Testing out my new clang fueled piston gun - Space Engineers
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- Опубликовано: 24 фев 2021
- Threw this together over the last week, I think it's breaking the game in more ways than anything I've ever built before.
workshop link: steamcommunity.com/sharedfile...
It would take forever to explain how it works and I don't even fully understand it myself, but basically it works like this:
Pistons retract, but can't, cause they're locked on both sides.
A rotor detaches and the pistons suddenly snap back at an insane speed.
Two hinges connect to the same hinge head, which somehow allows the projectile to break the speed limit.
This thing is basically an advanced (and much safer) version of this old design of mine:
• Space Engineers - Stab...
ko-fi.com/majorjon
Music:
Icing - Geographer
From the Top - Geographer
Merry Go - Silent Film Light
Merry Go - Silent Film Light by Kevin MacLeod is licensed under a Creative Commons Attribution 4.0 licence. creativecommons.org/licenses/...
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The irony of this is that he managed to consistently control clang. In other words, stable instability.
Oh god. We might one day have a clang jet!
@@Weaveroftheindex If you mean clang drive that already exists.
@@Weaveroftheindex Clang drive has been made already lmao
@@TestSubject173 Yeah.
…in other words, he’s a god of SE, able to produce order…through chaos. Chaos, through order.
Petition to rename this to Clang Cannon
Consider it signed. Lol
a bit of CC never hurts
May I suggest... The Clangon?
Get Clang Can'd!
The gun of clang
Just imaging an Warship giving you an Broadside with like 10 of those things
Say goodbye to 2-3 hours of work
0:05 super cursed clang-fueled railgun
Welp I know what I’m making tonight
@@spac3drunk283 but railgun speed things up by magnetism or gravity, this is just crossbow with motorised crank....
@@Smitellos Well, if you want to be technical, a gun how use magnetism is a coil gun, gravity is for a catapult. And a railgun use the Laplace force wich is the result of the cross product of the eletrostatic field and the electromagnetic field generated by the electricity passing through the projectile, so technically not magnetism.
That ain't a rail gun, that's a fucking giant space crossbow and that's even more badass
"the speed limit is more of a suggestion"
Go faster backward, and enmy follows you after shot it enmy speed + max bulet speed = destruction 💥
while I upgraded your old version of the gun to 550ms, I caught 6 screens of death and 2 crashes of the world with the loss of the last save. This is a doomsday weapon, although it is not clear to whom: D
how did you add more pistons or improve the timing?
By definition doomsday is doomsday for everyone at the same time.
I have a railgun ship that uses this, I got into a skirmish and the 2nd one was damaged but still fired. It ended up miss firing and evaporated me and my crew members
@@TimoRutanen nah just set the warheads to wxpllode at about 2 km so you dont run out of memory
I am a simple engineer, I see clang, I clickety clang
What is clang?
good one
Build a large ship slug thrower version, who needs explosives when you can just knock an enemy ship into an asteroid.
I would go with a kinetic penetrator.
easy to make along a single block width, and you can make them go through.... quite a bit of heavy armor.
yeah i was going to suggest making it bigger then replacing the warheads with heavy armor blocks. Ittl pack a punch
@@scout360pyroz I'm a bit partial to a hybrid, with two heavy blocks followed by the warhead. Get penetration and boom.
@@soridarravencroft813 I see, I always went for excessive amounts of over penetration. I stacked 7 or so blast door segments in a long spear, and they would usually break one by one before the momentum was lost.
@@scout360pyroz I see what your throwing out (pun intended). I was more going for an explosive penetrater, so that you can hit more goodies on the internals. That is kinda the downfall of pure ballistic penetrating rounds, like say the MAC rounds for Weaponconre. They might be super powerful, but if you don't get a direct hit on a vital part, you might as well not have fired a shot at times. Whereas if you can get some fairly solid penetration and then an explosion inside the target, that has a much higher chance of damaging something vital. Though, this like any other type of damage in the end relies on what your hitting and what your intent is.
So ehm, I thought I knew alot about space engineers and clang and stuff, then I see this and it's back to square one for me.... srsly dude. gg respect
its really simple mechanic
one of my favorite vanilla weapons I made way back in space engineers was a gravity shotgun, using those little gravity balls, filled up a container them with and gravity launched them at max speed into a large battleship front to back, lengthwise and it clearly cleaned out the inside and went through the entire ship like insane levels of destruction just never figured out a way to automate reloading since the balls worked differently with placing and unplacing them required grinding a support
EVERY DAY WE STRAY FURTHER TO CLANG!
