cockpits being main keybind pilot
    Control Module : Porgrammable Blocks having the say in what's going on

    • @Splitsie
      @Splitsie  2 года назад +4

      Yeah, something like this in vanilla would be nice, though none of the solutions I've ever used really felt clean enough to be a vanilla solution but that could be due to modAPI limitations

    • @BinaryKiller_Recoded
      @BinaryKiller_Recoded 2 года назад +1

      @@Splitsie Yeah, I think that would be it, it would also help everyone if the rotors didn't just slam the breaks sometimes too I suppose, I have had a few incidents with rotors when it comes to cranes :)

  • @jkirkwood2018
    @jkirkwood2018 2 года назад +2

    I am Excited to see how far...
    A: Space Engineers has progressed since i found it
    B: You have come since I found you :)
    Thank you for being a part of my life.

  • @scruffted
    @scruffted 2 года назад +10

    I will definitely be using this tutorial to build a crane for the SRC, Great video! 😁

  • @arismilonas
    @arismilonas 2 года назад +2

    Can't wait for your tutorials! I "upgraded" my game so many times in the past because of your tutorials.

  • @DjigitDaniel
    @DjigitDaniel 2 года назад +2

    This is really cool. I remember building my first crane/ front loader after seeing you do it.
    That said, the game doesn't really provide much use for such hardware. I used mine as a wrecker/ recovery vehicle for mishaps, but never for actual freight management.
    Cargo management would be pretty cool with such a thing. Especially loading ammunition and supplies on ships.

  • @markfeemster4093
    @markfeemster4093 2 года назад +2

    You must have read my mind. I NEED this tutorial yesterday, Thank you sir!

  • @owencomps
    @owencomps 2 года назад +12

    Awesome job sir. Your tutorials were what got me started (and addicted) to Space Engineers. Keep up the great work. I'd like to see a follow up on how you did it with the turret controller since I'm a bit dense -- Like lead or Catpac before his morning sandwich.

    • @sebione3576
      @sebione3576 2 года назад

      Same. God bless Splitsie. And Capac, too.

  • @SebRomu
    @SebRomu 2 года назад

    I wasn't planning on watching a Splitsie tutorial for the first half hour of my day, but this has overridden everything else. Well done, I am now confident to enter the scrap business in earnest. Not retiring my mini-forklift drone yet though, it has been super useful so far.

  • @dat2594
    @dat2594 Год назад

    the moment at 1:46 made me chuckle throughout the video, nice cut

  • @self1332
    @self1332 2 года назад +1

    Nice to see the return of the Splitsie Tutorial Series; your original batch of videos made me into the competent engineer I am presently (still vast amounts of room for improvement, of course).
    Additionally, heard a phantom Capac "ow" when the crane truck drove through the camera at the very end there. The curse is real, folks.

  • @airigone1257
    @airigone1257 Год назад +6

    Watching this black magic makes me feel like I'm rubbing two sticks together with my single rover that just learned steer properly after 3 days

    • @Splitsie
      @Splitsie  Год назад +2

      It gets much easier with time, but I still manage to make things explode accidentally from time to time :D

  • @Nervoknight
    @Nervoknight 2 года назад +13

    Another vanilla option is to use a pair of Custom Turret Controllers. First CTC controls the Shoulder Rotor (Main) and the Shoulder Hinge plus the Proximal Pistons. Second CTC controls the Shoulder Rotor (Main) again, but the Elbow Hinge plus Distal Pistons. By having both CTC's rotate the main rotor on the frame of the vehicle, you can fine tune your allignment as your pistons extend towards the desired item!

    • @ChristopherMocko
      @ChristopherMocko 2 года назад +2

      I've tooled around with this concept a bit and its pretty solid. Mouse control gives you better fine tuned control, but you can also use the arrow keys for this purpose.

  • @Cr4sHOv3rRiD3
    @Cr4sHOv3rRiD3 2 года назад +5

    Great to see new tutorials coming up :D Keep up great work and channel Splitsie, hope to see more in the future
    It would be great to see tutorial for setting up custom world(s) for multiplayer or single player, for example setting up planets, asteroid fields etc., maybe some editing and scripting etc.
    I didn't find good tutorials for these as they're all skipping some steps or lot of them etc.

