Great tutorial. Well done. I used your crane design and slightly modified it because I wasn't getting the flexibility I needed (Welder Crane). I split the Piston Boom and placed 2 wrist hinges between them. This gives you the added benefit of having a "double-jointed" crane. You can weld all the way up to the base of Rotating Rotor. As long as your group your Wrist Rotors and keep the same naming convention it only requires you to recompile the PB Script. You know it's a good design and training when modifications are actually easy. Earned a new subscriber. #Respect
Thanks friend appreciate the feedback. :) I do plan on doing a few more videos like this one. Almost done with school and I’ll be more available to run this channel again. Im excited to get back into it soon.
I tried that and.... Yes it Clang. Adding the double hinge inbetween the boom pistons did greatly improve it's flexibility. Though it did make it a bit more wobbly - You need to adjust the speed value so you don't suddenly end up breaking the thing in half.
You should double up the pistons right next to each other with a single block in between them then use to merge blocks to merge them as a single subgrid@@ZethGamer
Nice video, and build for that matter! Just as an FYI; I've added (optional and customizeable) acceleration/deceleration to the script since you made this vid, makes it easier to make smoothly moving builds!
I've been trying to make something work with whiplash's script's, but so far no luck making a proper crane without clang coming for me.. This is perfect, totally going to test this script of yours!
i think you can support the base rotor ( the first rotor you placed down ) with wheels around it. meaning if you have 4 wheels slightly diagonal and have them set free to roll it will stop any wiggle that might happen at that part ( since it's supporting so much weight specially when lifting )
Nice tutorial. This works great for a base crane. I am guessing you would need to add a dedicated cockpit on a vehicle. Looking forward to trying this. Ty
They've updated this mod so that you may also need to specify the name of the cockpit block. This would most likely only matter if you have more than one.
Thank you so much. Yes the order of the tomatos don’t affect the salad :). I guess its based on applications. When i came up with this particular design i was lifting full cargos. So the hinge behind the rotor made sense. But you are absolutely right. The hinge last would be more maneuverable for welding grinding applications. :) I hadn’t notice that. Good eye sir :)
I recently created this but placed on a large mobile grid (large grid rover) the script doesn't seem to be working. I placed another cock pit that allows me to drive with WASD keys but when inside the crane cockpit no controls work nor does the wheels of the rover. Game was restarted as well. No extra programmable blocks. I'm guessing this will only work on a base grid?
@@mythicalbeast1202 For sure mate. Any other questions don’t hesitate to ask. Also check out my survival series ruclips.net/p/PLChcZJZqdZkwjdWh-4Nm0e1dhWKLbkUvz
Just followed along to put this on a small grid truck of mine. Wonderful tutorial, however I have one part of it not working. The Hinge Wrist is a limp noodle for whatever reason. Any ideas?
Nevermind I figured it out. The Hinge Wrist actually requires Torque values otherwise it just will not respond to input. I set it to 50k Nm for regular and braking torque since I plan on having something attached to it. Hopefully this helps anyone who comes across this video.
i built this inside a large ship in space and nothing is moving. i will get motion on the top rotor if i build a gyroscope on the crane but nothing else moves, i used your same naming convention and the only difference in my design is that i built it upside down. i tried moving things around in the script incase i needed the arm support to be different but to no avail there is no difference. any thoughts?
I believe it has something to do with the naming in the cockpit. I’m on vacation and nowhere near my PC to load this up and answer you correctly. But I’d start there.
i found out what the problem was, the script was updated since the video and you have to put the cockpit block name if you have multiple cockpits. cheers
I make all of you did, but don't work :-( Construct exactly the same. No error message in prog. bloc (names of hinge, rotor & pistons correctly reading) Nothing move, I don't understand...
I’ve always used 2 cockpits for this. One for driving one for crane. The scripts calls for naming the crane cockpit so I’d assume you would have to take the name on and off to do that. Just easier to have 2
For some reason after naming everything properly the script just wont respond to recompile or run, it will run being copied straight from the workshop however when I set the names the script goes silent, on it's own grid with no other programmables running either, am I doin something wrong?
@@syberiah Yeah I just named it to Crane Cockpit, tested this both on our base and off it on a separate grid, weird thing is when I bring it in without changes it will call for the change of "AD Pistons" however when I change everthing to what its named the programming block freezes, not sure what I'm doin haha, also thank you for the speedy response!
I don't suppose this will work for the XBOX version or will it with the correct script or even this script but modified to accept controller inputs in stead. Baring in mind I no nothing about script other than that it's basically a set of instructions beyond this I don't know exactly what script is.
I have noticed that if you replace the cockpit, I need to replace all of the mechanical blocks in order for it to work again Is there a faster way to "reset" the grid?
This is a fantastic video, but did the interface for the programmable block change? I do not see the edit option or an ability to browse to the script. :(
Cannot for the life of me get this to work, the controls do not map at all but the programable block says everything is good. Ive checked the names ad theyre all good. OK I managed to make the pistons work, I was using the industrial cockpit so i switched it to the regular and it will map the pistons but not the rotors. Their torque is 0 and unlocked, i cant see im doing anything wrong.
