How does this update change any of that? If you get close, you get shredded, now even faster than ever before. Without any changes to defense it will be just the same.
Just this one simple addition (controller block) has opened up SO many awesome ideas, I'm waiting for people to start using it to do welding and grinding robots along with the turrets.
I'm thinking to use it for an early space exploration drilling arm, pull the ship up belly towards the ore then switch to a turret controller to point a piston and drill arm directly at the ore, switch back to the ship controls, turn the drills on and put the pistons to extend.
4:29 This wiggle is mostly caused by the azimuth and elevation speed multipliers being way too high for mass and inertia of the turret head. Not only do the multipliers apply to the mouse input, they also apply to the AI's. The AI drives the rotors and hinges as hard as it can to reach the permitted speeds, which it never will if mass and inertia are too high, subsequently failing to slow down early enough to hit the required bearings. The turret overshoots, and the chase continues, now in the opposite direction. The heavier the moving parts overall, the lower those settings must be if you want to prevent or minimize overshooting. That said, adjusting the torque of the rotors and hinges has an effect, too, but there is only so much you can increase that parameter before the numbers appear in scary red. Finally, setting the inertia tensor share _only_ on the hinge, not the rotor, too, seems to help as well without slowing the whole turret to a crawl by making it share the tensor with the entire grid.
Placing the cannon in line with the hinge at ±0° actually restricts your arcs of fire. By placing it transversely, (i.e. the gun points to 90° when the hinge is at ±0°), you get gun depression and you don't lose the ability to fire the other way because you can get that by rotating the turret. Which of the two is actually better would depend on application. Something designed to take on fighters and that will be mounted with a hemispherical FOV doesn't need gun depression and benefits from the lack of a central stop. OTOH, if you're putting a heavy turret on a ground vehicle you really want to be able to fire horizontally while parked just short of the crest of a hill.
A broadside gun on a space-based craft might benefit more from two hinges rather than a hinge and rotor. A semi-realistic naval type cannon or shoreline defense type gun would work with two rotors, or one of each. An anti aircraft weapon or one in a depression would benefit most from the vertical weapons, as you've pointed out. Lots of nuances to building with these sorts of joints.
Sharing the inertia tensor CAN make aiming speed real slow since it'll be using the combined mass of the grid and subgrid. You can counter this with more torque, but things can get bit clangy if it's in red numbers.
The *Ball Turret* can be made easier. If the hinge block is facing up in a natural gravity well, like in the video, you can just place a filler block (armor/whatever) in the center of the big hinge block and let it fall, then, if the big hinge block is small grid, you place the hinge part on top and attach. If the big hinge block is large grid you place another filler block on top and a hinge part on top of that one and attach. (In either case the hinge part will be instantly rotated to fit the motion range of the big hinge.) If you're outside of natural gravity you can just place the small hinge part in the center and attach.
I found that putting 1 half block upside down, and putting a full block on top, with a small hinge on top of that, inside the large hinge, makes it really easy to make a turret in gravity
Oh boy, it's been a while since I found the last Splitsie tutorial full of new info. If there is one thing I'm really happy about with this update, it's MORE SPLITSIE CONTENT. WHOO!
A multiple controller 'crane' might actually work very well as a refueling boom. In small grid you would need a small connector (or modified small ejector) and probably a small advanced rotor. The controllers would each control one arm joint. Shoulder, elbow and wrist controllers. Now if only you could tell a controller to track the sun . . .
I have successfully gotten both rotors and hinges to work with a battleship-style Railgun turret setup, going to mess with pistons to see if I can give them a recoil effect. I think this is probably the best update SE has ever gotten
I feel so happy for you Splitsie, having more time to do what you love most! Btw I hadn't noticed the AI-range difference between the controller blocks. I've been making these "Ball Turrets" for a while now (with scripts) and since the update I just slapped the small controller inside of them, not realizing that I'm giving away 200m of engagement... LOL Thanks!
You can make use of full range of weapon on a group of turrets if you use new feature of copy target or sth like that in the options for a group of turrets
So great tutorial - I was actually wondering how that turret was done. Thank you for showing us the trick. But I gotta say, I really enjoyed that very last shot where your character just glides to their death while standing at the detached helm of his ship - really gave me the captain-saluting-on-the-deck-of-the-ship-as-it-goes-down vibes! :D
Great tutorial. You also demonstrated one of the changes I really like: Small grids don't get immediately destroyed by turrets, they can take a few hits. It means that you can design survivability into small grid vehicles.
hey. So when these custom turret controllers came out the first thing I did was hop into my survival world and use them to make a search light for a small ship. This turned out to be extremely useful for the AI faction search contracts and turned what could previously be several minutes of frustrated searching for a tiny small grid objective within the 750m radius into a way to basically print free money.
Man how on earth did RUclips know to put this as my first recommendation? I was literally thinking about making a welding crane earlier today. Hadn't seen the idea used in game anywhere else before, but thought it was something cool I could setup to build with. One of your most recent videos probably sparked the idea in me where you were using a welder to assemble a refinery to prevent running a heap of parts back and forth to weld it up yourself
I love the use of these in proximity guided missiles. By putting a gyroscope on the turret (or 2 gyros on 2 turrets for full range of motion) you can have a ship turn itself towards a targeted grid, making for missiles that track anything within 800 meters and might even shoot as they approach
Hey Splitsie, love your content. Not really related to this video but to the update. I have not yet seen anyone talk about this, maybe you could find some interesting uses for this feature: "Cockpits now have the ability to trigger actions based on whether they are the target of a lock-on." And you can lock on to friendly targets. That means you could trigger set actions without scripts or antennae on up to 2km distance by just locking onto a grid. ofc you could do the same by shooting target dummies before this update, but I have not seen anyone use them this way. Two issues that I think (I have not played the update) are: 1) You need to have a weapon to lock on. 2) Target grid needs to have a cockpit (remote control probably has the same function) Not sure how to use this feature, but at the very least it's a sensor-less garage door opener, or an unpractical remote detonator for warheads.
sir your a legend, thank you for another super helpful tutorial. i just spend like 7 hours fumbling around trying to get it to work and then boom after 3mins of your video IV GOT IT! HALLELUJAH!
well this was insightful, I've been struggling with getting The script version to run, but then i ended up purchasing the warfare content and saw this block. soooo much more freedom. and to quote: "It just works." i also thanks to you, now know how to fix my controls being reversed. cause i made a turret and my elevation controls were reversed and it made it really hard to aim with. Another thing was i never thought they would work with hinges, i assumed it only worked with rotors, so that freed up and gives me access to more compact designs. thanks Splitsie
Anyone else think that "wrong way to do it" with the hinge first, then rotor -- looked like a giant toucan pecking at the ground? :) I didn't even know these blocks were in the game, so I love this video! Thanks Splitsie!