  • @The_Digital_Samurai
    @The_Digital_Samurai Год назад

    This is a really helpful tutorial. Seeing and listening to concepts like this expands my horizons.

  • @Trotils
    @Trotils 2 года назад +1

    Perfect tutorial. I’m about to use it for my welding crane!
    Thank you 🙏🏻

  • @Cpt_Birch
    @Cpt_Birch Год назад

    i want you to know that i really like you using the little engineer to point at things, please keep doing that in future :D
    great video!

    • @Splitsie
      @Splitsie  Год назад

      Lol I'm glad it's as useful as I hoped it would be 🙂

  • @armastat
    @armastat 2 года назад +2

    Very well done Splitsie, I have problems following some peoples tutorials since they tend to overlook mentioning key things (usually something they do all the time that it doesn't occur to them that others have to learn it first too, lol) but u hit all the important parts. love your work.
    Warning: If i don't get a road trip series soon, I will not be responsible for any actions I may take. just say'n ... hehe

  • @mandyspence1599
    @mandyspence1599 2 года назад +4

    An amazing tutorial, interesting and funny... Have to say though, the little avatar Capac is probably the most useful he's ever been 😜
    Looking forward to more of these and I was wondering if maybe you could do 'when things go wrong' videos, I think the mayhem and destruction could be really funny, especially if you can convince Capac to 'help' with the demonstrations.

    • @Splitsie
      @Splitsie  2 года назад +3

      I love the little pointer, definitely one of my best creations and I've been having fun with getting better at animating it too :D

  • @zoomzoom8749
    @zoomzoom8749 2 года назад

    Loved the crane yoga at the end

  • @mastashadow5031
    @mastashadow5031 2 года назад +2

    I’ll be keeping this info ready for when scrap comes out already conned some friends into joining a group to play it

  • @ManFace7
    @ManFace7 5 месяцев назад

    Got back into SE recently as was thinking about something like this, but didn't know how I would do it. Had an idea but never really used hinges and rotors and pistons in such a way. Thank you!

  • @rhilianis5811
    @rhilianis5811 2 года назад +9

    Something I've found that helps with the shaking, other than 'share inertial tenser', is place a gyroscope near the mag plate on the crane and turn on its override to full power.

  • @dei_walker
    @dei_walker 2 года назад +1

    Glad to see you getting back to some tutorial videos!

  • @patrickphipps1680
    @patrickphipps1680 Год назад

    I want to thank you for this video and all others, truthfully. Space Engineers is a tough beast to master. Add scripting to that and I am lost. But I used your tutorial and the PARK script to set up my first fully functioning crane today. It took some trial and error(on my part), but your instructions made doing this into a capable job. Thank you, again. Aaaannd, here's an edit to say I've contributed to your Patreon.

    • @Splitsie
      @Splitsie  Год назад

      That's awesome, so glad it helped you out and thank you for the support :)

  • @spacepiratecaptainrush1237
    @spacepiratecaptainrush1237 2 года назад

    I like the "just enjoy the fireworks" because yeah, if you stuffed it up that bad, might as well enjoy the ride. there's a learning curve and it usually involves feeding clang more then a few times.

  • @johnmcorigin2389
    @johnmcorigin2389 4 месяца назад

    Came here from the Scrapyard series and want to try this myself. Great way of promoting your previous turorials ;)

    • @Splitsie
      @Splitsie  4 месяца назад

      lol The funny thing was, I made this tutorial because of making the mod and how many people wanted help with it back when I first released it :P
      The current series is the second time I've played through my scrapyard stuff

    • @johnmcorigin2389
      @johnmcorigin2389 4 месяца назад

      @@Splitsie took me some time to set everything up, but finally I amd out scrapping ... this really brought me back to SE. I even bought some of the DLC I ignored in the past. Thank you very much for this incredible mod!

  • @astranger448
    @astranger448 2 года назад

    That script is interesting, I've been doing my cranes with turret controllers, it works well enough. My life became a lot simpler after I learned how real cranes name their parts. The internet is full with layouts for cranes for operators detailing those parts. It cuts down on the confusion especially if your cranes have parts that don't line up with the human arm.

