People on my server couldnt figure out how to make these in survival so I ended up making a factory to produce fully assembled turrets attached to merge blocks and I started selling them
I like the way you attach the small grid hinge part to the large grid hinge frame for two reasons: 1. It works in zero-Gs environment and 2. You have better control over the orientation of the small grid hinge part interface
@@Only_Some this isn't the only way to build these turrets. You can just slap a small hinge in there in zero g, if your aim is good, it works and will attach
A couple things you can do a bit better when making and using the turret: 1. When building the system to add the small hinge head, you don't need another hinge. Just a line of blocks from the advanced rotor small head. 2. You can assign a camera in the Custom Turret Controller so it automatically switches to that camera when you're controlling it.
Best Turret tutorial. The only thing that I would do differently is place a small grid controller on the turret itself. Save on space, especially if you have many turrets.
I do it a little differently. I build it expecting to take damage so I hide a projector behind the small hinge part, blueprint the subgrid and load the bp into the projector. You can also have the controller in there as the bp will save the settings but it may break the shortcut on the control seat so I have it seperate. However if you are desperate for space inside your ship, throw down a rotor somewhere well protected and put all your controllers, timer blocks, programmable blocks, antennas, beacons etc on it.
Instead of placing the turret on a conveyor tube (2:26) or junction, I place mine on a small cargo container. That way… 1. Its ammo is right there, 2. You do not need a large ammo magazine that could destroy your ship if hit 3. Spreads your ammo around to smaller magazines that won’t create as big an explosion if they are hit (hinge and rotor must be taken out first)
nonono, place a sorter within the turret and a few of those tiny cargo containers, that way it pulls the ammo directly from th central magazine and keeps its own local stockpile
You'd do good to build the turret head separately and save it as a blueprint so then you can more easily weld them up it doesn't require a dedicated system you can always weld it by hand or plop down a welder and toss in the parts if you don't feel like piping it up to your base
An easier way to get the small hinge part into the large hinge is to build a timer block, set it's time to 1 second and in the instructions, tell the large hinge to attach then tell the timer block to start over. Now go over and drop a hinge part into the large hinge and it'll connect. Then you just grind down the timer block.
How do you drop a small hinge part into the large hinge body when there is no gravity? I’ve lost my large hinge many times and the way he does it works in a no-gravity environment
Can you control the orientation of the small hinge part when you drop it in your large hinge? You can control its orientation the way he does it. I prefer the interlock face of the small hinge part to be facing forward in my large hinge frame
I think they made this way easier, I can just place the 1x1 hinge head directly in place (in zero G) then run over to a terminal and hit Attach, even if it's placed against the inner side of the outer hinge
I’ve changed the orientation of the hinge part to the front instead of the top by snaking the armoured blocks down and back instead of straight back and down
A couple of unnecessary steps in this video. 1) When building the scaffold to place the small grid hinge part. You only need light armor blocks. No need to build the hinge that was attached to the rotor. 2) When you control the "Turret control block" it automatically uses the camera. No end to waste a slot in your control seat.
The hing adds flexibility to the scaffold so you don't have a clang. And yes I realized I messed up later because I talked it like a ship and not a turret.
The scaffold rotor is entirely unnecessary. You can just build a large hinge, replace the head with a "small" head through the menu, and then use light armor blocks to build over to the other rotor.
I pre designed a turret and used projectors to easly build them, although i need another ship to put the turret in place on a ship it worked, but this seems to give a lot more freedom to build and play around in survival from the start. Also it's time they add ''build info IU to the game so we can accually know from just looking at a block and access it and know what or which block it is instead of grinding it an finding it out by other means.
Yes, slaps a small grid custom controller at the back of the turret, where it is protected and turn the AI control to [ on ] after you’ve identified your turret rotor, hinge and optional camera (for manual control)
i´ll say, i like the tutorial, its easy to follow for a numbnut like me^^. but there is one thing that confuses me: the small hinge at 5:57. i tried skipping that all together and build the small armor blocks directly on the small advanced rotor head and it worked just fine with the next part of `mating` the hinges.
Its mostly there to prevent a clang. The extra movement of the extra hinge keeps things flexible and acts as a buffer. Last thing you want is your ship going 1000mps thru you station.
If your in creative mode yes just build it once as a standalone then hit point your reticle to the connection port on the main rotor, them push and hold control followed by c on the keyboard. You can then place it anywhere you like. For survival your going to have to build every part yourself or get a mod to help with subgrid printing.