Neat thing I've been testing here, you may not be able to control custom turrets while driving/flying, but other people can! All you need is a friend/friends/gunnery crew with some custom turrets and you're all set.
@@Splitsie Yes, please re-do the old tutorials. I feel like missed some important design concepts... and I still really suck at building large grid things, especially ships
2:14 I actually think that it would be more beneficial to put it facing horizontally initially as you would gain gun depression. Of course it would be of less use if it's very much a true-surface-level turret rather than one slightly elevated, though I think that should be taken into consideration. Only other exception would be if these were also on pistons and would extend/retract out of a sort of hidey hole, where going vertical would be easier to manage.
Thank you, that's what my rover turret was missing, I found myself having to change the wheel strengths and offsets to point down when I parked on a hill overlooking a ground base... If I just built the weapons rotated I could have dipped them.
Yay, we can finally build things in vanilla that Digi's Control Module has let us build since 2016. :D Thank you for the tutorial! In addition to the neat tips, I also learned that a rotor-first, hinge-second design is a Splitsie turret and that a hinge-first, rotor-second design is a Capac turret (as evidenced @8:41). It even Capacs the Splitsie turret.
One of the 1st vehicles I made in my survival game was a crane. Id used 2 controller blocks, as I didn't know that you could set hinges to passive. But watching your crane move widely around, I found that having control of the extra arm let me move stuff around with more precision.
so glad to see a regular splitsie video instead of a live stream, I've greatly missed your content and I simply dont have the time to watch the live streams... hope you have more coming soon!
I have also found that PMW turrets have no qualms trying to shoot _through_ other PMWs on occasion when a target passes behind those. This appears to be because only the chosen reference camera or weapon is checked, not all other weapons on the turret head, too. As such, you may find yourself needing to limit a PMW turret's arc by placement, or emplacement in recesses, or by adjusting the maximum angles of the involved rotors and hinges, possibly in combination with making sure the dedicated targeting block is the one that is blocked first before any of the weapons are.
That's why i think i'm going to be using Whip's turret slaving script with this as it has a setting to stop firing if parts of your ship or friendly ships get in the way.
There are some risks doing it that way though, I've lost more than a few ships when the rotor or hinge has connected and flipped the ship into the ground :P
@@Splitsie that definitely is true. I normally make sure the hinge is turned off which helps. I also have yet to try it planet side. Doing it in a astroid base. It's a little sketchy. But I have found to be better than manually building a handful of ball turrets.
I have been having success adding a small hinge to the big hinge by placing two small blocks on top of another in the big hinge (Not attached) and then adding the small hinge part on top of those two small blocks.
it's been out for a few days and I'm still giddy about this update. Being able to easily control custom turrets is the most Space Engineers style feature they could have possibly added and opens up so many options for unique design!
I want to know if you can have like a master turret that controls the movement of many others. Like a marker camera and all the turrets along a battle ship can be linked to it to all move and rotate at the same point or lock on. Watched another video from LSG and they had one controlling a custom warhead missile.
Just at the right time, just came out of a session realising my old CIWS towers are too big for my new ship and I need to make new ones. This sure will come in handy!
I love the new tutorials (also the idea to redo the old ones. Well done Splitsie looking forward to the rest (any SE content of yours is fun). The idea for the crane is sweet. As soon as you said it the idea seemed so obvious but yes this will indeed make it accesable for simpletons like me aswell. So cool!
One note about using those ball turrets is to make sure subgrid damage is turned OFF. I had one on a rover that would keep breaking until I turned subgrid damage off.
Actually hinges work fine if you got only a few guns but double rotors at mid-height of your gun array seems better as the moving part requires much less force to rotate the array if you build it balanced around the axis. I've seen some people having issues with these turrets damaging their grid or the grid they're locked on: that can be prevented by putting limits to the hinge/rotors to tell the thing to not go below its horizon. A bit specific: on using this system with WeaponCore. I have not yet found confirmation from other people but as far as I've tested these controllers are only partially usable with Weaponcore - They do not recognise WC weapons as usable weapons - If used with base game weapons they don't seem to take orders from WC's targeting system, so they cannot be used autonomously Now you can still use it manually, if you put the weapons (either default or WC) on the turret, set it up normally, then on your gunner seat in addition to "control turret" and "view camera" actions, you simply put the guns/etc in a group, set up a "Toggle click to fire" action. Then control the turret, use the camera (zoom mod recommended for long range weapons) and when you want to shoot you use the toggle click-to-fire. You might need to set the WC option "override" to fire the weapons manually. Overall a very nice addition to the game, I hope WC will get full compatibility with it soon. These turrets seem almost too precise and fast, so I wonder if they could be modded to make nerfed versions? Then again manufacturing the ammos for it must be its own nerf. But imagine, you're approaching a ship, seemingly unarmed, and suddendly panels open, pistons expand and these buggers start raining autocannon fire on your face... Can't wait to see if WWU's "bots" decide to play with that. I wonder if that can be put on a plane?
Not just cranes, but i been building a bunch of mining rovers lately, very useful to build a boom arm with drills on and it has been working great so far. Not being able to drive and control at the same time is not that big of a issue in a multiplayer setting. Multi crew mining is inefficient but way more fun.
