@@Zer0sLegion, just try anyway. See what happens... maybe make a clang_drive_only-based ship (so without gyroscope): you can voluntarily turn whith this clang drive!
Crazy thing about this is that you can make a realistically justified version of this drive. Stick it out the back and put a big blast plate on the end and you've got a visually functional Orion Drive.
You don't even need to use an Orion concept. The actual principal this Klang drive works on has been proposed as an effective means of long distance travel between stars. Obviously the real life counter part isn't very fast. In fact thr scientists haven't been able to even get it to work reliably but that comes down to a shoe string budget. But it isn't ment for people moving more interstellar probes. This method is more efficient then ion drives. Atleast on paper.
This is an interesting method. If you double the amount of mergeblocks and pistons and have the phase of the piston offset 180 degrees, as one pair is extending and pushing the ship forward, the other pair is retracting and setting up for the next push. This could essentially give you continuous thrust in the direction you're pointing
I can imagine it… Star Wars Empire copycat: “SURRENDER YOUR CARGO OR DIE” Merge UFO: “Nah” STE: “OPEN FIRE!” Merge UFO: (Proceeds to teleport to the left, right, and everywhere. Going 0-100mps in 0.47 seconds)
Reminds me about the old meme of putting a toast of butter on top of a cat and dropping the cat. The toast will always want to land with the butter side down and the cat always want to land on its feet, creating an infinite spin drive.
theres a video about it, its an ad but no idea for what country, they make infinite electricity out of it, its called Flying Horse - Gatorrada (Cat-Toast)
I guess Space Engineer has some ties with the Kerbal Universe, you also have the "Kraken" over there. You have the exact same exploit in KSP, two docking ports attract each other, and you can exploit that to create a drive that push your ship with 0 fuel or electricity requirement. Except it seems much more convoluted in Space Engineers, I guess devs really tried hard to patch this.
Alot of early adopters of space engineers came from kerbal so no one isbreally sire if Klang got its name from the kraken or if it's becuase of that awful sound the holy supreme smasher shall smite you with should you tempt the all mighty breaker of builds. No one shall ever no fornsure. Unless someone wants to spend 2 years probing thru the forums in search ofnthe very first mention and hope to the all breaker that is actually the first instance. Could have been on TeamSpeak or whatever the fuck you extroverts use to do the talking thing back then with.
@@Tiltrotortech actually got around to trying it today, admittedly with a duel phase variant. A single reversed push reduced my speed to near 30. With a second well timed partial push, i reckon you could get a complete breaking system. :)
@@brandonbarnwell5916 so an idea for using multiple drives with different directions would be to have a central pulse-clock that all of them are run off. That pulse clock triggers a drive manager that actually manages the piston/mergers, and can be turned of to control the actually thrust direction. That drive manager can also be set to turn itself off so you get that one-pulse, on-demand impulse on your lateral drives.
This is perfect if you're building a ship such as the USS Enterprise in Space Engineers, as each warp nacelle could contain a merge block klang drive setup. This means the ship could be as big as you like (as long as you keep it symmetrical).
so i think i know the reason the max speed is about 600 m/s. because of how merge blocks work they are checking multiple times a second to see if they are close to another merge block on a different grid or subgrid in this case. so i think what is happening is actually pretty common at these speeds, (usually at about 650 m/s where i have noticed with multiple different problems occur) where the time between the check to see if another merge block is near is slower then the time for the other merge block to move to far away so while we see the merge blocks are right next to each other they see each other too far away to magnetize each other this is because the other merge blocks are on a subgrid and we know thats the problem because in the other video you have shown off clang drives we don't have these sorts of checks so they are able to reach such high speeds. kind of a wall of text but i hope that makes sense.
Yeah, that's one thing I like about it and most of the clang drives. The moving parts make it feel like it's actually doing something rather than just breaking the game 😅
I think you could add multiple sets of pistons out of phase with each other like a combustion engine and get a more consistent thrust, letting you manoeuvre in smaller increments than 2 whole seconds.