  • @engelheselton
    @engelheselton 2 года назад +1

    Great to see another tutorial.
    We know how much you hate to break immersion when you are streaming with friends, but so interesting to have an out of character description of some of your constructions.
    Have you ever though of adding a few minutes of out of character section or blooper to the end of your scenario/edited videos?

  • @xxbongobazookaxx7170
    @xxbongobazookaxx7170 Год назад

    "And have it lock to itself" at 1:40 made me laugh more than it should, it's happened to me SO many times

  • @mr.president2031
    @mr.president2031 2 года назад

    Awesome tutorial, i finally have less feelings towards script because i was actually scared of them haha

  • @victor_creator
    @victor_creator Год назад

    The configuration you have for the crane is good, I would offset the "elbow" hinge by 90 degrees so that it's range is completely folded to completely straight, as opposed to a 90 degree bend in either direction. This will allow the crane to more easily reach points near the crane base and potentially load stuff onto itself.

    • @Splitsie
      @Splitsie  Год назад +1

      The main reasons I don't tend to do that are aesthetics and scale, getting a hinge rotated that way and still looking neat is a much tougher ask, but if managed you're right, it can make it function a little better :)

    • @victor_creator
      @victor_creator Год назад

      @@Splitsie It would also work to just have two hinges, if it's aesthetics you're worried about. That would give you a full 360 degrees of rotation on the elbow!

  • @Triaxx2
    @Triaxx2 2 года назад

    I've actually been using dual hinges and a rotor on the end of my arm as the wrist. Offsetting one of them 90 from the other, gives you the left/right and up/down of a wrist, then a rotor on the end to manipulate the block. Makes for a very precise manipulator.

  • @TheColeronzio
    @TheColeronzio Год назад +1

    This game needs more people playing!!!!!

  • @Qwuille
    @Qwuille 2 года назад +2

    You do the best tutorials!
    Try once more to master MArmOS, as a tutorial from you on that script would be the best 😁👍

  • @angelusmortis3256
    @angelusmortis3256 Год назад

    Awesome tutorial splitsie very good info sir as per usual...

  • @armastat
    @armastat 2 года назад +6

    Super Easy Ground Lock. (OSHA Approved)
    Same setup as shown (Piston and mag-plate mounted wherever u like, I like flush with bottom).
    1) Set the piston power to zero (as low as u can), then increase it just 1 step. (the goal is to have just enough power to lift the piston itself back to full retraction and no more. setting the value - starting at zero - while extended, unlocked and with retract active.)
    2) set the mag-plate to auto-lock.
    3) add controls for 'UnLock' on the Plate and 'Reverse' on the piston.
    To operate u just press 'Unlock' followed immediately by 'Reverse piston'
    If u add a timer block with these two commands then u can raise and lower with one click of the same button.
    The advantage of this is that the Piston will:
    1) Always reach the ground since there is no need to set limits.
    2) will auto lock and detach WITHOUT adding phantom forces to you vehicle (or move it on contact with the ground) , but at the same time lock u in place.
    3) with this setup (especially the timer block) you can use multiple pistons with One button. Even on uneven terrain and they will all lock without any SE intervention. Advanced uses are for leveling your vehicle (or un-leveling it) repair jacks. and can even be used out the sides for attachment to walls if needed.

  • @zurielwolfe
    @zurielwolfe 2 года назад

    Show off!, using your crane skills at the end of the video without exploding😁, this Script is really helpful, i tried to use the arm script in the past but i could not get past 2 rotors and a piston(hinges were not a thing back then), so this scrip will make it way easier to controle stuff.

  • @Pystro
    @Pystro 2 года назад +1

    With the PARK script, you can set up "mixed" control schemes, can't you?
    For example, you can have your second hinge un-do all motions of the first hinge. That way, your first hinge would only control the very first pistoned segment, and everything beyond the second hinge would stay aligned the same way it was.
    Or with your wrist design, you can have the second wrist rotor un-do all motions of the first wrist rotor. That way the keys for your first rotor only change the alignment of your wrist hinge, not the alignment of your magplate.
    Obviously you'd still want individual controls for the second hinge and the second wrist hinge to be able to articulate the load.