So, if your ok with limited range of movement on your turret and ok with setting a maximum height to it, you can extend the armer around the sides from the front of the turret, just to armor up your hing a little bit more. As much armor as small block can give. But I have a couple of ships I want to update with the new weapons and turret controllers, making the "server" room a little more alive with useable blocks on my Xbox single player world
These are so much fun. I've been playing around with this function for days now. My only complaint about them is that small block turrets tend to not survive combat situations; they're very fragile and get vaporized almost right away against similarly-powered matchups. Traditional turrets tend to be more durable. I still haven't found a practical solution for that yet.
Besides a "vanilla" crane for construction and mining, I think having a crane arm for arresting and docking would be great for space stations. No more frying hangars and flight decks or banging into everything. Just have an arm with a connector with pistons reach out, anchor on, and pull the ship in. Like wise for launching. Lift it out, have the ship fire up, disconnect, retract the arm, nothing is burnt or wrecked. Win-win-win for co-operative game play. Also a bit less of the smashing of rovers into the ground.
So far I used these new blocks for a Vtol idea and a bridge both being complete successes. This block is far more important then most of the dlc in my op. Edit: this is for Xbox where I don't get much access to fancy scripts
I feel like It's been over a year since I've been able to watch your videos. catching up on Survival Impossible the past few days the road is looking good up the mountain. I'm currently building a KMS Scharnhorst and was dreading having to build a crane for a float plane. this update will make that so much easier. I look forward to what you got next you definitely inspire me when I play this game. :)
So... this is basically Whip's scripts in block form. Nice! Thanks for the tutorial and I hope the dlc gives you a bit of inspiration for SI. You now have options to destroy those bases across the ice lake :D
Really great breakdown Splitsie. I can't wait to play about with this stuff and equally, can't wait to see what the you and the wider SE crew can do with this.
Another awesome tutorial! It'll be cool to see how these new parts more accessible adds to the creativity in SE. Also, if you want scripts for fancy control systems, I'd be happy to write them.
This gets really interesting when paired with DraygoKorvan's "[QoL] Mechanical Keybinds" mod. It allowed me to basically make a Utility Robot Arm (URA) that I can move around with WASD movement as well as C and Space (for up and down) and then use the CTC Movement with the Mouse for the "fine control". Much more intuitive to move with that than using the number keys to control the Pistons and such. Now all you need to do is add a Welder, Grinder or Drill on the "Turret" part of the URA and we have a lot of control about it in a very intuitive and fun manner.
When I saw this block listed, I'd hoped this was exactly what it was for. It's nice that they've taken note of the fact that a lot of people like the ability to create custom turret setups and have now given us an easier method to use those with AI option without the need for a third party script. Personally, for cranes, I'd still use the PARK script because I just love it and find it so easy to use. Though for weapon turrets this is a game changer for me, can't wait to try out some designs.
Yeah, now that I actually made a crane with PARK, I'm a big fan of it. But for those who don't want to run a script, or for servers where scripts are disabled, the turret controlled crane is a nice option.
I like to build large grid plunge mines on planets to get industrial quantities of ore. (Vertical tower of pistons with a drill on the end) The problem is, once I'm in the ore vein, I drill through it and then have to rebuild the drilling head with a horizontal piston setup to cut into the vein. With the custom turret controller, I now have a Rotor -> Hinge -> piston -> Drill setup with a control station on the piston that lets me ride the drill rig down into the mine, and then sweep through the vein with mouse controls. Its SICKENINGLY effective :)
Just a thought but couldn't you make turret that shoots around corners if you use the hinge first Another idea if you use timer blocks you could make the guns on the turret stagger their shots
A fire staggering System would keep ammo consumption in check rather important for large weapon multibarrel setups like naval cannon style turrets (also reduces overall recoil)
2:55 "it can be any control device" Would a remote control block also work? I'm looking to create some compact drones, and sticking a cockpit on them would throw off the whole aesthetic. Edit; Follow up question! Can the turret control block work on a turret made with 2 hinges and no rotors? Edit #2, since I've had the chance to test; 1. So, while you can't control the turret through a remote control block, it will still function as one without a control seat. 2. The turret control block will work with 2 hinges and no rotors. Hooray, my aesthetic is saved!
2 person drill shop, pilot flies and the drill operator now has a nimble drill that can get into those spots where it's just not feasible to get a ship, the same with welding and grinding ships
@@Splitsie depends on how high your latency is and how funny the ensuing crashes are... , While pistons aren't mouse controllable you can hotbar enough of their controls to make a controllable tool on a boom... Speaking of tool on a boom, fit a seat on the end of a custom turret set up, fair ground ride build!!
11:00 I actually came up with the idea to craft the Turret internals first and then pick them up with a crane or transport plane and set them into place, then lock. This works fine and could also be used as a method in automated factories, plus it looks badass :D btw. in space this is especially easy
Splitsie, 2:25 May not be a big thing in Single player but for those who play MP. In My little playing around I set a turret up similar with autocannons and had the weapon mounted like that. Trouble was I placed a target about 400m away and it couldnt get the depression it needed to engage it since the hinge locked out at 90 or 0. So close range engagement of low targets can be an issue, without creating a 90 degree back wall off the hinge. In doing that the turret can still elevate 90 covering the full sky arc 13:30 it doesnt look weird, your in the future Mag Lev has become a lot more useful
That's fair about the elevation, though it does increase the risk of having the weapon collide with things. I feel like if/when I cover this topic in full detail I'll mention it as an option but still recommend the same thing as the default safe setup 🙂
@@Splitsie I havnt tried yet, semi newbie still trying to wrap my head around stuff, but I wonder if setting hinge limits would work to stop the script. Lol off to fumble attempt two to try
11:40 a much much much easier way of doing this, is to place one small block in the air so that it falls into the hinge, place another small block on top of that so that you have a 2 block tower and then add the hinge on top of that, attach the head and remove the blocks.