By default, controlling the turret *does* put you into the camera view. I have no idea why it wasn't happening for you / why you would have to put the camera on the hotbar as well.
I have done exactly this from 5 different videos, I can never get the hinge to attach and float. It gives me the option to attach but I click it and nothing happens, help please
Sometimes the hinge won't attach because it's not aligned right. Check and see if it's centered on the big hinge. Also there is this thing where if the small hinge is on the wrong side it won't attach have explanation why it's like that.
The control block should give you one by default or I've seen other builds where the take a transparent screen and put a custom cross hair by placing it in front of the camera.
@@badgerwildgaming6908 Thanks! I don't have it by default. You don't have it on the video either. However, I saw one review where the crosshair was present. So I thought that it somehow turns on.
You're right, Space Engineers RUclips has been full of nothing but patch dakka videos. This is one of the best tutorials on how to make the dakka work :) Curious though - does share inertia tensor make any difference to the stability when firing?
It will affect you ships performance by fighting to ship. Best to keep them off and label everything to specific groups. If you put the wrong thing into the wrong controler the guns act drunk.
@@badgerwildgaming6908 So *that's* why my turrets have been going berserk at random. I just thought the patch version was buggy and went back to WHIP's Which reminds me, ICYMI WHIP has a script up on Steam Workshop that makes the post-build setup a lot easier.
Better to use a large grid, small grid weapon have only 600m. So basically range rules Space Engineers. Having an extra 200m from large grid weapons and 2000m from the new weapons. This is far better.
@badgerwildgaming6908 i mean it's right there under "attach head" there's "attach small head" I mean i just joined vanilla SE in a vanilla in survival now it's possible that they changed it eventually but it's right there so maybe they added it later but yeah
@@badgerwildgaming6908 yeah it makes it easier than doing this long complicated mess I'll have to go look through patchnotes or see if I can rollback to when warfare released to see if it was at launch or not
@redmafiapanda well I'm glad they fixed the whole hinge thing that way we don't have to go through the other complicated mess like you said yeah but you got to find solutions to problems until King can fix them all that's what makes this game so much fun
People on my server couldnt figure out how to make these in survival so I ended up making a factory to produce fully assembled turrets attached to merge blocks and I started selling them
You are a business man making business decisions.
This sounds great
And that’s what they get for not googling stuff
What a great idea! Excellent!!
Thank you!
I like the way you attach the small grid hinge part to the large grid hinge frame for two reasons:
1. It works in zero-Gs environment and
2. You have better control over the orientation of the small grid hinge part interface
its required. how else do you get small grid to large grid? you dont
@Only_Some I don't fear the man who can build the biggest ship but the one who can subgrid like a m***** f***er.
@@Only_Some this isn't the only way to build these turrets. You can just slap a small hinge in there in zero g, if your aim is good, it works and will attach
@adriaanerasmus4670 yes have to get it more on the right side of the hing with the tabs facing backwards.
A couple things you can do a bit better when making and using the turret:
1. When building the system to add the small hinge head, you don't need another hinge. Just a line of blocks from the advanced rotor small head.
2. You can assign a camera in the Custom Turret Controller so it automatically switches to that camera when you're controlling it.
Yes I messed up when I did the camera.
Best Turret tutorial. The only thing that I would do differently is place a small grid controller on the turret itself. Save on space, especially if you have many turrets.
Hadn't thought of that but it would save on space.
I do it a little differently.
I build it expecting to take damage so I hide a projector behind the small hinge part, blueprint the subgrid and load the bp into the projector. You can also have the controller in there as the bp will save the settings but it may break the shortcut on the control seat so I have it seperate.
However if you are desperate for space inside your ship, throw down a rotor somewhere well protected and put all your controllers, timer blocks, programmable blocks, antennas, beacons etc on it.
man you are the first one that can explain how to build thinks like that thx thx
Your welcome.
Best Video out there about those Turrets , great Job!
Your welcome it's one of my most popular videos.
Instead of placing the turret on a conveyor tube (2:26) or junction, I place mine on a small cargo container. That way…
1. Its ammo is right there,
2. You do not need a large ammo magazine that could destroy your ship if hit
3. Spreads your ammo around to smaller magazines that won’t create as big an explosion if they are hit (hinge and rotor must be taken out first)
I place mine on a Sorter with ammo set to white list, on top of a container, and for towers attach MULTIPLE turrets
Sorters on turrets are a must for rapid deployment.
nonono, place a sorter within the turret and a few of those tiny cargo containers, that way it pulls the ammo directly from th central magazine and keeps its own local stockpile
@TheAechBomb yes this is an old video that is standard practic now as is not building key components around your hydrogen tanks.