You can use a sensor instead of a timer block, which records that the merge blocks have returned, it's faster, the sides can alternate for fluency. But thanks for the guide, this is great stuff. :D
I literally have no idea what ''Space Engineers'' is but by first impression and thanks to RUclips recommendations I love how Tron, Lego and Minecraft in Space styled the graphics and game look. It kinda reminds me of No Man's Sky, but more realistic and filled of futuristic physics lol.
As a clanger, i can answer why you cap out at 600 mps - that is the speed limit for the pull of merge blocks. Can you accelerate the merge drive past that? No. But you can make a redundancy door drive to compensate for it. Best setup is door drive for forward thrust, merge drive as a sort of handbrake
@@Zer0sLegion nah, it's specifically merge blocks. I have made subgrid clang drive vessels that accelerate indefinitely. The reason why the merge drive caps off is because of the method of propulsion. The merge blocks are "magnetized" but that magnetic attraction is a constant. The reason why you accelerate and don't arrive at it immediately is because the distance between the merge blocks is too small to fully accelerate in a single pass.
7:08 Thats what i like about the game, the innovativity that it offers for the playebase who think outside the box. Thats basically a zero-mass drive. I could just imagine some massive server ship being propelled by an engine like that.
At least in creative mode this also seems to work with the piston speed set to 1 m/s for more controllable acceleration if desired. You can use the same drive to decelerate, you don't need an opposite one, just leave the merge blocks on when you retract the pistons. It's not perfect 100% at slowing it down, you'll still need some kind of thrusters to dampen it completely. This might be quite fun to play with, thank you :) Along with someone else's idea on here of "pumping" the pistons this could be quite interesting. If anyone wants a quick blueprint to play around with search for Merge Block Drive Concept on the Steam Workshop and if you see a little blue ship in FuNkTrAiN's workshop you've found it. Timer blocks aren't setup at all, but lots of stuff on the hot bar to toggle with and play around. Thanks again Zer0, fun idea.
Nice! I feel like the way to use it like a capitol ship's FTL drive in science fantasy settings-- you have this to go FAYST but then for landing and docking and combat and shit you'd have... well basically like you had with it bolted onto Apollo and its maneuvering block, just with a larger housing system so it isn't just awkwardly sticking out the ass end
well if you got two timers. one to push and another to pull it could actually stop the ship I bet. Will definitely try this drive. ---EDIT--- Damn it kinda works. I decided to incorporate it into a drive and it actually does work really well even doing it manually. Now reverse is not as easy. It maxes out going forward but reversing it gets about -60m/s so it works just loses a bunch of the velocity. but if you just want to stop it can get you pretty close then cut power to one side. but it is so fast that I couldn't get it to zero just about 20m/s forward or reverse depending on when I turned off the merge blocks.
This is almost the landing gear chain drive. For that you have multiple grids connected via landing gears and rotors, 4 of these chains connected to a larger rotor on the ship and each rotor with artificial mass block on the head or a stone for how we used to do it. The chain rotates on the large rotor and the top chain gets ripped forward by gravity generators, then the next and so on as they loop in and out and being torn forward. The Ship will exceed max speed caps and often in multiplayer the game won't be able to process it properly so it starts to show your ship existing in ever space in a straight line it is traveling while the drive is on, if anything enters the path or gets in its way that object is destroyed with no damage to the ship using the drive. Issue is stopping, there is a special way you have to slow it down and if you don't do it or you suddenly try to stop your entire ship becomes damaged or begins ripping apart from blocks suddenly being destroyed
I'd allow them on a server I run since Dreadnoughts actually need a buff. Due to the size of these they are kinda big and wouldn't work as easily on drone fighters but since it doesn't get bigger with size it gets more and more useful for the larger and larger ships.
I'm more inclined to use it as a breaking system, more than once have I overshot a satellite or asteroid because I've skimped out on breaking thrusters.
I didn't know about clang drives, was just fooling around and discovered it. The absolute best way to use it IS TO: Place a block, on top place advanced rotor in horizontal position. Head of rotor place block on four faces place merg blocks, like a windmill. Place a merg block in the floor. Turn it all on and you fly in a constant direction. Super small setup. You can place merg blocks like the one in the floor above and walls. Then you can change directions super fast. Makes ungodly racket!!
