3-arm version...spaced far enough apart to have an additional 3-arm piece on a rotor at the end of each main arm, counter-rotating relative to the main arms. One Decoy per sub-arm. Total 9 decoys. Conveyors make up the cores of all the arms, covered in light armor blocks (maybe two layers, just because?). Welders at the tips of each sub-arm, with the decoys in their range, all covered with heavy armor blocks. . Never get hit, and with three Gat turrets covering it, missiles shouldn't get anywhere near it. If it does take hits, it'll take little to no damage, and the welders can keep up. . The trick is to get the spacing and speed right. you want each of the three sets of sub-arms to be staggered in their rotational velocity, so that they never "resonate" or sync up. And you want them to all be no closer on periapse than they are on the sub-arms themselves. If they're five blocks apart on the sub-arms, you want them five blocks apart as they pass by each other in the center. Not that it takes that much space. . Another alternative, is to have two single-arm versions with the 3-way sub-arms, one higher up, and one closer to the ground, counter-rotating at different speeds, which does a better job of screwing with the AI in all three axes, rather than just two. . If you can find a way to slap it on in a convenient way, this also works for ships...and it still works against player ships because rarely does anyone sport enough of a crew to manually fire weapons for them...and automated turrets have the same problem as any drone. . The main weakness is player vessels that have fixed rocket launchers instead of turreted ones. If you don't have enough gats to stop the rockets, you're hosed. And if they're using a wall of direct-fire gats instead of gat turrets, you're even more hosed because nothing can intercept the gats. . But, definitely a worthwhile idea. Just hard to implement on anything but a base, and most people in SE seem to be more about ships and rovers than bases.
@@JoeTankPlays I actually build all my ships "tower-style" like the ships in the Expanse. It can make placing the control seat a bit wonky, but overall it produces better weapon coverage and makes attaching or building in a device like this much easier. . It still looks a little odd, but tower-style ships get better use out of it. I find that a bigger one at the rear (bottom), and a small one at the front (top) make a ship pretty much unkillable except by small corvettes that I designed explicitly to have a single big spinal-mount cluster of rocket launchers for an alpha strike no amount of gats could stop. . Because why build a defensive system if you're not going to build a way to kill it? Just in case...
@@JoeTankPlays One other thing I forgot...I often use at least one projector to display a hologram around the ship so it actually LOOKS like there's a shield up. Purely for aesthetics, but it makes it appear as if the spinny bits are actually FOR the purpose of defense, instead of just looking like odd spinny bits for no obvious reason. . It helps with the look, at least. What you want to project around the ship is up to you. I prefer to design an "egg" or "football" out of inverted glass panes, with black edges so that it's relatively transparent, but still obvious, and the window borders don't "pop" visually so much. You can even make them spin along with the decoy arms so they appear even more "connected".
You could probably drop some of your reiterations around the two minute mark. In fact, you could easily compress this entire video into a RUclips Short, which is 15-60 seconds.
@@JoeTankPlays No problem - The rule of thumb is to make the video only as long as it needs to be to convey an idea, Any additional fluff that you add will only serve to distract your audience from the idea you're trying to show. The title is spot on though. Cool concept on the spinning decoy blocks though - I may employ similar methods if the lord Clang doesn't have other ideas.
So far explosions only happen when I get up to 20 rotors doing some pretty weird spins. But thanks for the feedback and I will use this in the next video like this that I do
this is pretty cool but its not a 'shield', when people say shield they are 99% of the times speaking of Energy Shields, like the ones on star trek, simple, and thats is not it :) anyway i love it pretty cool stuff man
i'm trying to miniaturize this to fit in my small grid ships, i can't find a way to make this work good without having an awfully huge hand spinner in front of them
I always make my rings spin around the ship instead of in front or behind, you gonna build with that in mind and it makes it compact. it also looks pretty cool but the down side is that its limiting
sorry about that. The concept is very simple so I did a very lite over view of what makes it work. I'll correct that way of doing things when i'm able to come back to youtube
You sound like the director from Red vs Blue
lol nice!!!
3-arm version...spaced far enough apart to have an additional 3-arm piece on a rotor at the end of each main arm, counter-rotating relative to the main arms. One Decoy per sub-arm. Total 9 decoys. Conveyors make up the cores of all the arms, covered in light armor blocks (maybe two layers, just because?). Welders at the tips of each sub-arm, with the decoys in their range, all covered with heavy armor blocks.
.
Never get hit, and with three Gat turrets covering it, missiles shouldn't get anywhere near it. If it does take hits, it'll take little to no damage, and the welders can keep up.