  • @chakatfirepaw
    @chakatfirepaw 2 года назад

    When you have small numbers of controls, you can get things almost as clear by leaving gaps in the hotbars as by using completely different toolbars for each control point.
    So the first hotbar might be:
    1: Shoulder rotor on/off
    2: Shoulder rotor reverse
    3: blank
    4: Shoulder hinge on/off
    5: Shoulder hinge reverse
    6: blank
    7: Proximal pistons retract
    8: Proximal pistons on/off
    9: Proximal pistons extend
    Of course, this works the best when you have different kinds of thing to control. Also, when the resulting hotbars are intuitive groups, (such as having the various parts of the same joint together).

  • @richardkay1372
    @richardkay1372 2 года назад

    Awesome and informative as always Splitsie another excellent Space Engineers guide.

  • @sethpurifoy6025
    @sethpurifoy6025 Год назад

    Although they aren’t available to everyone, mods and/or scripts can greatly augment your craning experience. Particularly control module, which lets you set keybinds for block/group actions, giving you simpler control of your joints and freeing up a good deal of hotbar real estate.
    I don’t know the technical term for them, I prefer cranes that have a lift piston forward of the shoulder joint and behind the elbow. While somewhat more difficult to set up (it will require a tutorial, trigonometry, or a lot of trial and error), you get much more leverage, which translates directly to lifting capacity. They also look cooler.

  • @brentbarr498
    @brentbarr498 2 года назад

    Thank you Splitsie.. this was AWESOME and definitely needed!!

  • @C_F_M
    @C_F_M 2 года назад +1

    Face melted by those sick crane dance moves

  • @BNETT21
    @BNETT21 2 года назад

    Loved the video. I've been curious about this script but it seemed like it was going to be to much work/stress to get it working.

  • @cebweb
    @cebweb 2 года назад +2

    Thanks for the videos. I recently found this overly complex game and have been consuming video like a capac. I just never know if the 4+ year old vid still has valid info. Or if a script /mod hasn't been updated in some time because it was abandoned or is a case of 'you can't improve on perfection'. I would enjoy seeing you revisit some of your early tutorials with the knowledge and experience you have now.

  • @BloodyMobile
    @BloodyMobile 2 года назад

    "...if you manage that, just enjoy the fireworks" - reminds me of the time where I tried to attach a rover to my 2000 ton mining ship and flipped the whole fricking thing...
    still sad Shadow Play took a nap that time, didn't manage to recreate that : (
    That break dancing at the end was impressive. At first I only expected a hand stand, then that it does a "cart wheel" and then it instead just showed of what you can do when physics have no say about grip anymore xD

  • @cod3xtreme
    @cod3xtreme 2 года назад

    Awesome! This tutorial contains very valuables tips. Thanks

  • @bobbuilder8800
    @bobbuilder8800 5 месяцев назад

    You said you weren’t doing the return bit of it, but it would be really useful if you could do a short tutorial on it! Fantastic tutorial by the way!

  • @TyrelHaveman
    @TyrelHaveman 2 года назад

    Love your stuff and glad to see a new tutorial (I've been watching a lot of the 5 year old ones). The question this video generated for me is: What would you want a crane for? What kinds of things do you actually need to lift and move around in Space Engineers?

    • @Splitsie
      @Splitsie  2 года назад

      You don't need a crane, unless you modify your game to play with no jetpack and challenging flight conditions. Then crashes become really useful for construction as flying something into place isn't a good option 🙂

    • @unclegreybeard3969
      @unclegreybeard3969 7 месяцев назад

      A crane with a welder/grinder on the end instead of a mag plate is also useful to help you weld up or grind down your creations.

  • @alexazna284
    @alexazna284 Год назад

    A little tip to identify quickly,your parts (or any other items in multiple). Just check "ON" the "Show on HUD" in the terminal. Then you can immediately identify them ;) It's kinda faster and less tidious than when you placed a block and a control panel to see which one is white

    • @Splitsie
      @Splitsie  Год назад +1

      That only works in survival mode if you've already built an antenna, so the method I showed here is useful when that hasn't been done or won't be done :)

    • @alexazna284
      @alexazna284 Год назад

      @@Splitsie Ah Ok ! I’m fairly new to the game and I only have played in survival until now, So I have yet a lot to learn and your videos have helped me a lot 🙂 Keep up the good work 💪

  • @kingwolf468
    @kingwolf468 2 года назад

    Man I love the Capac pointer, someone needs to write a mod Capac points at important things like power and fuel

  • @Pilvenuga
    @Pilvenuga 4 месяца назад

    "So, what's your qualification for this undersea drone operator job?"
    "I've been a crane operator in Space Engineers for 100 hours. Want to see the builds i've worked on?"

