Check my community tab for an update! TL;DR is that it'll be a couple months before I'm back, and when I am it'll probably be on a different channel for YT algorithm reasons. Proper video update will go out when that channel goes live.
An idea for future engagements: take out the base defenses so you can get close, then place a hacking chip on the grid. It may be cheap, but tis be the life of a pirate.
Rando stuff from/for the peanut gallery... The hacking chip also works through a landing gear or mag plate when locked. So if you install them on your vehicle you just have to clear enough guns to be able to mag lock to it without getting shot and it will hack the base/vehicle. They also work in tandem so you can add more hacking chips if you want it to go faster. This can be helpful if you need a particular part of the base/ship intact, or just want more loot. (especially the exploding stuff like hydrogen or ammo.) Looks like you'll be needing a tug and a grinder pit or a grinding ship. Grinding ships can be automated with PAM if you want to do something else while it's grinding. Dropping big chunks in a grinder pit with a tug is kinda fun too though. An antenna in a hole, surrounded by guns, placed somewhere away from the base can be used to collect reavers. Thanks for the show! Take care.
I've heard from Splitsie that you don't want share inertia on between you first sub grid and your main grid, but you want it on for all the subsequent sub grids attached to that first sub grid. He says there is complicated mathematical reasons as to why, but that setup tends to work best.
Concur! Doing so will separate/isolate all the subsequent subgrids from the main grid. All the blocks downstream from that first rotor/hinge/piston will share inertia tensor, behaving as one mass more or less for the most stability one can get with subgrids. But the first rotor doesn't share all that subgrid inertia with the main grid and vice versa. This means that the rotors don't have to act on the combined main/sub grid mass, which in the case of larger ships can often be a LOT. And it means the subgrid mass won't shift the main ship's mass when the subgrid rotates. You can see this in action on custom turrets. e.g. a railgun turret with both azimuth rotor and elevation hinge sharing inertia tensor will cause the main ship to buck and swing in a counterreaction to the turret's motion. Both turret and main grid will move very ponderously in these reactions. Sharing neither will create two separate masses for calculating inertia within the turret itself, causing twice as many smaller, faster wobbles. Sharing only the hinge inertia tensor will combine the hinge and rotor into one small mass for the calculations, halving the wobbles compared to sharing neither inertia tensor. You can also experiment with this with subgrid rotor thrust, using the Vector Thrust OS script. It's really good at what it does, within the limits of subgrid thrust. With inertia tensors shared, the overall ship becomes more stable, but massively difficult to turn using mouse/gyro movement. Without inertia tensors shared, the rotors are more clangy, but overall ship behavior is much closer to what we'd expect from a similar size/mass ship with no subgrid thrusters.
Wanted to start by saying love the series, and a tip to help avoid your rovers lifting off the ground when you stop quickly, you can turn off braking on the front tires, will help with not flipping when you brake going downhill or accidentally hit your parking brake on the ice flats. I think the hacking chip for the large grid base is a neat idea, being able to control & repurpose parts of that base is very much a pirate vibe🤙🏻
I really love that little dual gat turret you made, if you want to your turrets be more efficient install a defensive block on your rover and select lock target and configure your turrets to aim at weapons
Going well right now! Check the channel’s community tab if you haven’t already. The TL;DR is that I’ll be returning to making videos (alibiet less frequently) in early/mid November. Likely it’ll be on a new channel for YT algorithm reasons, since this channel also has game dev and video essays on it. When that new channel goes live, I’ll be posting an update on this one to let everyone know.
@@7T_Primal_WolfHe said in his discord channel that he's out of money and RUclips isn't cutting it. So he's joining the military as an officer and then pick up doing RUclips again in a couple years. It's a shame cause I loved this series, but I also understand financial issues.
I'll be rebooting the series fairly soon on a new channel. I'll put up an announcement here when that goes live. Check this channels community tab for details.