If you have rotors with a 4 way cross on each, 2 seperate rotors on the left and right side of the ship, and each of the 4 merge blocks passes 1 merge block on the end of a piston on it extended to just barely touch then you can come to a complete dead stop after accelerating with this drive, I wasn't aware that this one was a viable method as i've always used the rotating merge blocks to lift my mega-ships off of the planetary surface into space or to quickly change directions to dodge incoming fire, having one on the front and one on the back of the ship really helps out with early game too because you don't have to dump resources into thrusters and can have more room for cargo or vehicles.
My favorite thing about space engineers is that it perfectly captures how it feels to be an experimental engineer. Experimenting with all your tools and recourses to find new ways to solve problems. And who's to say that bending the laws of physics cant be a tool?
I’m currently working on a stable clang gyro, my current problem with it is that it is clunky and not stable. But it gives a ton of torque, it’s not very good for fine movement but if you need to do a 180 turn with a super-battleship it is pretty useful
wonder if you could do 2 of these on either side of the ship rigged to go in opposite directions. exploit the rotation he got with the off balanced thrust. If it works would probably be a good anti border option as well as it would be prety lethal to anything not latched to the ship and away from the center of rotation..
How hard would it be to combine the Hanger Door Clang Drive and the Merge Clang Drives together? The Merge Clang Drives would be useful for getting up to 600m/s... and then after that you'd use the Hanger Door Clang Drive for further acceleration
Okay so fun one: I just built my own copy of the hanger door drive for fun and I put a bunch of parachutes on it to function as a sort of "reset" function. So I can legit use it as an orbital ascension and re-entry vehicle with 0 fuel cost lol
It is incredible how in this game you can observe what can only be described as technological progress, the players discovering new propulsion methods and more
counter point, since both extend at the same time you dont need 2 timer blocks and can do it with 1 in fact you can do it with 1 on 4 if you keep one pair opposite state to the other
This is incredibly usefull tech for extremely heavy ships that barely can traverse the cosmos,altho as of current state the rotors get unhinged,easy fix is just to block the front with some blocks so the rotors stay in place as much as possible to prevent them from unplugging again,eitherway,great guide,will make sure ill use it on my next THICC BRICC spaceship project
oh my goodness, i just came up with a brilliant idea, use a smaller clang drive for dodging. if you have multiple incoming missiles etc you press a button and woosh to the side. perhaps someone already did it but cmon i'm happy i got an idea at all :P
The merge drive speed caps out there due to the lack of continuity of the speed. It CAN go faster, you just have to increase the piston speed with mods. Outside of that possibility(as that’s the problem I have with my clang drives and cannons, until I install mods)
If you make 4 parts of them (you can make them in + shape) and 2 new parts will have pistons inversed before you start it then you will get more consistently speed increasing, as it will reduce delay by half. As for stop I think if 4 merge blocks make it max out, then place one and may be make piston move shorter and slower OR place it with some offset (fixed, not moved piston) and toggle merge blocks on when you want to decrease speed.
Kerbal space Program let's you reach faster than light speeds, enough to cross an entire planet clipping through it before crashing into it can even register.
Even if you don't want to power ships using this it could potentially be a good E-stop for ships if you have it facing the opposite direction of your main thrusters, instead of smashing into an asteroid because you dont have good breaking thrust just use one push of this drive and if anything you should be shoved away from waht you where about to collide with.
This drive is relatively compact, and it wouldn't be difficult at all to make an omnidirectional version of this able to instantly accelerate it multiple directions A clang cube if you will
i had bought SE a while ago but i only started properly playing 2 days ago, but i think id use clang drives as a sort of "afterburner" on ships, use them to get from point A-B where maneuverability isnt a factor, and if i get into a situation where i need better maneuverability and stability, just turn them off and use standard thrusters (such as landing, taking off, dog fighting, etc), and arnt clang drives more energy efficient? so faster speeds and longer range at the cost of maneuverability
yup just the power of the piston and merge blocks which arent as much as grav drives and as an example a small ion thruster would need almost 4000kW of power at full thrust to barely crawl. A Merge drive would use 4KW for the pistons and your ship would blast out of the area in a sec. dramatically more thrust for the power cost.