  • @Im__frann
    @Im__frann 9 дней назад

    Thank u brother finally i have a good mobility minining vehicle

  • @JunohProductions
    @JunohProductions 8 часов назад +1

    This was made way easier with turret controllers and the Contact update that added the ability to set hinge/piston/rotor positions. I should really build one.

    • @Splitsie
      @Splitsie  5 часов назад +1

      Yeah, the extra hotbar options can make a big difference, but for a fully functional crane I still think the script is the way to go, but for things that are doing the same movements repeatedly e.g. walkers the new settings are a godsend :)

  • @lars_of_the_north
    @lars_of_the_north 2 года назад

    Dude. Splitsie. Thank you.

  • @alexandre069
    @alexandre069 2 года назад

    Thank you! Thank you! Thank you! Thank you! Thank you!
    I asked you to do that a few weeks ago but was afraid you didn't saw the comment.

  • @niemma2
    @niemma2 Год назад +1

    On my own design i made counterweight back of the crane like real ones haves, that makes big difference and reduces the weight of the vehicle when weight is in right place.

    • @Splitsie
      @Splitsie  Год назад +1

      Oh yeah, I should have mentioned counterweights for very large cranes - good tip :)

  • @redseafrog
    @redseafrog 2 года назад

    Epic tutorial as always Splitsie👍

  • @paul_8472
    @paul_8472 7 месяцев назад

    "If you've managed to apply that much force just enjoy the fireworks" 😅
    This has happened so many time's to me in SE.

  • @masterofthedeathwing2839
    @masterofthedeathwing2839 2 года назад

    i started a new game recently, with everything on realistic settings, efficiency, wolves, spiders, all that shennanigans, man its a different game. so hard to get off the ground, because stone is all you can use in the survival kit, and the yields are so god damned low. the area i landed in was in was rocky, and no good resources either, so i packed everything up onto a cool small grid 8 wheeled flatbed truck, with the survival kit built into it, and moved home today, i packed all my wind farms, refinery, assembler, etc onto my truck found a nice ice lake, with loads of resources around it. feels good. time to set up my new home today. where its nice and flat o7

  • @condera0
    @condera0 2 месяца назад

    I'm not sure if it's known already, but the color of the block is based on the distance form the parent block, greener colors are closer in the chain.

  • @geminisierra938
    @geminisierra938 2 года назад +1

    another script that I've been using and I think works well, "Cockpit Piston, Rotor & Hinge Controller" by Tekk

    • @TheREALDocRabbit
      @TheREALDocRabbit 2 года назад +1

      yeah, I've used that one to make some very nice cranes, drills.

  • @skipper2285
    @skipper2285 2 года назад

    The PARK script! Oh, yeah! ❤

  • @scorpioncoreuniverse8981
    @scorpioncoreuniverse8981 2 года назад

    I must say that is very awesome I learned a lot thank you.

  • @TheMrShinagami
    @TheMrShinagami Год назад

    Just used this to setup my first crane, I still need to tinker but thank you so much!

  • @TerkanTyr
    @TerkanTyr Год назад

    I like how Space Engineers has 22 control options for the turning of the rotor..
    ...and not a single one of them are the most common _"Hold to Turn Right/Left (Clockwise/Counter-Clockwise) at Fixed Speed"_ which is used in practically all other video games.

    • @Splitsie
      @Splitsie  Год назад +1

      Yup, it really does need a turn (anti)clockwise control option

  • @Lightwolfs-Abenteuer
    @Lightwolfs-Abenteuer Год назад

    2:21 i had to laugh so hard XD,... "Enjoy the Firework"... so true...
    By the Way theres another way, just put the Magneticplate directly under the Suspensiun (i mean put it from the bottom on the Suspension part).
    Now when you lower you suspension (all your wheels) then you are able to lock to the ground...