That works on level ground but not everywhere, where I can I try to show techniques that have as few caveats as I can manage, though if I were to do it again I'd probably show both ways
I build all me vehicles for a first person only compatibility. This results in most of my vehicles having piston masts with cameras and lights on them. Before, I would use either tons of hotbar spaced to control the motion, or a remote and antenna. The new block makes these masts much simpler, and really cleans up the toolbar, but sadly can't continue operating the vehicle when using it. Camera masts are extremely useful when driving across rough terrain, as a sort of third person view when it is first person only. I will have to test these out on my excavator though, it could really simplify operations.
I have done refuelling arms before with the ship going to the arm, now the arm can go to the ship, with mods like the piping one that would visually look great.
simple homing missiles. best setup seems to take 4 of them, each with a thruster, as well as a thruster on the body. lock the 4 onto a single target, then let it fly. with the target lead and some warheads it could be quite effective.
so i did some thing defend caz the rotor can move in 360 all round if you put the hinge on one side facing out you have more lower aiming so if there any thing lower then it it well shoot it
To get rid of the wobble, I turn on share inertia tensor, but only for the hinge. I found working with cranes that you can use that setting for all hinge/rotor except the first one that connects to the ship/station. Just have to remember to turn them off when attaching a rotor (like changing tool heads on a crane). I'll have to try playing with the speed modifiers like Andersenman suggested though, maybe that will be a safer/plain better method?
I would give almost anything to be able to play on the same server as splitsie, even if it was solely to watch the magic and learn what I almost certainly dont know about the nitty gritty little details that seem hidden through out SE.
Splitsie! Following your idea of the crane, I just had a wild thought: Two manned crane with welder blocks at the end... one being Capac and the other ... doesn't really matter because you'll have Capac manning a crane HAHA. Would love to see you trying to build something with that setup :). Keep the good work, you're basically my Netflix x"D. Cheers : )
If you design it right, having turrets with strangely placed hinges and rotors such as flipping them could allow for some very, very alien-looking designs, rather than the conventional style everyone's used to. As for other ideas, I think having a turret with a cap on it would be interesting, as utilizing a sideways rotor rather than a hinge you could have some very good angles attainable. Alternatively, having a broadside weapon on a larger craft would work with some aiming angles if it had two hinges, one turned 90 degrees to the other, stacked atop each other. One hinge controls the azimuth, turning the weapon back and forth along part of an axis, while the other controls vertical aim, but they only have a bit of freedom of movement due to be inset to allow for good armor. A neat concept, I think.
How can you adjust the hinge to lower the guns more? Say something like a wolf or an enemy soldie is running to your base, the turret looks like its limit is 90 degrees. How do you get it to shoot lower instead of over their heads?
I’m so glad the devs added all this new combat stuff, fighting other grids just using range limits was getting old
It'll be interesting watching combat evolve as we all get used to the new weapons and their balance/lack of balance
How does this update change any of that? If you get close, you get shredded, now even faster than ever before. Without any changes to defense it will be just the same.
@@Splitsie Similar weapons were already known in the form of mods, so hopefully thy make use from that experience.
@@Splitsie Right now i think Rocket launchers need a buff. They are kind of underperforming.
"How does this update change any of that? If you get close, you get shredded,"
Tell me you don't use decoys without telling me you don't use decoys...
Just this one simple addition (controller block) has opened up SO many awesome ideas, I'm waiting for people to start using it to do welding and grinding robots along with the turrets.
I think it'll be really useful for simple robotic arms with grinders and welders - I'm kinda looking forward to building one myself :)
@@Splitsie Depending on how they work they could even streamline the robot arm/leg scripts
@@Splitsie or even an easy deploy runway with an upward angle for say an airplane
I'm thinking to use it for an early space exploration drilling arm, pull the ship up belly towards the ore then switch to a turret controller to point a piston and drill arm directly at the ore, switch back to the ship controls, turn the drills on and put the pistons to extend.
I like it that we dont have the choose between scripts anymore aldo some where good bud its aswome its now done easy
4:29 This wiggle is mostly caused by the azimuth and elevation speed multipliers being way too high for mass and inertia of the turret head. Not only do the multipliers apply to the mouse input, they also apply to the AI's. The AI drives the rotors and hinges as hard as it can to reach the permitted speeds, which it never will if mass and inertia are too high, subsequently failing to slow down early enough to hit the required bearings. The turret overshoots, and the chase continues, now in the opposite direction. The heavier the moving parts overall, the lower those settings must be if you want to prevent or minimize overshooting.
That said, adjusting the torque of the rotors and hinges has an effect, too, but there is only so much you can increase that parameter before the numbers appear in scary red.
Finally, setting the inertia tensor share _only_ on the hinge, not the rotor, too, seems to help as well without slowing the whole turret to a crawl by making it share the tensor with the entire grid.
this should be pinned as it is a very good tip for avoiding those problems or minimalizing the strange behavior :)
I also noted that it reduces significantly if you use the "share inertia tensor"
I believe the term is PID Control is what is needed for those turrets.
@@MediumRareOpinions which kills MP servers
One work around is putting an overridden gyro on the heavier turrets. Also reduces recoil affects.
Placing the cannon in line with the hinge at ±0° actually restricts your arcs of fire. By placing it transversely, (i.e. the gun points to 90° when the hinge is at ±0°), you get gun depression and you don't lose the ability to fire the other way because you can get that by rotating the turret.
Which of the two is actually better would depend on application. Something designed to take on fighters and that will be mounted with a hemispherical FOV doesn't need gun depression and benefits from the lack of a central stop. OTOH, if you're putting a heavy turret on a ground vehicle you really want to be able to fire horizontally while parked just short of the crest of a hill.
A broadside gun on a space-based craft might benefit more from two hinges rather than a hinge and rotor. A semi-realistic naval type cannon or shoreline defense type gun would work with two rotors, or one of each. An anti aircraft weapon or one in a depression would benefit most from the vertical weapons, as you've pointed out. Lots of nuances to building with these sorts of joints.
Sharing the inertia tensor on the hinge greatly recude the wiggle.
A zero override gyro should also work.
increasing the breaking toqure fixes the woble
This and on the rotor. Works fine
@@pitekargos6880 I find doing it on the rotor wobbles the ship, pretty funny when a small rotor can wobble a 6000 ton ship
Sharing the inertia tensor CAN make aiming speed real slow since it'll be using the combined mass of the grid and subgrid. You can counter this with more torque, but things can get bit clangy if it's in red numbers.