Thank you for the info I've been looking for something like this for weeks
You'd do good to build the turret head separately and save it as a blueprint so then you can more easily weld them up it doesn't require a dedicated system you can always weld it by hand or plop down a welder and toss in the parts if you don't feel like piping it up to your base
Problem is the turret is a sub grid and on survival with no mods sub grids must be printed separately with separate projectors.
Oh I'm well aware I was talking specifically about the gun part and not the neck of turret (hinge and rotor)
I think this needs a revisit. Theyve added target reticules and you now have the option to add small rotor or small hinge in large grid options
Ya may need an update video.
Almost certain the small hinge/rotor is still, LG? Might have been changed but it used to be like that
Best how to build video out there!
Thanks! Got more coming.
An easier way to get the small hinge part into the large hinge is to build a timer block, set it's time to 1 second and in the instructions, tell the large hinge to attach then tell the timer block to start over. Now go over and drop a hinge part into the large hinge and it'll connect. Then you just grind down the timer block.
Yes! Then you could factory build the turrets.
How do you drop a small hinge part into the large hinge body when there is no gravity? I’ve lost my large hinge many times and the way he does it works in a no-gravity environment
Can you control the orientation of the small hinge part when you drop it in your large hinge? You can control its orientation the way he does it. I prefer the interlock face of the small hinge part to be facing forward in my large hinge frame
Out of every vid ive watched urs was more helpful
Thank you.
I think they made this way easier, I can just place the 1x1 hinge head directly in place (in zero G) then run over to a terminal and hit Attach, even if it's placed against the inner side of the outer hinge
Depends one of the sides will not attach it.
Helped alot, thanks!
Your welcome.
I’ve changed the orientation of the hinge part to the front instead of the top by snaking the armoured blocks down and back instead of straight back and down
Pulling the gun in then?
Is this Nick Cage playing Space Engineer? lol good video all around
I should do a machinama after this comment. Thanks this made my day.
@@badgerwildgaming6908 only if your character is wearing a poorly drawn yet still recognizable Nick Cage face mask
Wonder if there's a mod?
A couple of unnecessary steps in this video. 1) When building the scaffold to place the small grid hinge part. You only need light armor blocks. No need to build the hinge that was attached to the rotor.
2) When you control the "Turret control block" it automatically uses the camera. No end to waste a slot in your control seat.
The hing adds flexibility to the scaffold so you don't have a clang. And yes I realized I messed up later because I talked it like a ship and not a turret.
The scaffold rotor is entirely unnecessary. You can just build a large hinge, replace the head with a "small" head through the menu, and then use light armor blocks to build over to the other rotor.
This might be an update then I did do this video right after the turret controler came out. Thanks good to know.
Glad to see you back doing RUclips videos again. 😊👍
Yup I got a kick ass pc and came back.
@@badgerwildgaming6908 nice and did you win the lottery? 🤔😂
No one of my family members needed some cash and offered to sell it to me for $1000.
I pre designed a turret and used projectors to easly build them, although i need another ship to put the turret in place on a ship it worked, but this seems to give a lot more freedom to build and play around in survival from the start.
Also it's time they add ''build info IU to the game so we can accually know from just looking at a block and access it and know what or which block it is instead of grinding it an finding it out by other means.
Be nice also I they would let us print sub grids too.
@@badgerwildgaming6908 There is a plugin for that and it works wonders )) it's in plugin loader and was called i think ''subgrid projection''
Great tut thanks
Your welcome and good luck in terminating what ever you need to take out.
Can this be set up to fire automatically at enemies or does this turret HAVE to be controlled?
The new turret controller allows it to act like a conventional automated turret I believe (based off the videos I've seen, haven't tested it myself).
@@003Jetfire I can confirm, the Turret Controller has an option to have AI-controlled turrets
Yes the turret controller is the same as wips turret script but more plug and play no coding skills required.
Yes, slaps a small grid custom controller at the back of the turret, where it is protected and turn the AI control to [ on ] after you’ve identified your turret rotor, hinge and optional camera (for manual control)
i´ll say, i like the tutorial, its easy to follow for a numbnut like me^^. but there is one thing that confuses me: the small hinge at 5:57. i tried skipping that all together and build the small armor blocks directly on the small advanced rotor head and it worked just fine with the next part of `mating` the hinges.
that extra hinge isn' neccesary at all
Its mostly there to prevent a clang. The extra movement of the extra hinge keeps things flexible and acts as a buffer. Last thing you want is your ship going 1000mps thru you station.