  • @LethalOwl
    @LethalOwl Год назад

    Glad to see you're still making these! I'm curious if you'd be interested in updating your older ones, some of which may be a little out of date after some of the updates from KSH?

  • @stepver2273
    @stepver2273 4 месяца назад

    14:34 PARK script tutorial starts
    17:50 PARK default keybinds
    20:14 controll modes

  • @fleshcrafterangel
    @fleshcrafterangel Год назад

    It looks like the option to have multple constrol schemes in PARK would let you have a return position for each profile. That wouldn't be particularly useful for a crane like the one demonstrated here, since it's not really designed to take advantage of it. But if space is a consideration - say, because you're planning to drive your crane in and out of a garage - you could design one that folds into a compact stowage position and then unfurls when you reach the job site.

  • @codymartinson9518
    @codymartinson9518 2 года назад +1

    My only critique is with the build style. You're mounting all the funtional components directly to each other without any blocks supporting or in-between. That arm is going to completely fall off if the rear battery takes any damage, the front wheels are only attached to the cab, and both the cab and computer to the front battery. The whole thing will be really difficult to repair or modify, and will fall apart in a crash. Everything needs to attach to the chassis, bro.

  • @Dragonorder18
    @Dragonorder18 2 года назад

    I would consider trying a two stage crane using a Turret controller. Starting with Splitsy's base with the Rotor and hinge there for the base pieces, almost identically set. then the Controller would be used to control a higher stage area on the Crane. so you'd control it much like you'd aim a turret. No need for scripts that way, and you just have to put the Control options in the bar for the main rotor and hinge to movements.

  • @TheIceThorn
    @TheIceThorn Год назад

    i use piston-moved landing gears when i'm loading; like IRL. It works awesomly.

  • @lightningo2335
    @lightningo2335 2 года назад

    I love these tutorials, but where is the scavenger hunt this week! I look forward to them every week

  • @Im__frann
    @Im__frann 10 дней назад

    This very helpful i just started in the game and i want to build a crane drill

  • @daz8405
    @daz8405 2 года назад

    Now we see the start of the Splitsie Sponsored Crane Gymnastics Competition... Are you going to make that into a new screen-saver?
    Good tutorial, thank you - but you might want to limit the 'shoulder' hinge on this crane as well, so it can't flip over backwards. (You might have done so, but didn't see it in the video.)

  • @Pucor7
    @Pucor7 8 месяцев назад

    Also what you can do to identify block is to grind it below usable. That way it will appear as incomplete :) If you are not in creative mode or smth

  • @PLASMA_2005
    @PLASMA_2005 Год назад

    I'm making a recovery vehicle with a heavy capacity crane... uses pistons for up/down movement... it's actually insanely strong... and it's got 6 out rigers by the rear keeping it extremely well locked to the ground, so far it works and I just need to tune speeds and build the rest of the actual vehicle

    • @Splitsie
      @Splitsie  Год назад +1

      Pistons as actuators are great - and fun :)

  • @AGUSTIN-zc5iu
    @AGUSTIN-zc5iu 2 года назад

    Hehe crane truck doing the breakdance move

  • @AngryDuck79
    @AngryDuck79 2 года назад

    Splitsie: "If you don't wanna flip over, you gotta make your truck...heavy. And wide."
    Me: "WHAT ABOUT LANDING GEAR! DONT BE A NUB PUT SOME LANDING GEAR ON"
    Splitsie: "But the best way to keep from flipping is to lock your truck to the ground."
    Me: ...
    Me: "This fool just stole my idea!"
    All seriousness though, I use suspension height to lower the frame onto the ground so the magplate/landing gear can be mounted directly to the frame without needing to risk piston-y hijinx.

  • @axialivanov6101
    @axialivanov6101 Год назад

    I’ve been following and using marmos since it’s conception and lemme tell you it’s no fun to use but when it gets set up right (which I’m only barley good at doing) the possibilities are endless it can record movements and everything so heckin cool 😎

    • @Splitsie
      @Splitsie  Год назад

      Yeah, it's definitely cool I just wish I could get my head around it :P

  • @pauldrice1996
    @pauldrice1996 Год назад

    Honestly for the lockdown I normally have been putting a mag plate on the bottom and sagging the suspension until it connects.

