Dreadnought Transport AND - HOW TO Sub-Grid VTOL Tutorial / Example - Space Engineers

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  • Опубликовано: 15 дек 2024

Комментарии • 56

  • @stonesgrave9796
    @stonesgrave9796 2 года назад +6

    never in my life have I ever been so impressed!

  • @dakaodo
    @dakaodo 2 года назад +14

    Between Vector 2 and Whiplash's Subgrid Thrusters, I prefer the stability of the Whiplash's thruster behavior. It's defo more limited, like current 20th-21st century VTOL where you mostly switch between hover and flight mode. That's an easy rotor reversal hotbar action.
    Or with the Rotor Position script, you can get fancier, setting the rotors to multiple position settings.
    Share inertia tensor is sometimes a decent fix for rotor thruster jitters, but then gyro movement becomes super sluggish.
    I get tired of my rotors getting one-shotted though. Be nice to stabilize the rotors with not only rotor lock, but also merge blocks. But subgrid thrusters can't work through two rotors with most options we can use, and merge blocks can't work UNLESS we go through two subgrids. :P
    Vector 2 has a caveat on its page that all the subgrid thruster modules will be effectively limited to the thrust power of the smallest/weakest module, so all of them might as well be the same power.
    I find that it's helpful to use this in a hybrid design with some normal fixed-direction thrusters where it matters (up/forward), and use the vector thrusters in non-essential or occasional directions (lateral/down/backward). Just like some people build ships with large atmo for continuous up thrust, and H2 for other directions.

  • @amatoyoichi8468
    @amatoyoichi8468 2 года назад +4

    Vtol ship looks soo good. And it is also resorce friendly

  • @murmisrs5092
    @murmisrs5092 2 года назад +5

    The end was epic!))

  • @nauticalgaming2256
    @nauticalgaming2256 9 месяцев назад

    Was thinking of making a fighter ship that has somewhat VTOL movement. I say somewhat because I want to keep it ALSO like a default ship, the VTOL movement is mostly for spaceflight. When landing you can tip the thrusters in the downward position to slow descent, and if you're trying to cruise at top speed you set the thrusters straight backward for the speed boost. This way you get normal game-intended ship movement, but with the added benefit of being able to get a speed bump when in combat. I hope it works as intended (probably not)

  • @lighnr
    @lighnr 2 месяца назад

    Can you make a miner ship with this?

  • @ianroy2615
    @ianroy2615 Год назад

    appreciate the guide, made my Pertam survival more tolerable kek

  • @tibinicle
    @tibinicle 2 года назад +2

    What is the block on the tail of the ship that you picked up the container with? Doesn't seem like a Connector nor a magnetic plate

    • @auser2045
      @auser2045 8 месяцев назад

      It's a small grid large magnetic plate from the heavy industry dlc

    • @tibinicle
      @tibinicle 8 месяцев назад

      @@auser2045 thanks but a bit late

    • @auser2045
      @auser2045 8 месяцев назад

      @@tibinicle I just got this year old video recommended randomly to me and was quite surprised nobody answered your comment lol

  • @virtualgaming2712
    @virtualgaming2712 8 месяцев назад

    The gravity aligner won’t work but I have an extra small and large atmo thruster in the back

  • @calm9372
    @calm9372 2 года назад

    I was just thinking that i wanted to create a vtol but didn't know how. Are you a psychic?

  • @Sinpsycle
    @Sinpsycle 2 года назад +4

    Good job, I have a VTOL script but haven't played with it yet. I saw you have plans for the channel, good luck. Now, how about some subtitles or voice-over, let us hear your voice yo.

    • @newfang6234
      @newfang6234  2 года назад

      Really appreciate the positive reinforcement from everyone, greatly appreciated. I do plan to VO, even edit.. just waiting on that 1k sub. xD Also, I think I'll start live streaming soon too.

    • @Sinpsycle
      @Sinpsycle 2 года назад +1

      @@newfang6234 Don't wait for the 1k, make the investment. You need a back catalog, I dig the battles. With a couple hours playing with an editor you can get good. I've been watching that Mad Mavn dude, check him out. Building bases is kinda boring but your designs in battle would be cool.

  • @11er33.
    @11er33. 2 года назад

    Do they have to be in this orientation or can I make a hilarious car?

  • @venerablev4835
    @venerablev4835 2 года назад +2

    Enjoying your content, I am having trouble finding the scripts though.