@@chaiboy854 yeaahhh i now have a much better grasp on why some servers ban clang drives. a bit of a shame though, to deny a gift from clang to their children
So on further testing of this, breaking with the clang drive is rather easy or at least slowing down and letting conventional thrusters do the rest, have the merge block group on the hotbar with on/off, once a cycle has completed switch the merge block to its opposite state and when it runs now it will begin breaking and reversing your ship, mixed with the timing block on off as as said thrusters you can drop your speed back to 0m/s quiet easily.
you can make a very big clang bomb with this and a rotor, piston and hinge- based clang drive. just need to make the merge block portion bigger. and do NOT expect to have any control at all whatsoever.
Ooh! You can stop by having an opposite merge drive!!! And if they run at the same time, the dual merge drives will center themselves and prevent movement on that particular axis- With some maneuvering thrusters, you could reliably halt to a stop after the merge drive stops!
i commend you for your enginuitive way of asking ppl to press the like button lol that made me laghf and think to myself .. this guy deserves a like for the way he presented that lmao
Who else here watches stuff like this even though they’ve never played the game. I feel like this is like a tutorial but it’s just interesting to watch.
Wait. Using this as a accelerator boost for the other drives should be useful. You can accelerate quickly than switch for the previous used method, making instant maximum speed possible, but also instant maximum acceleration.
I may be late to the party, but I now have a viable method of movement for my Dreadnought. Subscribing because of this. You're a genius ya know that? 😊 Necron Tomb Ship with an inertia-less drive HERE I COME!!!
Something interesting would be having a couple of the merge engines stacked or whatever, seperated by a half a second or something, so its constanstant acceleration
A part of me thinks that there's going to be some development, be it in the next 10 years, decades, centuries, or Millenia, that mirrors this from the game to real life. Some unknown 'trick' in physics that just causes seemingly impossible levels of acceleration. As for why the magnets only seem to accelerate up to 660~m/s, my table-napkin theory is that this is the maximum acceleration that the magnets move an object to 'center' them for their coupling. It makes me wonder what would happen if you stretched the Merge drive to use connectors. Connector drive next Zer0? :D
Hmmmmm, this could actually work for a large grid shuttlecraft. Slap some wheels on the bottom of a vehicle with this thing, a couple dampening thrusters, and you have a REALLY easy planet to orbit vehicle
so its like a booster more then a constant engine. it gets you really fast for a short ammount of time. and has a "cool down" period before it can work again. thats really cool.
What about AI missiles using klang drive for propulsion? Since stopping is not exactly something you have to worry about for missiles, I think it could be cool and useful.
How will you be using the Merge drive? Let me know!
I won’t be. Clang is not to be harnessed by mortals. His wrath will answer your blasphemy in time.
To be able to stop, try putting the clang drive on front, in the opposite direction (so it will be mirrored)....
Clang gives me his power for I am his faithful servant!
@@Zer0sLegion, just try anyway. See what happens... maybe make a clang_drive_only-based ship (so without gyroscope): you can voluntarily turn whith this clang drive!
@@Thesuper997 No, if you want to stop just use the drive in the oppostie direction, when the pistons come back they put a backwards trust.
Crazy thing about this is that you can make a realistically justified version of this drive. Stick it out the back and put a big blast plate on the end and you've got a visually functional Orion Drive.
Be sure to add a warhead printer that jettisons and detonates one on each push... just for the visual effect.
You don't even need to use an Orion concept. The actual principal this Klang drive works on has been proposed as an effective means of long distance travel between stars. Obviously the real life counter part isn't very fast. In fact thr scientists haven't been able to even get it to work reliably but that comes down to a shoe string budget. But it isn't ment for people moving more interstellar probes. This method is more efficient then ion drives. Atleast on paper.