@@syberiah initially no, then I spotted that so I did change all that to match but still no joy. It is attached to the main base grid where there are other controllers and hinges and pistons etc but I double checked names are all correct for the correct parts. 🤔 I wondered if the support hinge didn't attach properly or something. It snapped to the grid when I clicked attach though.
@@iloveaircraftforever there is a command you can put in the data of the piston rotor hinge to invert its movement. You can read it in the script itself.
Nicely explained. Looking forward to trying it out in some builds.
Absolutely. You can use this in so many applications. :)
Great tutorial. Well done. I used your crane design and slightly modified it because I wasn't getting the flexibility I needed (Welder Crane). I split the Piston Boom and placed 2 wrist hinges between them. This gives you the added benefit of having a "double-jointed" crane. You can weld all the way up to the base of Rotating Rotor. As long as your group your Wrist Rotors and keep the same naming convention it only requires you to recompile the PB Script. You know it's a good design and training when modifications are actually easy. Earned a new subscriber. #Respect
Thanks friend appreciate the feedback. :)
I do plan on doing a few more videos like this one. Almost done with school and I’ll be more available to run this channel again. Im excited to get back into it soon.
I tried that and.... Yes it Clang. Adding the double hinge inbetween the boom pistons did greatly improve it's flexibility. Though it did make it a bit more wobbly - You need to adjust the speed value so you don't suddenly end up breaking the thing in half.
You should double up the pistons right next to each other with a single block in between them then use to merge blocks to merge them as a single subgrid@@ZethGamer
That's a really cool build. MARMOS is another script that does mechanical arms, though the learning curve is brutal.
Absolutely. I’m familiar with it and it definitely has its advantages:)
Nice video, and build for that matter!
Just as an FYI; I've added (optional and customizeable) acceleration/deceleration to the script since you made this vid, makes it easier to make smoothly moving builds!
I've been trying to make something work with whiplash's script's, but so far no luck making a proper crane without clang coming for me.. This is perfect, totally going to test this script of yours!
Thank you computer druid for putting the mouse spirit in my tonka trucks🙏
i think you can support the base rotor ( the first rotor you placed down ) with wheels around it. meaning if you have 4 wheels slightly diagonal and have them set free to roll it will stop any wiggle that might happen at that part ( since it's supporting so much weight specially when lifting )
This was a beautiful tutorial, thank you : D
Thank you :)
omg this is awesome. totally gonna do this tomorrow. tutorial was perfect
Very Cool Bro straight to the point instruction. Well done .... Scored a subscriber here...
Thank you :)
This is great, many thanks for posting.
Very welcome :)
Good work!
Very good tutorial and nice design
Nice tutorial. This works great for a base crane. I am guessing you would need to add a dedicated cockpit on a vehicle. Looking forward to trying this. Ty
They've updated this mod so that you may also need to specify the name of the cockpit block. This would most likely only matter if you have more than one.
this has saved me a lot of trouble thank you for your comment
would it not be smarter to swap the wrist hinge and rotor? So you could hinge/rotate in a corner?
nice explanation btw
Thank you so much. Yes the order of the tomatos don’t affect the salad :).
I guess its based on applications.
When i came up with this particular design i was lifting full cargos. So the hinge behind the rotor made sense. But you are absolutely right. The hinge last would be more maneuverable for welding grinding applications. :)
I hadn’t notice that. Good eye sir :)
@@syberiah ah yeah for lifting purposes that design makes more sense ^^
Very good informative video! Thank you!
i would like to do something like this on xbox series x it can be done i just started playing space engineers can someone help me thank you in advance
I’m not an Xbox guy. But I believe you can do something similar with the new turret controller blocks.
THANKS great information
Very welcome my friend. Stay tuned for new episodes very soon
Does this script have problem working with other scripts and/or subgrids and controllers? Trying to use with Splitsie’s WIP crane.
Im not sure. I haven’t tested it with other scripts.
what if u want multiple cranes on the same grid controllable from separate cockpits?
Very nice
Thank you!
You are very welcome :)
I recently created this but placed on a large mobile grid (large grid rover) the script doesn't seem to be working. I placed another cock pit that allows me to drive with WASD keys but when inside the crane cockpit no controls work nor does the wheels of the rover. Game was restarted as well. No extra programmable blocks. I'm guessing this will only work on a base grid?
This will work on a mobile grid. You have to name the cockpit. It’s in the description of the script itself.
Once you do that it will work.
@@syberiah thanks, I will try this!
could you use this for a drill arm as well or no?
Absolutely. I would lower the piston speeds in the setting however.
Can u add to mod io
Reckon this could be used to operate a drill too?
Absolutely. Although I’d reconfigure the pistons to reach down instead of sideways.
@@syberiah Alrighty. Thanks for the help!
@@mythicalbeast1202 For sure mate. Any other questions don’t hesitate to ask.