    • @newfang6234
      @newfang6234  2 года назад +1

      One I used was on MOD

    • @newfang6234
      @newfang6234  2 года назад +1

      We'll be playing survival tonight. Feel free to join in.

  • @mattanzoni
    @mattanzoni 2 года назад +1

    Amazing, as always!

  • @wulfytime9981
    @wulfytime9981 2 года назад +1

    Can you build a really compact starwars like speeder?

  • @kevinstringer2108
    @kevinstringer2108 Год назад

    thrusters wont turn on?

    • @newfang6234
      @newfang6234  Год назад

      try compiling the script again and ensure that the ship hull is parent to all thruster subgrids. It won't work if it's confused about what rotors / hinges are supposed to be moving.

  • @damoncarter4490
    @damoncarter4490 Год назад

    Is the script not on Xbox?

  • @Darktotaled
    @Darktotaled Год назад

    are there anything there are a must on this build? im following pretty much what you did but the side engines keep spinning like beyblades when they are either in jetpack or cruise mode and stop when in standby. What i have that is different are normal cockpit, both gyros on the front, both prog block on the front and added a small reactor

    • @newfang6234
      @newfang6234  Год назад

      I can't be certain, but it typically behaves like that when you mag locked to the ground. It could be the power being low, as it draws engine power, it depletes killing the power on the rotor, causing it to just loop. If neither one of those works, start scratch, sometimes SE likes to cache data to grids somehow. Thanks for watching!

    • @Darktotaled
      @Darktotaled Год назад

      @@newfang6234 i tried the vector thrust script only and it worked. it still does the beyblade but it stabilizes sometimes and i can fly with it. your are great btw. love the builds

    • @newfang6234
      @newfang6234  Год назад

      @Darktotaled means a lot! Join us on the discord. The link is in most if the video descriptions.

    • @Darktotaled
      @Darktotaled Год назад

      @@newfang6234will do

  • @neldunak5743
    @neldunak5743 2 года назад

    is there any reason why you used the larger advanced rotors?

    • @neldunak5743
      @neldunak5743 2 года назад

      @@brandonbarnwell5916 thanks, though after some testing I've figured out that the larger rotors are less prone to clang since they provide greater clearance.

  • @xcollector_21x43
    @xcollector_21x43 2 года назад

    Anyone know how to fix the audio bug at 2:15 and what's causing the pausing im getting it in my game now and didnt have it before

    • @dakaodo
      @dakaodo 2 года назад +1

      It's not a bug. Too much demand on your system memory, causing the game to have to access slower hard drive cache instead of RAM. Even an SSD is a lot slower than RAM. Notably, these hiccups tend to happen when the game autosaves.
      SE can be a resource-hungry game, for both CPU and RAM. Run your system lean and run your game lean for the smoothest gameplay experience. Adding ANYTHING will increase demand on system resources -- and the larger the worse it is, naturally.
      Some solutions are:
      Reduce/delete grids in your game world. A busy/heavy save game file with a few grids of 1000+ blocks can run into 100s of MBs of file size. This includes every active projector, because each projection counts as a whole extra grid copy. So if you are flying a single 5000-block 50k PCU ship with a projector on, then you actually have 100k PCU active in your game world. Writing 600+ MB isn't going to be instantaneous, especially if the game happens to autosave during a busy action moment like a big fight. Alt+F10 to access admin menu, then go to entity list or trash cleanup and work it out from there. Be careful -- trash cleanup is IMMEDIATE, so make sure the grids you want to keep meet the requirements to NOT be deleted (I usually leave "powered" unchecked, and make sure all my grids have power, similar to a lot of server cleanup). THen you can use the entity list now that it's mostly clean, to go through and delete the remaining powered grids that are too far away from you to matter (stranded/crippled NPC grids, lost custom guided missiles, etc).
      Reduce script usage. Some of these require a lot of looped instructions, and they often aren't written to slow down their cycle when other game stuff competes for CPU usage per tick. Vector 2 VTOL script used in this video on workshop page explicitly warns that the script is resource-hungry, and should be turned off when not in use (on servers, but also applies to single-player).
      Reduce mods, especially ones that have a lot of actions or functions (meaning they use scripts) or that are huge (big file size). First one taxes CPU, second one taxes RAM.
      Don't multitask, running other applications at the same time. Internet browser, especially with many tabs open. Exit or disable startup programs you don't need. Music player like Spotify, etc. Each of these can take up 100s of MB of RAM. My Spotify is currently using 340 MB of RAM total across 4 processes. Most Weaponcore mods are at LEAST 150 MB, up to 900 MB. Many block mods, even simple ones for a single door, can be 15-180 MB. Load up 10 of them, and it adds up quickly. Running out of memory will often CTD your game during a busy moment of activity, which is precisely when you don't want the game to crash.
      TUrn off thruster damage. Eliminates game engine calculations for when and how much damage to apply.
      Reduce number of active functional blocks. PCU count is a rough estimate of this. Use 1 large thruster to replace every 4-6 small thrusters. Use large grid ships that offer same or more power/performance for fewer blocks. Get rid of doors, spotlights specifically (spots are more demanding than interior/corner lights), lights in general (25 PCU per light, so don't go crazy overlapping them). Minimize use of connectors, merge blocks, rotors/pistons/hinges, anything that costs 100+ PCU. Don't decorate your ship with LCDs. Reduce conveyors where possible. Use upgrade modules on refineries and assemblers instead of adding new refineries and assemblers (only 1 PCU per module, where 1 speed module = 1 entire additional refinery/assembler output). This is one of the small number of key reasons I use a few mods -- mods that try to increase block power in a balanced way. e.g. a higher-powered gyro that costs and weighs more will still take less space so it's not perfect game balance, but that one gyro can replace 2-10 normal gyros, saving 50 PCU per gyro. Same for thrusters, etc.
      Buy more RAM and/or a better CPU or newer computer. :P Not a total solution, since the game engine itself can't scale up forever. My computer's pretty old (some components were new when SE first hit early access!), running a GTX 970 and 16 MB RAM with an SSD. It does OK if I am mindful of the above things.
      I used to play with a lot more mods, but I got tired of the stutters, crashes, and low sim speed. Now I keep my mod total around 500 MB or less, I avoid scripts on anything except 1-2 top priority ships, and I turn off any thrusters and scripts/blocks that I'm not using.