Vibrations are a consequence of subgrids and custom turrets (see my response seconding Minnesota Wolf's comment below for more details). It's micro-Clang that the game engine can't quite cancel out with all the subgrid interactions. You MAY be able to somewhat mitigate it by turning down the azimuth/elevation velocity multipliers (which will also reduce the turret's response to your movement inputs when rotating it). Custom turrets are fun for RP reasons and achieving a certain aesthetic look you desire. But for survival/combat results oriented design, using the vanilla turrets is much more robust and stable. Vanilla turrets count as a single part of the main grid, so there's zero clang. Means the camera/gun aim is just as stable as the rest of the main grid. You also avoid the small single points of failure or weak links with the rotors and hinges, as you experienced with your gatling turret's elevation. The vanilla turret is a single larger pool of hit points. On the one hand, it's tankier and will continue to operate at 100% until its hit points fall below the functional threshold. A lucky enemy shot through the weak rotor, hinge, conveyor, or small cargo block won't completely neutralize your still-functional guns. On the other hand, the vanilla turret is a larger target, which somewhat offsets the tanky single hit point pool b/c more slightly stray shots that would have missed the rotors will still hit the vanilla turret. On balance, I reserve subgrids of any kind for more creative fun, joyriding, and only use them sparingly in survival/combat oriented plays where I absolutely need a certain range of movement or design. Designing to explicitly avoid subgrids is its own fun challenge as well, just as designing with subgrids is. ...Or designing to exploit Clang, if you want to explore the dark, heretical ways of Clang drives etc. :D Just like any deal with the devil, you get some ridonkulous power, but boy it comes at a cost of safety, sanity, and stability.
Oh I’m not afraid just poor 😆 check my community tab for an update I put out a little while ago. TLDR of it is that I ran out of money and had to get a day job, but will be returning and restarting the series on a fresh channel in a couple months.
Check my community tab for an update! TL;DR is that it'll be a couple months before I'm back, and when I am it'll probably be on a different channel for YT algorithm reasons. Proper video update will go out when that channel goes live.
Real life happened, unfortunately, so I had to stop this one. However, I do plan on rebooting the series on a new channel in a month or two. Check my community tab for details.
The vehicle wanting to flip could be solved by changing some of the armour to heavy armour. It'll weigh it down a bit which would slow it down and keep it from wanting to flip. Obviously you could also just slow down the tires max speed but that feels like you're gimping yourself. At least this way you get something for it. Could armour up the front at least.
you could use the AI blocks to make anti ship missiles, just big ol chunks of armor with some thrusters that core enemy ships and take out their reactors through kinetic energy
I actually wanted something like that so I could show where I had traveled on the planet when I was driving around, but unfortunately I don’t think there’s an easy way to pull a map of a planet from space engineers.
Can I make a suggestion could you upgrade the tank with heavy armor blocks so that it can soak up more damage? And the bases you just liberated, could be scrap to improve your tank
The wiggle might have something to do with the gyro on override. I originally thought it was a combo of that and inertia tensor but turning inertia tensor off had no effect. I'm not sure though cause that's pretty much the first time I've seen that type of wiggle
Your backpack with your items only stays in the world for about 5 minutes after you die. If you don't get it before then, all that stuff disappears. I was wondering why you were just talking about stuff after respawning instead of grabbing some oxygen and hydrogen and immediately flying the 6.22 km back to your backpack. :)
Just a idea.. Next time rather the play the guessing game with the cannon shots on where the jet-pack prohibiter thing is... Might want to try building a ramp to walk up to the base and find it on foot first... Saves ammo in the long run.
Yes, it's a mod on the steam workshop! steamcommunity.com/sharedfiles/filedetails/?id=2034225971&searchtext=hacking For the new series on the other channel I replaced it with a different method of taking over ships, however. That one is called Cooperative takeover and is a bit more fun to use: steamcommunity.com/sharedfiles/filedetails/?id=2968719733&searchtext=takeover
I hope you get your stuff from the body before it times out.....Oh never mind it timed out and auto deleted while you where standing at the base on cam...
Check my community tab for an update. TLDR is that I had to get a temp-to-hire job. Once I’m hired on full time I’ll start making content again, and when I do that it’ll be a reboot/restart of the series on a new channel.
@@qutatron Shouldn't be an issue unless a royal f*ck-up happens. Seems to be a good company that invests in their people, so really it should just be a waiting game. In the mean time I'm working to improve my videos on a technical level. Learning some new sound mixing, making a few new mid-rolls, that sort of thing.
hi if you play again good vids nice but hard just one point (atm) your Handbrake is wrong you are just switching brakes on/off to hotbar handbrake G>cockpit (yes CP)>handbrake>on/off should fix your rolling issues works great I discovered by accident about 5yrs ago lol
Check my community tab for an update! TL;DR is that it'll be a couple months before I'm back, and when I am it'll probably be on a different channel for YT algorithm reasons. Proper video update will go out when that channel goes live.
Check my community tab for an update! TL;DR is that it'll be a couple months before I'm back, and when I am it'll probably be on a different channel for YT algorithm reasons. Proper video update will go out when that channel goes live.