Question, is it possible to copy an paste the turret to different places across a ship/base so i don't have to build it multiple times?
If your in creative mode yes just build it once as a standalone then hit point your reticle to the connection port on the main rotor, them push and hold control followed by c on the keyboard. You can then place it anywhere you like.
For survival your going to have to build every part yourself or get a mod to help with subgrid printing.
Ah! Thank you!
@josephbourque2346 your welcome.
By default, controlling the turret *does* put you into the camera view. I have no idea why it wasn't happening for you / why you would have to put the camera on the hotbar as well.
It was a mod I had that replaced vanilla weapons with weapon core.
I have done exactly this from 5 different videos, I can never get the hinge to attach and float. It gives me the option to attach but I click it and nothing happens, help please
Sometimes the hinge won't attach because it's not aligned right. Check and see if it's centered on the big hinge.
Also there is this thing where if the small hinge is on the wrong side it won't attach have explanation why it's like that.
how do I add a crosshair sight?
The control block should give you one by default or I've seen other builds where the take a transparent screen and put a custom cross hair by placing it in front of the camera.
@@badgerwildgaming6908 Thanks! I don't have it by default. You don't have it on the video either. However, I saw one review where the crosshair was present. So I thought that it somehow turns on.
@@ЕшаНанасов glad I could help
You're right, Space Engineers RUclips has been full of nothing but patch dakka videos. This is one of the best tutorials on how to make the dakka work :)
Curious though - does share inertia tensor make any difference to the stability when firing?
It will affect you ships performance by fighting to ship. Best to keep them off and label everything to specific groups. If you put the wrong thing into the wrong controler the guns act drunk.
@@badgerwildgaming6908 So *that's* why my turrets have been going berserk at random. I just thought the patch version was buggy and went back to WHIP's
Which reminds me, ICYMI WHIP has a script up on Steam Workshop that makes the post-build setup a lot easier.
large hinge refuses to attach to small head, tried restarting whole thing many times, anything else i can do ?
Do you have I centered with the large hinge?
THANK YOU SO MUCH!!!!!!
Your welcome
My hinge part would not attach but clicking on detach and attach again did it
Some times you just got to work it.
Better to use a large grid, small grid weapon have only 600m. So basically range rules Space Engineers. Having an extra 200m from large grid weapons and 2000m from the new weapons. This is far better.
Ya the ball turret is for missle and small ship defence.
the small grid weapons can still hit from a long distance, the AI just won't normally target from tat far away
Just made one following your guide for my ship :)
Now to do 19 more.......... LMAO Yea its a big ship
Nice! Practicing the delicate art of the dreadnought pimphand too?
@@badgerwildgaming6908 eh ? I dont understand the reference lol
But thanks for the reply. edit.. Oh and i can't wait to see how they do in battle.
@standingbear6108 Benjamin Cisco Deep Space Nine
@@badgerwildgaming6908 LMAO DERP yea i get it now. Funny how the brain works.
Now looking back why did everyone do this long complicated set up when you could just use *attach small head*
I don't think there is an option for the hinge if there is it it would be a new edition that I haven't discovered yet
@badgerwildgaming6908 i mean it's right there under "attach head" there's "attach small head"
I mean i just joined vanilla SE in a vanilla in survival now it's possible that they changed it eventually but it's right there so maybe they added it later but yeah
@redmafiapanda they probly did I'll have to use that next time.
@@badgerwildgaming6908 yeah it makes it easier than doing this long complicated mess I'll have to go look through patchnotes or see if I can rollback to when warfare released to see if it was at launch or not
@redmafiapanda well I'm glad they fixed the whole hinge thing that way we don't have to go through the other complicated mess like you said yeah but you got to find solutions to problems until King can fix them all that's what makes this game so much fun
superbe video merci beaucoup
Thanks I have an unofical part two coming up on how to make them better! Should be out next week.
i dislike that you need for every turret a "special turret controller"...
They have to balance super sized railgun turrets some how.
it cant find the ai
On the turret controler?
Whip's overlay script,
Yes this I just easier for the average player.
this whil not work i dont know whay de camera dont follow me
I've got an update to this video because keen changed some things.
@@badgerwildgaming6908 do you have a link voor you new video
I will when I make it.