The *Ball Turret* can be made easier.
If the hinge block is facing up in a natural gravity well, like in the video, you can just place a filler block (armor/whatever) in the center of the big hinge block and let it fall, then, if the big hinge block is small grid, you place the hinge part on top and attach.
If the big hinge block is large grid you place another filler block on top and a hinge part on top of that one and attach. (In either case the hinge part will be instantly rotated to fit the motion range of the big hinge.)
If you're outside of natural gravity you can just place the small hinge part in the center and attach.
I found that putting 1 half block upside down, and putting a full block on top, with a small hinge on top of that, inside the large hinge, makes it really easy to make a turret in gravity
Oh boy, it's been a while since I found the last Splitsie tutorial full of new info. If there is one thing I'm really happy about with this update, it's MORE SPLITSIE CONTENT. WHOO!
Thanks 🙂
A multiple controller 'crane' might actually work very well as a refueling boom. In small grid you would need a small connector (or modified small ejector) and probably a small advanced rotor. The controllers would each control one arm joint. Shoulder, elbow and wrist controllers.
Now if only you could tell a controller to track the sun . . .
That's a very good thought - might try to get DE to test it with his booms in WWUp :)
I'm wondering if swapping the crane over to multiple controllers might make it a little less terrifying to operate. Probably not.
@@Texfire It is only truly terrifying if you let Capac drive the crane ;P
@@robertbaker7610 Truth.
I just set rotor speed to match the sun's track across the sky.
There are a lot of good SE channels on RUclips these days but Splitsie still makes the best tutorials
I have successfully gotten both rotors and hinges to work with a battleship-style Railgun turret setup, going to mess with pistons to see if I can give them a recoil effect. I think this is probably the best update SE has ever gotten
If you do the recoil thing you should post a video!
@@Cuteseals2 I put up a short video on my channel, looks promising
I feel so happy for you Splitsie, having more time to do what you love most!
Btw I hadn't noticed the AI-range difference between the controller blocks.
I've been making these "Ball Turrets" for a while now (with scripts) and since the update I just slapped the small controller inside of them, not realizing that I'm giving away 200m of engagement... LOL
Thanks!
You can make use of full range of weapon on a group of turrets if you use new feature of copy target or sth like that in the options for a group of turrets
So great tutorial - I was actually wondering how that turret was done. Thank you for showing us the trick. But I gotta say, I really enjoyed that very last shot where your character just glides to their death while standing at the detached helm of his ship - really gave me the captain-saluting-on-the-deck-of-the-ship-as-it-goes-down vibes! :D
I used your first 3 tutorials to get myself competent enought to start learning on my own. Thanks a bunch!
Great tutorial. You also demonstrated one of the changes I really like: Small grids don't get immediately destroyed by turrets, they can take a few hits. It means that you can design survivability into small grid vehicles.
I'm hoping they continue to toy with the balance, the better they get it the less they'll get asked for shields I think :D
hey. So when these custom turret controllers came out the first thing I did was hop into my survival world and use them to make a search light for a small ship. This turned out to be extremely useful for the AI faction search contracts and turned what could previously be several minutes of frustrated searching for a tiny small grid objective within the 750m radius into a way to basically print free money.
That's a very clever use for them, I like it 🙂
Man how on earth did RUclips know to put this as my first recommendation? I was literally thinking about making a welding crane earlier today. Hadn't seen the idea used in game anywhere else before, but thought it was something cool I could setup to build with.
One of your most recent videos probably sparked the idea in me where you were using a welder to assemble a refinery to prevent running a heap of parts back and forth to weld it up yourself
"will behave like any old regular turret" ... *starts shaking uncontrollably and violently awaiting klang in background* why yes... you are right.
I love the use of these in proximity guided missiles. By putting a gyroscope on the turret (or 2 gyros on 2 turrets for full range of motion) you can have a ship turn itself towards a targeted grid, making for missiles that track anything within 800 meters and might even shoot as they approach
Hey Splitsie, love your content.
Not really related to this video but to the update.
I have not yet seen anyone talk about this, maybe you could find some interesting uses for this feature:
"Cockpits now have the ability to trigger actions based on whether they are the target of a lock-on."
And you can lock on to friendly targets.
That means you could trigger set actions without scripts or antennae on up to 2km distance by just locking onto a grid.
ofc you could do the same by shooting target dummies before this update, but I have not seen anyone use them this way.
Two issues that I think (I have not played the update) are:
1) You need to have a weapon to lock on.
2) Target grid needs to have a cockpit (remote control probably has the same function)
Not sure how to use this feature, but at the very least it's a sensor-less garage door opener, or an unpractical remote detonator for warheads.
I'm hoping to show some of that soon unfortunately when I tested it on stream that feature wasn't actually working for me :P
sir your a legend, thank you for another super helpful tutorial. i just spend like 7 hours fumbling around trying to get it to work and then boom after 3mins of your video IV GOT IT! HALLELUJAH!
I had been struggling to get this sucker to attach for 2 hours now, you sir, are fantastic for sharing this trick to get it to work, THANK YOU.
well this was insightful, I've been struggling with getting The script version to run, but then i ended up purchasing the warfare content and saw this block. soooo much more freedom. and to quote: "It just works." i also thanks to you, now know how to fix my controls being reversed. cause i made a turret and my elevation controls were reversed and it made it really hard to aim with. Another thing was i never thought they would work with hinges, i assumed it only worked with rotors, so that freed up and gives me access to more compact designs. thanks Splitsie
9:12 that setup allows you to de-elevate your turret below the horizon though, unlike the other turret.
That setup also doesn't let you aim up or down when aiming perpendicular to how the hinge rotates.
If you want to de-elevate, place your gun the way he told you not to at 2:12 this is how i like set up my turrets.
I’ve found that the big red button DLC button panel works really well as a small, unobtrusive camera mount.