Check my community tab for an update! TL;DR is that it'll be a couple months before I'm back, and when I am it'll probably be on a different channel for YT algorithm reasons. Proper video update will go out when that channel goes live.
Check my community tab for an update! TL;DR is that it'll be a couple months before I'm back, and when I am it'll probably be on a different channel for YT algorithm reasons. Proper video update will go out when that channel goes live.
Check my community tab for an update! TL;DR is that it'll be a couple months before I'm back, and when I am it'll probably be on a different channel for YT algorithm reasons. Proper video update will go out when that channel goes live.
Lou, do you plan on continuing this series? I hope so-
The moment I realized this series hasn't been continued in over two months and was anxiously waiting for the next episode to come out 😟
Check my community tab for an update! TL;DR is that it'll be a couple months before I'm back, and when I am it'll probably be on a different channel for YT algorithm reasons. Proper video update will go out when that channel goes live.
An idea for future engagements: take out the base defenses so you can get close, then place a hacking chip on the grid. It may be cheap, but tis be the life of a pirate.
Rando stuff from/for the peanut gallery...
The hacking chip also works through a landing gear or mag plate when locked. So if you install them on your vehicle you just have to clear enough guns to be able to mag lock to it without getting shot and it will hack the base/vehicle. They also work in tandem so you can add more hacking chips if you want it to go faster. This can be helpful if you need a particular part of the base/ship intact, or just want more loot. (especially the exploding stuff like hydrogen or ammo.)
Looks like you'll be needing a tug and a grinder pit or a grinding ship. Grinding ships can be automated with PAM if you want to do something else while it's grinding. Dropping big chunks in a grinder pit with a tug is kinda fun too though.
An antenna in a hole, surrounded by guns, placed somewhere away from the base can be used to collect reavers.
Thanks for the show! Take care.
I've heard from Splitsie that you don't want share inertia on between you first sub grid and your main grid, but you want it on for all the subsequent sub grids attached to that first sub grid. He says there is complicated mathematical reasons as to why, but that setup tends to work best.
Concur! Doing so will separate/isolate all the subsequent subgrids from the main grid. All the blocks downstream from that first rotor/hinge/piston will share inertia tensor, behaving as one mass more or less for the most stability one can get with subgrids. But the first rotor doesn't share all that subgrid inertia with the main grid and vice versa. This means that the rotors don't have to act on the combined main/sub grid mass, which in the case of larger ships can often be a LOT. And it means the subgrid mass won't shift the main ship's mass when the subgrid rotates.
You can see this in action on custom turrets. e.g. a railgun turret with both azimuth rotor and elevation hinge sharing inertia tensor will cause the main ship to buck and swing in a counterreaction to the turret's motion. Both turret and main grid will move very ponderously in these reactions.
Sharing neither will create two separate masses for calculating inertia within the turret itself, causing twice as many smaller, faster wobbles.
Sharing only the hinge inertia tensor will combine the hinge and rotor into one small mass for the calculations, halving the wobbles compared to sharing neither inertia tensor.
You can also experiment with this with subgrid rotor thrust, using the Vector Thrust OS script. It's really good at what it does, within the limits of subgrid thrust. With inertia tensors shared, the overall ship becomes more stable, but massively difficult to turn using mouse/gyro movement. Without inertia tensors shared, the rotors are more clangy, but overall ship behavior is much closer to what we'd expect from a similar size/mass ship with no subgrid thrusters.
Wanted to start by saying love the series, and a tip to help avoid your rovers lifting off the ground when you stop quickly, you can turn off braking on the front tires, will help with not flipping when you brake going downhill or accidentally hit your parking brake on the ice flats. I think the hacking chip for the large grid base is a neat idea, being able to control & repurpose parts of that base is very much a pirate vibe🤙🏻
Lookup the "Hetzer Tank" its a German tank destroyer and your tank looks just like it!! Might be a good name for it if you havent already picked one
I really love that little dual gat turret you made, if you want to your turrets be more efficient install a defensive block on your rover and select lock target and configure your turrets to aim at weapons
I hope everything is good for you, Lou! Looking forward to see the next installment in this series!
Going well right now! Check the channel’s community tab if you haven’t already.
The TL;DR is that I’ll be returning to making videos (alibiet less frequently) in early/mid November. Likely it’ll be on a new channel for YT algorithm reasons, since this channel also has game dev and video essays on it. When that new channel goes live, I’ll be posting an update on this one to let everyone know.