  • @catalinpop5002
    @catalinpop5002 Год назад

    Instead of using another control block you can switch control wheels on and off on the existing one, same with prog. block when you drive

  • @bcmpinc
    @bcmpinc 2 года назад

    7:20 there's a penalty to setting torque to crazy. It allows you to push stuff hard enough into the ground that they can explode. Within the white range, it usually stops moving when it should not be able to.
    8:30: yesterday I put out a mod, configurable actions, that allows the player to change how fast actions change the velocity of rotors (and pistons).

    • @Grevlen1
      @Grevlen1 2 года назад

      What is your mod??

    • @bcmpinc
      @bcmpinc 2 года назад

      @@Grevlen1 It's named "configurable actions". I would link it here, but YT doesn't allow that.

  • @kody.wiremane
    @kody.wiremane 3 дня назад

    3:32 Ah, and here we can see an example of an engineer _fairy_ x]

  • @RevokFarthis
    @RevokFarthis 2 года назад +2

    There was a time, not too long ago, when Clang would've consumed your entire world for the sin of sticking two rotors on the same grid.
    Now, we have this.
    What a time to be alive.

  • @happygil78
    @happygil78 Год назад

    Awesome tutorial. Hopefully I can use this on the Xbox!

    • @Splitsie
      @Splitsie  Год назад

      Everything here can be used on a cross play enabled dedicated server (so the script can run on the server), and all but the park script is vanilla 🙂

  • @apgamer4053
    @apgamer4053 Год назад

    5:47 another way to know is to grind it tell its inoperable and check the panal it will show as incomplete

  • @kestutisstugys1189
    @kestutisstugys1189 Год назад

    I actually use custom turret controllers for my cranes. I haven't done too much testing yet, but at least the ideas seem sound.

    • @Splitsie
      @Splitsie  Год назад

      It works but it's not as easy as it could be to switch between control points and have things behave well, certainly doable for simple cranes though :)

  • @dasgnampf4156
    @dasgnampf4156 2 года назад

    I do like the Blammo parts

  • @Malpherian
    @Malpherian 5 месяцев назад

    You don't need to use a piston. Just stick a mag plate or 3 on the bottom. They have a meter lock range or more. And you can always use angled wedge designs on larger trucks like you would for thruster coverings.

    • @Splitsie
      @Splitsie  4 месяца назад

      That's very much not correct. Landing gear lock range in vanilla is about 200mm or less and moving a piston is much simpler than having to alter your suspension settings to drop the whole vehicle (though it may not be safer than adjusting the wheels, depending on the pace of the adjustment or the strength of the piston)

    • @Malpherian
      @Malpherian 4 месяца назад

      @@Splitsie Weird, I've never had an issue with it. As far as the drill design goes I use the same base platform on all my drills, rover or ship, and they have always worked with no issues or clang.

  • @Aged_Rebel
    @Aged_Rebel 7 месяцев назад +1

    I know this is an old video so this probably won be seen but Im just getting into SE and For cranes Im wondering could a rotor at 90 degreed be used instead of a hinge for the elbow joint? This would allow better range of movement I feel close to the vehicle.

    • @Splitsie
      @Splitsie  7 месяцев назад

      Yup, hinges are just rotors with more restrictions on them, from the game's perspective they're the same block :)

    • @Aged_Rebel
      @Aged_Rebel 7 месяцев назад +1

      @@Splitsie Fantastic. Thanks so much for the reply love the videos. Just made a pull behind trailer with a crane that lays flat similar to the one you made on the scrapyard series but single pistons side by side instead of double under each other.

  • @frankenberry9670
    @frankenberry9670 2 года назад

    What is the state of joystick/throttle etc support? Being able to use joysticks, throttle, steering wheel and pedals as appropriate would be "nice". I know that with appropriate driver software I can kludge something but good native support is generally the best option.

  • @ramboturkey1926
    @ramboturkey1926 2 года назад

    could you do a tutorial on making a custom respawn pod or do you know of any good ones that are up to date