The "wrong" launcher reminded me of the pixar lamp with the way it was derping about :D
Anyone else think that "wrong way to do it" with the hinge first, then rotor -- looked like a giant toucan pecking at the ground? :) I didn't even know these blocks were in the game, so I love this video! Thanks Splitsie!
lol I kinda felt like it was one of those desk drinking bird things :D
Neat thing I've been testing here, you may not be able to control custom turrets while driving/flying, but other people can! All you need is a friend/friends/gunnery crew with some custom turrets and you're all set.
That crane idea is so freaking cool. Can't wait to see it in Survival Impossible. (:
The tutorial master is back at it again!!
Yup yup :)
@@Splitsie Yes, please re-do the old tutorials. I feel like missed some important design concepts... and I still really suck at building large grid things, especially ships
2:14 I actually think that it would be more beneficial to put it facing horizontally initially as you would gain gun depression. Of course it would be of less use if it's very much a true-surface-level turret rather than one slightly elevated, though I think that should be taken into consideration. Only other exception would be if these were also on pistons and would extend/retract out of a sort of hidey hole, where going vertical would be easier to manage.
Thank you, that's what my rover turret was missing, I found myself having to change the wheel strengths and offsets to point down when I parked on a hill overlooking a ground base... If I just built the weapons rotated I could have dipped them.
Yay, we can finally build things in vanilla that Digi's Control Module has let us build since 2016. :D
Thank you for the tutorial! In addition to the neat tips, I also learned that a rotor-first, hinge-second design is a Splitsie turret and that a hinge-first, rotor-second design is a Capac turret (as evidenced @8:41). It even Capacs the Splitsie turret.
lol :D
One of the 1st vehicles I made in my survival game was a crane. Id used 2 controller blocks, as I didn't know that you could set hinges to passive. But watching your crane move widely around, I found that having control of the extra arm let me move stuff around with more precision.
I am soooo happy to get another tutorial from you splitsie, i have been waiting for ages. thank you!!
Thanks for that tiny rotor head trick, Splitsie. Gatling Turrets, even large grid ones, just do not cut it anymore.
so glad to see a regular splitsie video instead of a live stream, I've greatly missed your content and I simply dont have the time to watch the live streams... hope you have more coming soon!
I have also found that PMW turrets have no qualms trying to shoot _through_ other PMWs on occasion when a target passes behind those. This appears to be because only the chosen reference camera or weapon is checked, not all other weapons on the turret head, too. As such, you may find yourself needing to limit a PMW turret's arc by placement, or emplacement in recesses, or by adjusting the maximum angles of the involved rotors and hinges, possibly in combination with making sure the dedicated targeting block is the one that is blocked first before any of the weapons are.
That's why i think i'm going to be using Whip's turret slaving script with this as it has a setting to stop firing if parts of your ship or friendly ships get in the way.
Thank you for 1) being so fast with this
2) explaining it so even I can understand
that "fuel critical" at the start of the video, got me.
I personally have made a small grid ship that can grab and place the "ball turret" part and I can slide it into the hinge.
Has definitely helped out
There are some risks doing it that way though, I've lost more than a few ships when the rotor or hinge has connected and flipped the ship into the ground :P
@@Splitsie that definitely is true.
I normally make sure the hinge is turned off which helps.
I also have yet to try it planet side. Doing it in a astroid base. It's a little sketchy. But I have found to be better than manually building a handful of ball turrets.
I have been having success adding a small hinge to the big hinge by placing two small blocks on top of another in the big hinge (Not attached) and then adding the small hinge part on top of those two small blocks.
it's been out for a few days and I'm still giddy about this update. Being able to easily control custom turrets is the most Space Engineers style feature they could have possibly added and opens up so many options for unique design!
*Payed DLC*
I want to know if you can have like a master turret that controls the movement of many others. Like a marker camera and all the turrets along a battle ship can be linked to it to all move and rotate at the same point or lock on.
Watched another video from LSG and they had one controlling a custom warhead missile.
Just at the right time, just came out of a session realising my old CIWS towers are too big for my new ship and I need to make new ones. This sure will come in handy!
I love the new tutorials (also the idea to redo the old ones. Well done Splitsie looking forward to the rest (any SE content of yours is fun). The idea for the crane is sweet. As soon as you said it the idea seemed so obvious but yes this will indeed make it accesable for simpletons like me aswell. So cool!
One note about using those ball turrets is to make sure subgrid damage is turned OFF. I had one on a rover that would keep breaking until I turned subgrid damage off.
Actually hinges work fine if you got only a few guns but double rotors at mid-height of your gun array seems better as the moving part requires much less force to rotate the array if you build it balanced around the axis.
I've seen some people having issues with these turrets damaging their grid or the grid they're locked on: that can be prevented by putting limits to the hinge/rotors to tell the thing to not go below its horizon.
A bit specific: on using this system with WeaponCore.
I have not yet found confirmation from other people but as far as I've tested these controllers are only partially usable with Weaponcore
- They do not recognise WC weapons as usable weapons
- If used with base game weapons they don't seem to take orders from WC's targeting system, so they cannot be used autonomously
Now you can still use it manually, if you put the weapons (either default or WC) on the turret, set it up normally, then on your gunner seat in addition to "control turret" and "view camera" actions, you simply put the guns/etc in a group, set up a "Toggle click to fire" action. Then control the turret, use the camera (zoom mod recommended for long range weapons) and when you want to shoot you use the toggle click-to-fire. You might need to set the WC option "override" to fire the weapons manually.
Overall a very nice addition to the game, I hope WC will get full compatibility with it soon. These turrets seem almost too precise and fast, so I wonder if they could be modded to make nerfed versions? Then again manufacturing the ammos for it must be its own nerf. But imagine, you're approaching a ship, seemingly unarmed, and suddendly panels open, pistons expand and these buggers start raining autocannon fire on your face... Can't wait to see if WWU's "bots" decide to play with that. I wonder if that can be put on a plane?