Imagine large-grid version of this, throwing heavy armors with 1k m/s
This feels like a perfect base defence weapon
The way it compresses like a spring and releases is so cool
This is amazing, I had been wanting to build something that could just yeet warheads high speeds but it seems I don’t need to
The sound of the warheads being built gives reloading a much more active and visceral feel, well done.
It would be super cool to see like a dreadnought, or battleship with these mounted as turrets.
That could be done with like M.A.R.T or something
Yeah, with a M.A.R.T, or a automated defense turret script.@@rewrew897
Nice Krait MKII build.
It's beautiful :')
"the speed limit is more of a suggestion at this point" love it
This seems like the ultimate improvised “oh god oh fuck oh god” kinda weapon
It would be so nice to have that in survival...
You can. It's kinda a pain in the ass to rebuild every time it takes minor damage, but it works.
At least I know that double piston 100% works in survival. Not sure about this double hinge or the double rotor thing.
@@Horesmi bro please explain
Multigrid Projector - Welding a Helios PJ-33 Piston Jolt
ruclips.net/video/qDWuVTl6G7Y/видео.html
In this video the welding process was recorded in creative mode for speed, but it would work equally well in survival. Multigrid welding requires the client plugin being installed. For multiplayer welding the plugin must be installed both on the server and on the client.
There is some problem when I fire it in creative mode, most likely the welder saves the block in front of the Gatling gun from being destroyed, thus the projectile is not ejected. That's why I don't shoot it on the video. That still needs to be figured. But the main mechanism is functional after a quick multigrid welding.
More testing would be welcome! Let's bring multigrid welding to all multiplayer survival servers. Hopefully Keen will also integrate it into the vanilla game at some point, if we get lucky...
Or in a vanilla multiplayer
Geez put this on one ship and there you are a powerful foe
They just nerfed it in latest update. Same with speed breaking for ships
Project “Clang Cannon” Prototype 1-B
After intense study of the force which seems to randomly tear apart the fabric of reality, we seem to have identified it, and named it “klang.” It is extremely powerful yet extremely unstable. Weapons development Major Jon was able to harness the power of Clang using pistons, which seem to cause Clang in the most predictable way. Using this, he developed a rail gun, which fired a small torpedo at extremely high speeds. However, when used in great numbers, the Clang energy becomes extremely unstable, and tears the weapon apart. Further research is needed
Love the sounds it makes lol
As someone who's been trying to design his own warships but has been trying his hardest to avoid resourcing to mods, this is an extremely welcoming sight.
You should start using mods if there are good ones the dev's will add them to the game and you might as well get a headstart and start getting used to them I mean I play on a server that has like 60 mods
This is perhaps my favorite kind of SE content lol. Keep up the good work!
Testing railguns in a missile test world. What a madlad.
You made a MAC from Halo.
Now you must stick this in a UNSC ship replica.
I'd love to see a technical breakdown of all the tricks you have goin on there. I think that goes for all your work too! Amazing stuff! You've got some serious black magic clang control...
Very very cool will definitely be looking for this in the workshop later great work!!
Awesome. I never thought that such a thing was possible in Space Engineers.
Amazing work Jon
I may have attached *4* of those onto my Teridax's main Barrel for the lols XD
Respect for this nice-looking and well functioning piece of kinetic artillery.. i'm curious to see a miniaturized version of this... usually i use grav guns and ships
cool skybox. Makes it really easy to focus on the thing you're showing us
found this video in my reccomended today, and i subscribed. The quality of videos on this channel is great! I look forward to more
Thank you Clang, for this wonderful creation!
I'm just sitting here wondering if it can be scaled up and shoved into a ship as a spinal mounted weapon.
you should totally build a large grid version of this
Impressive work!
the window on that Cepheus ship (forgot the name) is my all-time favorite thing ever. so goddamn pretty idk what it is but i've been using similar shapes in my windows since i saw it.
Want this. Build tutorial when?
There's a steam workshop link in the description for the railgun.
@@metalgeardull8279 that isnt very useful on xbox though, and this looks useful for my fighter designs
@@cron1807 or destroyer type ship, since this type were glass cannon
@@randomblacktemplar738 that would be a battlecruiser
now you just need to make them look like mortar turrets, and then make them able to aim by themselves, and you'll have one of the best defenses in the game probably.
that looks NEAT !
That is insanely cool
Impressive ^^ . Good work !!
Nice work!
The projectiles went through the asteroid since they're too fast. The physics engine can't keep up with calculating the collisions between the projectiles and surface. It's like "it doesn't touch yet". And in the next time step it went already beyond the surface, out of the collision zone.
With the ship it just might be a bit different, since there are more blocks behind the first layer which might trigger a collision detection.