@@halogeek6 It's basically swimming like a frog though the magnetic field of the universe.
@@orcmcc basicly.
@@halogeek6 basilly?
This is an interesting method. If you double the amount of mergeblocks and pistons and have the phase of the piston offset 180 degrees, as one pair is extending and pushing the ship forward, the other pair is retracting and setting up for the next push. This could essentially give you continuous thrust in the direction you're pointing
That is pretty genious thinking! :D
That's dangerous thinking right there.
One slightly off timing away from tearing a hole in the warp.
Hmm.. So basically like a 2-stage?
Why do clang drives always sound so realistic and normal compared to vanilla thrusters? Like, that just sounds like an internal combustion engine.
Putting a merge drive in every direction should give you incredible dodge capabilities.
Mans out here making UFO now instead of space ship
I can imagine it…
Star Wars Empire copycat:
“SURRENDER YOUR CARGO OR DIE”
Merge UFO: “Nah”
STE: “OPEN FIRE!”
Merge UFO: (Proceeds to teleport to the left, right, and everywhere. Going 0-100mps in 0.47 seconds)
gravity drive works best for that because you don't have the piston lag my buddy built one and it was impossible to hit
I actually made one with it in every direction. Wanted to make an insane sphere ship. Works pretty well. Until it tears itself apart. 😅
Reminds me about the old meme of putting a toast of butter on top of a cat and dropping the cat. The toast will always want to land with the butter side down and the cat always want to land on its feet, creating an infinite spin drive.
This really is like exactly the logic of clang drives XD
theres a video about it, its an ad but no idea for what country, they make infinite electricity out of it, its called Flying Horse - Gatorrada (Cat-Toast)
@@nightinthewhite3817 Well, it seems like you went to Brazil then lmao
I guess Space Engineer has some ties with the Kerbal Universe, you also have the "Kraken" over there.
You have the exact same exploit in KSP, two docking ports attract each other, and you can exploit that to create a drive that push your ship with 0 fuel or electricity requirement.
Except it seems much more convoluted in Space Engineers, I guess devs really tried hard to patch this.
Kraken, Clang, maybe their the same god.
Alot of early adopters of space engineers came from kerbal so no one isbreally sire if Klang got its name from the kraken or if it's becuase of that awful sound the holy supreme smasher shall smite you with should you tempt the all mighty breaker of builds. No one shall ever no fornsure. Unless someone wants to spend 2 years probing thru the forums in search ofnthe very first mention and hope to the all breaker that is actually the first instance. Could have been on TeamSpeak or whatever the fuck you extroverts use to do the talking thing back then with.
@@Zer0sLegion i hope so
The merge drive can also be it's own breaking system. If you toggle the mergeblocks out of sequence, the thrust direction is reversed. :)
Sounds like it would not work so much as a brake (i.e. bringing you to a stop) as it would just instantaneously change your direction at max speed.
@@Tiltrotortech actually got around to trying it today, admittedly with a duel phase variant. A single reversed push reduced my speed to near 30. With a second well timed partial push, i reckon you could get a complete breaking system. :)
@@brandonbarnwell5916 so an idea for using multiple drives with different directions would be to have a central pulse-clock that all of them are run off. That pulse clock triggers a drive manager that actually manages the piston/mergers, and can be turned of to control the actually thrust direction. That drive manager can also be set to turn itself off so you get that one-pulse, on-demand impulse on your lateral drives.
The movement of this drive makes me think a squid and now I want to make a giant squid ship that uses this drive to start moving.
Squid drive confirmed
The kraken has breached its containment within kerbal space program
i thougnt the same thing, but i dont have space engineers sadly
This is perfect if you're building a ship such as the USS Enterprise in Space Engineers, as each warp nacelle could contain a merge block klang drive setup. This means the ship could be as big as you like (as long as you keep it symmetrical).
Finally, a practical reason to build nacelles
Someone pls tell me someone has done this already and there's a blueprint in the steam community.