    • @xcollector_21x43
      @xcollector_21x43 2 года назад

      @@dakaodo I've got an SSD and 32GB of ram shouldn't be a problem it never was before a week ago

  • @LowerBudgetOppenheimer
    @LowerBudgetOppenheimer 2 года назад

    Hey and also can you make a video to make the piston door thingy that goes up or down

  • @ziggyz8345
    @ziggyz8345 2 года назад

    That's fuckin sick, just wish I knew how to build ships, my lack of attention is why I don't play it

  • @thomaspeters7542
    @thomaspeters7542 2 года назад +1

    Absolutely love it, but what about one that only uses one truster 😉

    • @newfang6234
      @newfang6234  2 года назад +2

      I've been digging around in the code to see if there's a section to allow this. It's all based off of Grid per Thruster Ratio. So I'd essentially have to place a thruster on the outer gyro frame in order to make it work, then if that thruster is there... it has it's own dedicated direction. Long story short.. it's hard to do, but I'm still messing around with it.

    • @dakaodo
      @dakaodo 2 года назад

      @@newfang6234 A player Patrick on RUclips showed a proof of concept that had a double-gimbal rotor thruster that allowed two axes of rotation. I don't think he ever posted it to the WS, though.
      I remember reading either on Vector 2 or Whiplash's subgrid thrusters that thrusters on a second sub-subgrid are not supported.

    • @newfang6234
      @newfang6234  2 года назад

      @@dakaodo that's what I was thinking. I'm sure we'll work around it at some point. Thanks!

    • @bonline.
      @bonline. Год назад

      I think thats outright impossible

  • @monostripeexplosiveexplora2374
    @monostripeexplosiveexplora2374 2 года назад

    You buld cool stuff!

  • @CMDRINC
    @CMDRINC 2 года назад

    Using this for bombardements could be funny

  • @zachio69
    @zachio69 Год назад

    sexy ship

  • @marcus757fugaming7
    @marcus757fugaming7 2 года назад +1

    I would love to make this but sadly I play space engineers xbox so no scripts. To keen just add scripts comment if you agree.

  • @UllyrWuldan
    @UllyrWuldan 9 месяцев назад

    The rotors are working but one of the scripts is keeping my thrusters turned off lol

  • @LowerBudgetOppenheimer
    @LowerBudgetOppenheimer 2 года назад

    Ola.your other video scared me

  • @stonesgrave9796
    @stonesgrave9796 2 года назад

    this is 🤮 🤮