Also check out my survival series
ruclips.net/p/PLChcZJZqdZkwjdWh-4Nm0e1dhWKLbkUvz
Nice
Thanks :)
Just followed along to put this on a small grid truck of mine. Wonderful tutorial, however I have one part of it not working. The Hinge Wrist is a limp noodle for whatever reason. Any ideas?
Nevermind I figured it out. The Hinge Wrist actually requires Torque values otherwise it just will not respond to input. I set it to 50k Nm for regular and braking torque since I plan on having something attached to it. Hopefully this helps anyone who comes across this video.
@@rokker17 absolutely. You got this 😊
Question, does this work on vehicles like small ships or perhaps freighters?
Sure does. 😎
@@syberiah Noted thanks homie
i built this inside a large ship in space and nothing is moving. i will get motion on the top rotor if i build a gyroscope on the crane but nothing else moves, i used your same naming convention and the only difference in my design is that i built it upside down. i tried moving things around in the script incase i needed the arm support to be different but to no avail there is no difference. any thoughts?
I believe it has something to do with the naming in the cockpit.
I’m on vacation and nowhere near my PC to load this up and answer you correctly. But I’d start there.
i found out what the problem was, the script was updated since the video and you have to put the cockpit block name if you have multiple cockpits. cheers
thanks that solved it, had to put cockpit name in script because of multiple cockpits on my ship @@syberiah
Thank U.
.
~~🙂♾😎
like #1000. I'm trying to do this on xbox
edit:
I made some modifications using the new custom controller turret
I make all of you did, but don't work :-(
Construct exactly the same.
No error message in prog. bloc (names of hinge, rotor & pistons correctly reading)
Nothing move, I don't understand...
Sometimes if there are other programmable blocks on the same grid they may crash. Try a copy paste it might work. Or restart the game. Hope it helps
What if I want to switch between driving and using the crane?
I’ve always used 2 cockpits for this. One for driving one for crane.
The scripts calls for naming the crane cockpit so I’d assume you would have to take the name on and off to do that.
Just easier to have 2
You can also build it without a script by just using the keys in your hotbar to adjust velocity of each part but that way it won't be mouse controlled
As soon as I attach the support piston, it's stuck, no movement at all, grind it off and everything works fine, so it can't lift, any ideas😮
There was that static grid glitch happening. Perhaps that. Once the grid was attached it looked at it as a station maybe. Glad it’s working tho.
For some reason after naming everything properly the script just wont respond to recompile or run, it will run being copied straight from the workshop however when I set the names the script goes silent, on it's own grid with no other programmables running either, am I doin something wrong?
Did you name the main cockpit? Sometimes it assigns it to other cockpits.
@@syberiah Yeah I just named it to Crane Cockpit, tested this both on our base and off it on a separate grid, weird thing is when I bring it in without changes it will call for the change of "AD Pistons" however when I change everthing to what its named the programming block freezes, not sure what I'm doin haha, also thank you for the speedy response!
I don't suppose this will work for the XBOX version or will it with the correct script or even this script but modified to accept controller inputs in stead.
Baring in mind I no nothing about script other than that it's basically a set of instructions beyond this I don't know exactly what script is.
No unfortunately it’s of only
@@syberiah So script doesn't work at all on the Xbox version?
@@matthew-005 last I heard no.
I have noticed that if you replace the cockpit, I need to replace all of the mechanical blocks in order for it to work again
Is there a faster way to "reset" the grid?
nevermind - saving and reloading solves this
@@chewyfungus yes for sure good ole copy paste does the trick too.
This is a fantastic video, but did the interface for the programmable block change? I do not see the edit option or an ability to browse to the script. :(
Make sure you have experimental mode ticked on in general settings, and "ingame scripts" ticked under the worlds settings
I cannot control the wrist
Cannot for the life of me get this to work, the controls do not map at all but the programable block says everything is good. Ive checked the names ad theyre all good. OK I managed to make the pistons work, I was using the industrial cockpit so i switched it to the regular and it will map the pistons but not the rotors. Their torque is 0 and unlocked, i cant see im doing anything wrong.
Hmmmmm all I can think of is did you name the cockpit?
@@syberiah initially no, then I spotted that so I did change all that to match but still no joy. It is attached to the main base grid where there are other controllers and hinges and pistons etc but I double checked names are all correct for the correct parts. 🤔 I wondered if the support hinge didn't attach properly or something. It snapped to the grid when I clicked attach though.
I might try just using a custom turret controller. This is a great tutorial though!
Im teying this today and a for some reason a lot of the controls are inverted
@@iloveaircraftforever there is a command you can put in the data of the piston rotor hinge to invert its movement. You can read it in the script itself.
why my crane wobble so much
Make sure you've got Share Inertia tensor on all the piston and all the hinges. It took the wobble out of mine.
I just made a mobile crane on a small grid trailer and it exploded after I lighted something too heavy😂
Haha. That means you should double up on the support pistons. Gives you more lifting strength. Also. Good job. 😊
For me it doesnt work sadly
Definitely works as of this comment. Maybe retry the binds in-script?
But im on xbox!