I have really gotten into the series and hope to see more videos soon.
Whens part 6 coming?
I love this wayyyy too much for my own good lol
Same. Looking forward to next episode.
Same, I just found this channel yesterday July 17, 2023 & today July 18, 2023 I find out it's possibly a dead Channel.....
@@7T_Primal_Wolf Nah dw pretty sure its not dead, he just has a bigger upload time schedule to make the videos as best as possible for us :)
@@7T_Primal_WolfHe said in his discord channel that he's out of money and RUclips isn't cutting it. So he's joining the military as an officer and then pick up doing RUclips again in a couple years. It's a shame cause I loved this series, but I also understand financial issues.
Please continue the series. It's really hard to find these
I'll be rebooting the series fairly soon on a new channel. I'll put up an announcement here when that goes live. Check this channels community tab for details.
Vibrations are a consequence of subgrids and custom turrets (see my response seconding Minnesota Wolf's comment below for more details). It's micro-Clang that the game engine can't quite cancel out with all the subgrid interactions. You MAY be able to somewhat mitigate it by turning down the azimuth/elevation velocity multipliers (which will also reduce the turret's response to your movement inputs when rotating it).
Custom turrets are fun for RP reasons and achieving a certain aesthetic look you desire. But for survival/combat results oriented design, using the vanilla turrets is much more robust and stable. Vanilla turrets count as a single part of the main grid, so there's zero clang. Means the camera/gun aim is just as stable as the rest of the main grid.
You also avoid the small single points of failure or weak links with the rotors and hinges, as you experienced with your gatling turret's elevation. The vanilla turret is a single larger pool of hit points. On the one hand, it's tankier and will continue to operate at 100% until its hit points fall below the functional threshold. A lucky enemy shot through the weak rotor, hinge, conveyor, or small cargo block won't completely neutralize your still-functional guns. On the other hand, the vanilla turret is a larger target, which somewhat offsets the tanky single hit point pool b/c more slightly stray shots that would have missed the rotors will still hit the vanilla turret.
On balance, I reserve subgrids of any kind for more creative fun, joyriding, and only use them sparingly in survival/combat oriented plays where I absolutely need a certain range of movement or design. Designing to explicitly avoid subgrids is its own fun challenge as well, just as designing with subgrids is.
...Or designing to exploit Clang, if you want to explore the dark, heretical ways of Clang drives etc. :D Just like any deal with the devil, you get some ridonkulous power, but boy it comes at a cost of safety, sanity, and stability.
The inclusion of music from wolves caught me off gaurd, great little series you have here!
ive fought this thing before, those turrets underneath are hard to get. and that gun on top is tough
I gotta say, I love the background music my dude. dont be afraid to keep it going!
Oh I’m not afraid just poor 😆 check my community tab for an update I put out a little while ago. TLDR of it is that I ran out of money and had to get a day job, but will be returning and restarting the series on a fresh channel in a couple months.
Please continue this series, I love it so much
Check my community tab for an update! TL;DR is that it'll be a couple months before I'm back, and when I am it'll probably be on a different channel for YT algorithm reasons. Proper video update will go out when that channel goes live.
I love the music so much you use! Happy to see so much nice music and even wolves music too.
dang was craving a good se series after mavn stopped. was enjoying the start of this one.
Real life happened, unfortunately, so I had to stop this one. However, I do plan on rebooting the series on a new channel in a month or two. Check my community tab for details.
“It went down a hill without crashing!!” Is this KSP?
Destroyed base - "Achievment get - Kill from the Grave"
Put some wide radius lights on the bottom of the rovers
You should give the tank camouflage paint job too it’s environment or not your gameplay I enjoy your contact
place a large container on the old base. scrap it and fill the large container.... build a automated cargo drone to move the spoils to your base
The vehicle wanting to flip could be solved by changing some of the armour to heavy armour. It'll weigh it down a bit which would slow it down and keep it from wanting to flip. Obviously you could also just slow down the tires max speed but that feels like you're gimping yourself. At least this way you get something for it. Could armour up the front at least.
you could use the AI blocks to make anti ship missiles, just big ol chunks of armor with some thrusters that core enemy ships and take out their reactors through kinetic energy
only pirate playthrough i found and im lovin it keep up the good work
I like your mobile campfire. 🔥
Special request to make a fully drawn out map of this planet. It’s super cool.
I actually wanted something like that so I could show where I had traveled on the planet when I was driving around, but unfortunately I don’t think there’s an easy way to pull a map of a planet from space engineers.