I'd love to see this in Xocliw's tournaments. I could imagine this doing some serious destruction
I was waiting for it to clang out and explode, and you delivered
You are by far my most favorit creator on the steam workshop! This cannon is a lot of fun xD
This is amazing
Great invention
this actually looks good as a cannon
The speed limit is more of a suggestion lmao. Yea this shit is forbidden dark clang magic
However the video does illustrate what happens if one ignores speed limits entirely, "phasing" of solid objects through others. Basically as an object in the game goes faster at a certain point there is an increasing possibility that the collusion detection won't won't happen when the object intersects with another.
To a certain extent the exact speeds this happens depends upon the performance of the computer running the game. So Keen set the Vanilla speed limits to be well below the point where this weirdness starts happening on a system meeting the minimum requirements. However, this does mean that currently many decent PCs (I don't have a Xbox so I don't know about them) can run mods that raise the speed limits to 200 m/s, 250 m/s, or even higher without running these issues more than occasionally.
That's awesome bro
Amazing build dude, would be very happy mounting this to my ship :)
2:20 - That is the sole reason why there's a speed limit in Space Engineers. The engine can't reliably calculate collisions above certain speed. Now, 100 m/s is quite a conservative amount I think, but it works.
The issue stems from the simple fact that the collision calculations happen only once in a while, usually once per simulation frame. If an object is travelling fast enough, it can move a lot of distance between simulation frames, so it can happen that it passes through the voxel surface (where impacts happen) in the time between the frames and the collision detection doesn't register it. The critical speed at which the collisions start to get unreliable varies from engine to engine, but you can roughly say that making the collision checks twice as often would result in doubling of that critical speed. Why doesn't Keen do that? Collision calculations are expensive for the CPU, so you want to make them as infrequently as possible.
Thx for coming to my Ted Talk.
Its so nice that it actually look like a gun
This is the single coolest vanilla weapon I have seen
i always love alternate weapons like this in space engineers
This is so cool
Even the sound is awesome haha
This is a perfect underground bunker buster it will destroy bunker and won't even leave a mark on the ground
This is why we all need to keep fighting against the idea that subgrids are bad. People who say that are just bad at the game and don't know nearly as much as they think. I will always defend the idea that this game is worthless without them. This is marvelous engineering
I built something like this based off of a design for an artillery truck that was on the workshop. I was able to knock its firing rate down to 7 seconds per round and condense it onto a wheeled vehicle. I used WHIPs Mouse script and while on a heavy 8 wheeler it’s somewhat stable I used pistons with landing gears to stabilize it. I was working on a sight for it using a transparent lcd but got my new computer and just, well, didn’t download yet. Gg guy
so cool!
Very nice
This thing is so cool
It really does look like a futuristic rail gun or something even when it fires
incredible
You should set some up on a rotor so you can have a continuously-firing gatling railgun
Maintain your daily rites of faith and Clang will bless your designs with stability and destructive power
Man hath harnessed the power of clang
Wow! Luv it!
Bold move to weaponize clang
Beautiful thanks I'll take it
Really impressed it didnt blow up while flying sideways and shooting
I can only imagine how much firepower this would have with some of the mod explosives. Some of them are nuclear scale.
"The speed limit us more of a suggestion at this point." Ah, yes, like the Geneva Suggestion.
You are the chosen one.
Dr clang would be proud
yo that's rad
The wrath of Clang knows no bounds
Its like watching one of those Lockheed Martin commercials, but on Space Engineers
You can use angar door blocks to replace the warheads (2-3 angar blocks = 1 warhead). Same dammage, cheaper bullets)
really awesome how the hell can you think of such a thing
Dude, this would wreck face in a space engineers tournament, you should take this into a modded tourney to show the competitors some good ol vanilla klang conniving
Let us bathe in the incarnation of clang in human form rejoice!
Love your content, could you show us how you make these?
I dub this the jon gun, as this is so cool.
Congratulations!
Space Engineers is a funkey game with pretty boring ingame restrictions of weapons, speed, trust, etc. However the game does have its loopholes like; the gravity gun with stone rocks (which the devs have defeated), GravDrive, GravCannon, Rotor torque engine, etc. Inventing something that is vanilla and exceeds the laws of SE Vanilla is something! You are the inventor of the SE - Railgun and in time you will face your foes with your invention. Thank you for sharing!
It sounds sick aswell like bruh what.
Crossbow: advanced attack method of the future
slingshot
Wow 💯
All Hail Clang!
if that thing doesnt explode you are officially the high priest/priestess of clang
Ahhhh well. just need to hit once ;) love it
Would a system like this be possible to launch ships, similar to a catapult system on aircraft carriers?
omg, magic!
Now you need to make a Gatling CLANG cannon
Finally, some way i can have railgun tanks on planets