But what if I want to make an Executive "Dipping Bird" rocket toy? Clearly the hinge>rotor is superior for that scenario... ;)
The Expanse Guys had no idea about how you could use Rotors instead of hinges... "This changes Everything" 1:35
Not just cranes, but i been building a bunch of mining rovers lately, very useful to build a boom arm with drills on and it has been working great so far. Not being able to drive and control at the same time is not that big of a issue in a multiplayer setting. Multi crew mining is inefficient but way more fun.
So, if your ok with limited range of movement on your turret and ok with setting a maximum height to it, you can extend the armer around the sides from the front of the turret, just to armor up your hing a little bit more. As much armor as small block can give. But I have a couple of ships I want to update with the new weapons and turret controllers, making the "server" room a little more alive with useable blocks on my Xbox single player world
These are so much fun. I've been playing around with this function for days now. My only complaint about them is that small block turrets tend to not survive combat situations; they're very fragile and get vaporized almost right away against similarly-powered matchups. Traditional turrets tend to be more durable. I still haven't found a practical solution for that yet.
As usual you're front and center on SE Splitsie, thank you for the tips
Besides a "vanilla" crane for construction and mining, I think having a crane arm for arresting and docking would be great for space stations. No more frying hangars and flight decks or banging into everything. Just have an arm with a connector with pistons reach out, anchor on, and pull the ship in. Like wise for launching. Lift it out, have the ship fire up, disconnect, retract the arm, nothing is burnt or wrecked. Win-win-win for co-operative game play. Also a bit less of the smashing of rovers into the ground.
Splitsie! FUEL CRITICAL !!!!
So far I used these new blocks for a Vtol idea and a bridge both being complete successes. This block is far more important then most of the dlc in my op.
Edit: this is for Xbox where I don't get much access to fancy scripts
I feel like It's been over a year since I've been able to watch your videos. catching up on Survival Impossible the past few days the road is looking good up the mountain. I'm currently building a KMS Scharnhorst and was dreading having to build a crane for a float plane. this update will make that so much easier. I look forward to what you got next you definitely inspire me when I play this game. :)
Very useful. I will be using this to make drill heads in keen servers where they limit you to 5 drills.
So... this is basically Whip's scripts in block form. Nice!
Thanks for the tutorial and I hope the dlc gives you a bit of inspiration for SI.
You now have options to destroy those bases across the ice lake :D
Keen did mention they worked with modders with this update. Its possible that it literally *is* whips scripts, or at least something closely related.
Thank you for this!!! I can finally improve my current ship project now by replacing those interior turrents with proper flak turrets.
You're very welcome :)
Thank you for this awesome guide
With hinge base and rotor top could you make like a robot wars grinder axe? Shoot off enemy guns and then close in clamp onto them and just chop away?
Really great breakdown Splitsie. I can't wait to play about with this stuff and equally, can't wait to see what the you and the wider SE crew can do with this.
It should be a pretty crazy few months while everyone gets their heads around how much combat has changed
Another awesome tutorial! It'll be cool to see how these new parts more accessible adds to the creativity in SE. Also, if you want scripts for fancy control systems, I'd be happy to write them.
This gets really interesting when paired with DraygoKorvan's "[QoL] Mechanical Keybinds" mod.
It allowed me to basically make a Utility Robot Arm (URA) that I can move around with WASD movement as well as C and Space (for up and down) and then use the CTC Movement with the Mouse for the "fine control".
Much more intuitive to move with that than using the number keys to control the Pistons and such.
Now all you need to do is add a Welder, Grinder or Drill on the "Turret" part of the URA and we have a lot of control about it in a very intuitive and fun manner.
gonna try making a drill crane with that setup, great video man
When I saw this block listed, I'd hoped this was exactly what it was for. It's nice that they've taken note of the fact that a lot of people like the ability to create custom turret setups and have now given us an easier method to use those with AI option without the need for a third party script.
Personally, for cranes, I'd still use the PARK script because I just love it and find it so easy to use. Though for weapon turrets this is a game changer for me, can't wait to try out some designs.
Yeah, now that I actually made a crane with PARK, I'm a big fan of it. But for those who don't want to run a script, or for servers where scripts are disabled, the turret controlled crane is a nice option.
@@Texfire That's true yeah! I often forget about the fact that some servers don't allow scripts or have script limits.
I like to build large grid plunge mines on planets to get industrial quantities of ore. (Vertical tower of pistons with a drill on the end) The problem is, once I'm in the ore vein, I drill through it and then have to rebuild the drilling head with a horizontal piston setup to cut into the vein.
With the custom turret controller, I now have a Rotor -> Hinge -> piston -> Drill setup with a control station on the piston that lets me ride the drill rig down into the mine, and then sweep through the vein with mouse controls. Its SICKENINGLY effective :)
glad to see the chomper back!
I do enjoy reviving it when I can 😄
@@Splitsie also splitsie when will you revive your ksp series?
Thank you splitsie for answering how to make the 1x1 hinge attach i was trying to figure out how it was done
You're very welcome :)
Just a thought but couldn't you make turret that shoots around corners if you use the hinge first
Another idea if you use timer blocks you could make the guns on the turret stagger their shots
A fire staggering System would keep ammo consumption in check rather important for large weapon multibarrel setups like naval cannon style turrets (also reduces overall recoil)
I wonder if it's also possible to use the new lock on system for scripted missiles
A good old Splitsie vidjayoh, no wrong ways and shenanigans.... nostalgia.
It felt kinda nice to be back to editing :)
2:55 "it can be any control device"
Would a remote control block also work? I'm looking to create some compact drones, and sticking a cockpit on them would throw off the whole aesthetic.
Edit;
Follow up question!
Can the turret control block work on a turret made with 2 hinges and no rotors?
Edit #2, since I've had the chance to test;
1. So, while you can't control the turret through a remote control block, it will still function as one without a control seat.
2. The turret control block will work with 2 hinges and no rotors.
Hooray, my aesthetic is saved!
Thanks for this tutorial, I couldn't figure out, how that small hinge head ended up in the big hinge by myself... now, I know! Thanks, Splitsie :)
You make the best tutorials for Space Engineers.