@@buffatwoI’m hoping that they make one and upload one. But one can only hope.
will there be more episodes? 👀
Yeah, you should still call it "Grimalkin".
Can I make a suggestion could you upgrade the tank with heavy armor blocks so that it can soak up more damage? And the bases you just liberated, could be scrap to improve your tank
The wiggle might have something to do with the gyro on override. I originally thought it was a combo of that and inertia tensor but turning inertia tensor off had no effect. I'm not sure though cause that's pretty much the first time I've seen that type of wiggle
Nooo 2 months and no other episodes.. I cry!
I would love it if they added "brake strength" to the wheel options
You could put some very light armor on the end of the gun barrel
Your backpack with your items only stays in the world for about 5 minutes after you die. If you don't get it before then, all that stuff disappears. I was wondering why you were just talking about stuff after respawning instead of grabbing some oxygen and hydrogen and immediately flying the 6.22 km back to your backpack. :)
wait what you say
SO I JUST LOST 2m CREDIT'S WORTH OF COMPONETS!
Try to turn off breaks on front wheels. It will stop it from front flipping every time you break
Just a idea.. Next time rather the play the guessing game with the cannon shots on where the jet-pack prohibiter thing is... Might want to try building a ramp to walk up to the base and find it on foot first... Saves ammo in the long run.
Might want to turn off brakes on your front wheels to stop that issue.
What is that having chip? Is that a mod?
Awesome series. I know I'm late, but I JUST got into this game at 53 years old.
Yes, it's a mod on the steam workshop! steamcommunity.com/sharedfiles/filedetails/?id=2034225971&searchtext=hacking
For the new series on the other channel I replaced it with a different method of taking over ships, however. That one is called Cooperative takeover and is a bit more fun to use: steamcommunity.com/sharedfiles/filedetails/?id=2968719733&searchtext=takeover
nice!
what is the mod where you can pick stuff like the small grid turet up called? that seems super usefull
Improvised Engineering! Very handy for that sort of thing.
I hope you get your stuff from the body before it times out.....Oh never mind it timed out and auto deleted while you where standing at the base on cam...
I love this series. Can You continue?
Check my community tab for an update. TLDR is that I had to get a temp-to-hire job. Once I’m hired on full time I’ll start making content again, and when I do that it’ll be a reboot/restart of the series on a new channel.
@@buffatwo good luck. I hope You get this job on full time.
@@qutatron Shouldn't be an issue unless a royal f*ck-up happens. Seems to be a good company that invests in their people, so really it should just be a waiting game.
In the mean time I'm working to improve my videos on a technical level. Learning some new sound mixing, making a few new mid-rolls, that sort of thing.
the music in these videos remind me of Red VS Blue.
Just wait until the reboot :^)
Call it jagtpanzer
This would be good with a workshop map to install rather than just modlist since it uses a custom planet.
One should never use the P button. Put the handbrake in the hotbar
hi if you play again good vids nice but hard just one point (atm) your Handbrake is wrong you are just switching brakes on/off to hotbar handbrake G>cockpit (yes CP)>handbrake>on/off should fix your rolling issues works great I discovered by accident about 5yrs ago lol
Any plans to continue the series?
Check my community tab for an update! TL;DR is that it'll be a couple months before I'm back, and when I am it'll probably be on a different channel for YT algorithm reasons. Proper video update will go out when that channel goes live.
When is the next upload more please
Check my community tab for an update! TL;DR is that it'll be a couple months before I'm back, and when I am it'll probably be on a different channel for YT algorithm reasons. Proper video update will go out when that channel goes live.
@BuffaLou is this Series dead?
its been 2 months where are you :(
Check the community tab on the channel, I just posted an update.
Reset your rotor limits. Should stop the shaking.
Hmm no more?
this gonna be continued?
Check my community tab for an update! TL;DR is that it'll be a couple months before I'm back, and when I am it'll probably be on a different channel for YT algorithm reasons. Proper video update will go out when that channel goes live.
where you at bro
Check my community tab for an update! TL;DR is that it'll be a couple months before I'm back, and when I am it'll probably be on a different channel for YT algorithm reasons. Proper video update will go out when that channel goes live.
Please new episode 😢😢😢
Check my community tab for an update! TL;DR is that it'll be a couple months before I'm back, and when I am it'll probably be on a different channel for YT algorithm reasons. Proper video update will go out when that channel goes live.
YO new phone who dis?