.
The trick is to get the spacing and speed right. you want each of the three sets of sub-arms to be staggered in their rotational velocity, so that they never "resonate" or sync up. And you want them to all be no closer on periapse than they are on the sub-arms themselves. If they're five blocks apart on the sub-arms, you want them five blocks apart as they pass by each other in the center. Not that it takes that much space.
.
Another alternative, is to have two single-arm versions with the 3-way sub-arms, one higher up, and one closer to the ground, counter-rotating at different speeds, which does a better job of screwing with the AI in all three axes, rather than just two.
.
If you can find a way to slap it on in a convenient way, this also works for ships...and it still works against player ships because rarely does anyone sport enough of a crew to manually fire weapons for them...and automated turrets have the same problem as any drone.
.
The main weakness is player vessels that have fixed rocket launchers instead of turreted ones. If you don't have enough gats to stop the rockets, you're hosed. And if they're using a wall of direct-fire gats instead of gat turrets, you're even more hosed because nothing can intercept the gats.
.
But, definitely a worthwhile idea. Just hard to implement on anything but a base, and most people in SE seem to be more about ships and rovers than bases.
And this is the type of creativity I was hoping would happen.
I do use a version of it for ships tho they get janky in atmo. Perfect in space tho
@@JoeTankPlays I actually build all my ships "tower-style" like the ships in the Expanse. It can make placing the control seat a bit wonky, but overall it produces better weapon coverage and makes attaching or building in a device like this much easier.
.
It still looks a little odd, but tower-style ships get better use out of it. I find that a bigger one at the rear (bottom), and a small one at the front (top) make a ship pretty much unkillable except by small corvettes that I designed explicitly to have a single big spinal-mount cluster of rocket launchers for an alpha strike no amount of gats could stop.
.
Because why build a defensive system if you're not going to build a way to kill it? Just in case...
I like how you think my friend. I didn’t know about that style of ship building and I’m looking it up now.
@@JoeTankPlays One other thing I forgot...I often use at least one projector to display a hologram around the ship so it actually LOOKS like there's a shield up. Purely for aesthetics, but it makes it appear as if the spinny bits are actually FOR the purpose of defense, instead of just looking like odd spinny bits for no obvious reason.
.
It helps with the look, at least. What you want to project around the ship is up to you. I prefer to design an "egg" or "football" out of inverted glass panes, with black edges so that it's relatively transparent, but still obvious, and the window borders don't "pop" visually so much. You can even make them spin along with the decoy arms so they appear even more "connected".
Sounds like a Space Cowboy, AA'm subscrin'
Lol thanks
You could probably drop some of your reiterations around the two minute mark. In fact, you could easily compress this entire video into a RUclips Short, which is 15-60 seconds.
Thanks for this. I dont do video's like this alot and comments like these are extreamly helpful.
@@JoeTankPlays No problem - The rule of thumb is to make the video only as long as it needs to be to convey an idea, Any additional fluff that you add will only serve to distract your audience from the idea you're trying to show.
The title is spot on though.
Cool concept on the spinning decoy blocks though - I may employ similar methods if the lord Clang doesn't have other ideas.
So far explosions only happen when I get up to 20 rotors doing some pretty weird spins. But thanks for the feedback and I will use this in the next video like this that I do
is it applicable for a space ship? :D
this is pretty cool but its not a 'shield', when people say shield they are 99% of the times speaking of Energy Shields, like the ones on star trek, simple, and thats is not it :) anyway i love it pretty cool stuff man
I didn’t think of it that way
it's sort of a deflector shield, they do say this in star trek, although you rarely see it behave that way
i'm trying to miniaturize this to fit in my small grid ships, i can't find a way to make this work good without having an awfully huge hand spinner in front of them
I always make my rings spin around the ship instead of in front or behind, you gonna build with that in mind and it makes it compact. it also looks pretty cool but the down side is that its limiting
@@JoeTankPlays i’m trying to incorporate them as a deflector dish, so i want the ring to be compact not the ship ,:)
@@lucasgrd4258 hmm i'll play with some stuff and see if i can help you with this. i have it on alot of small grid fighters.
how do you build it?
Put down a rotor. Add some arms. Put decoys on the tips and set the rotors speed to max and let it spin. No scripts or anything needed
Lots of talk and no details.
sorry about that. The concept is very simple so I did a very lite over view of what makes it work. I'll correct that way of doing things when i'm able to come back to youtube
It’s just a concept, the rest of the video is him testing it out