Thank you so much
2 person drill shop, pilot flies and the drill operator now has a nimble drill that can get into those spots where it's just not feasible to get a ship, the same with welding and grinding ships
I look forward to testing out these approaches but I'm not sure which role I want to take on :D
@@Splitsie depends on how high your latency is and how funny the ensuing crashes are... , While pistons aren't mouse controllable you can hotbar enough of their controls to make a controllable tool on a boom... Speaking of tool on a boom, fit a seat on the end of a custom turret set up, fair ground ride build!!
If you use mechanical keybinds you could even set up piston control with the drill arms.
11:00 I actually came up with the idea to craft the Turret internals first and then pick them up with a crane or transport plane and set them into place, then lock. This works fine and could also be used as a method in automated factories, plus it looks badass :D
btw. in space this is especially easy
Splitsie, 2:25 May not be a big thing in Single player but for those who play MP.
In My little playing around I set a turret up similar with autocannons and had the weapon mounted like that. Trouble was I placed a target about 400m away and it couldnt get the depression it needed to engage it since the hinge locked out at 90 or 0.
So close range engagement of low targets can be an issue, without creating a 90 degree back wall off the hinge. In doing that the turret can still elevate 90 covering the full sky arc
13:30 it doesnt look weird, your in the future Mag Lev has become a lot more useful
That's fair about the elevation, though it does increase the risk of having the weapon collide with things. I feel like if/when I cover this topic in full detail I'll mention it as an option but still recommend the same thing as the default safe setup 🙂
@@Splitsie I havnt tried yet, semi newbie still trying to wrap my head around stuff, but I wonder if setting hinge limits would work to stop the script.
Lol off to fumble attempt two to try
Road digger with much easier vertical adjustment perhaps (i.e. only one hinge)
11:40 a much much much easier way of doing this, is to place one small block in the air so that it falls into the hinge, place another small block on top of that so that you have a 2 block tower and then add the hinge on top of that, attach the head and remove the blocks.
That works on level ground but not everywhere, where I can I try to show techniques that have as few caveats as I can manage, though if I were to do it again I'd probably show both ways
everytime i think: but what if.... the answer is coming right at this moment. xd love ur guides!
I build all me vehicles for a first person only compatibility. This results in most of my vehicles having piston masts with cameras and lights on them. Before, I would use either tons of hotbar spaced to control the motion, or a remote and antenna.
The new block makes these masts much simpler, and really cleans up the toolbar, but sadly can't continue operating the vehicle when using it.
Camera masts are extremely useful when driving across rough terrain, as a sort of third person view when it is first person only.
I will have to test these out on my excavator though, it could really simplify operations.
That's a really cool use for these blocks :)
Can't wait to build those turrets! THANKS
Is there a way that two groups of X and Y rotor/hinges that could be used to move a dual drill arm setup on a single controller?
Might just have a play in a bit ;)
Sadly not, you can only put single blocks into the controller at present, groups are unable to be added :(
@@Splitsie Worth a shot. Would be cool though. Guess I could just use one as a base control with some manual Y controls for spacing of the two drills
I want to put my mining ship drills on a turret controller now. I don't think it'll be huge benefit, but it just sounds fun.
I have done refuelling arms before with the ship going to the arm, now the arm can go to the ship, with mods like the piping one that would visually look great.
Can't wait to try these out. Cheers Splitsie
You're very welcome :)
4:05 the weapon menu doesn't show up for me. does it require dlcs or is there something im missing?
simple homing missiles. best setup seems to take 4 of them, each with a thruster, as well as a thruster on the body. lock the 4 onto a single target, then let it fly. with the target lead and some warheads it could be quite effective.
I really want to get some time to test this sort of setup, keen to see what can be done
@@Splitsie honestly it seems to work better as a harrasme t fighter than an actual missile, so there's some interesting things that could be done.
Nice at last a basic way to do cranes i normally do them and controll manually all the peaces
i use a mod that adds ball cockpits for ball turrets and this new update is wonderful they have a smaller round hinge and rotos
Guess the good old MART script will still be useful for turrets on one man tanks
Also what's the name of the music that starts playing around 15:00?
so i did some thing defend caz the rotor can move in 360 all round if you put the hinge on one side facing out you have more lower aiming so if there any thing lower then it it well shoot it
To get rid of the wobble, I turn on share inertia tensor, but only for the hinge. I found working with cranes that you can use that setting for all hinge/rotor except the first one that connects to the ship/station. Just have to remember to turn them off when attaching a rotor (like changing tool heads on a crane). I'll have to try playing with the speed modifiers like Andersenman suggested though, maybe that will be a safer/plain better method?
Turret control block is the single best addition to this game in a long long time.
I would give almost anything to be able to play on the same server as splitsie, even if it was solely to watch the magic and learn what I almost certainly dont know about the nitty gritty little details that seem hidden through out SE.
Splitsie! Following your idea of the crane, I just had a wild thought: Two manned crane with welder blocks at the end... one being Capac and the other ... doesn't really matter because you'll have Capac manning a crane HAHA. Would love to see you trying to build something with that setup :).
Keep the good work, you're basically my Netflix x"D. Cheers : )
Well this gives alot of new ideas for survival impossable
I'm so happy they added this
If you design it right, having turrets with strangely placed hinges and rotors such as flipping them could allow for some very, very alien-looking designs, rather than the conventional style everyone's used to. As for other ideas, I think having a turret with a cap on it would be interesting, as utilizing a sideways rotor rather than a hinge you could have some very good angles attainable. Alternatively, having a broadside weapon on a larger craft would work with some aiming angles if it had two hinges, one turned 90 degrees to the other, stacked atop each other. One hinge controls the azimuth, turning the weapon back and forth along part of an axis, while the other controls vertical aim, but they only have a bit of freedom of movement due to be inset to allow for good armor. A neat concept, I think.
I'm looking forward to the way that these evolve over time as people try out new and wacky things :)
How can you adjust the hinge to lower the guns more? Say something like a wolf or an enemy soldie is running to your base, the turret looks like its limit is 90 degrees. How do you get it to shoot lower instead of over their heads?