Wow, I think I'm gonna add this as an emergency handbrake for my large grid ship, this could really help in a clutch
*Starts flying backwards*
@@natalie6811 better than crashing
@@natalie6811 that's what your clang drive is for.
@@theapexsurvivor9538*
so i think i know the reason the max speed is about 600 m/s. because of how merge blocks work they are checking multiple times a second to see if they are close to another merge block on a different grid or subgrid in this case. so i think what is happening is actually pretty common at these speeds, (usually at about 650 m/s where i have noticed with multiple different problems occur) where the time between the check to see if another merge block is near is slower then the time for the other merge block to move to far away so while we see the merge blocks are right next to each other they see each other too far away to magnetize each other this is because the other merge blocks are on a subgrid and we know thats the problem because in the other video you have shown off clang drives we don't have these sorts of checks so they are able to reach such high speeds. kind of a wall of text but i hope that makes sense.
Makes sense.
So... I'm the only one seeing it as maxing it out near 666 then? 😂😅😇
"And that's the neat part: You don't! "
I love you so much LMFAO
this would be insane for escaping very fast
Indeed
Sir Sir Engines down!
ACTIVATE THE MERGE DRIVE
BUT SIR ITS HIGHLY UNSTABLE
JUST DO IT
@@johnjohnjohnson7720 *clang explosion*
@@johnjohnjohnson7720 "Sir they went all the way to plaid."
Finally someone is going into depth into this S.E magic!
🧙♂️
This looks quite mechanical which might be good for stimulating some sort of engine pistons for engine rooms.
Yeah, that's one thing I like about it and most of the clang drives. The moving parts make it feel like it's actually doing something rather than just breaking the game 😅
I think you could add multiple sets of pistons out of phase with each other like a combustion engine and get a more consistent thrust, letting you manoeuvre in smaller increments than 2 whole seconds.
@@12jojimbo Was my immediate thought as well! Great minds and all that. :D
You can use a sensor instead of a timer block, which records that the merge blocks have returned, it's faster, the sides can alternate for fluency. But thanks for the guide, this is great stuff. :D
I literally have no idea what ''Space Engineers'' is but by first impression and thanks to RUclips recommendations I love how Tron, Lego and Minecraft in Space styled the graphics and game look. It kinda reminds me of No Man's Sky, but more realistic and filled of futuristic physics lol.
You should play it, it's good.
Magnet Drives... This is just troll physics now
As a clanger, i can answer why you cap out at 600 mps - that is the speed limit for the pull of merge blocks. Can you accelerate the merge drive past that?
No.
But you can make a redundancy door drive to compensate for it.
Best setup is door drive for forward thrust, merge drive as a sort of handbrake
It's the speed limit for subgrids apparently.
@@Zer0sLegion nah, it's specifically merge blocks. I have made subgrid clang drive vessels that accelerate indefinitely. The reason why the merge drive caps off is because of the method of propulsion.
The merge blocks are "magnetized" but that magnetic attraction is a constant. The reason why you accelerate and don't arrive at it immediately is because the distance between the merge blocks is too small to fully accelerate in a single pass.
7:08 Thats what i like about the game, the innovativity that it offers for the playebase who think outside the box. Thats basically a zero-mass drive. I could just imagine some massive server ship being propelled by an engine like that.
i always liked the idea of using clang drives as a kind ov emergency boost for quickly disengaging
At least in creative mode this also seems to work with the piston speed set to 1 m/s for more controllable acceleration if desired. You can use the same drive to decelerate, you don't need an opposite one, just leave the merge blocks on when you retract the pistons. It's not perfect 100% at slowing it down, you'll still need some kind of thrusters to dampen it completely. This might be quite fun to play with, thank you :) Along with someone else's idea on here of "pumping" the pistons this could be quite interesting.
If anyone wants a quick blueprint to play around with search for Merge Block Drive Concept on the Steam Workshop and if you see a little blue ship in FuNkTrAiN's workshop you've found it. Timer blocks aren't setup at all, but lots of stuff on the hot bar to toggle with and play around. Thanks again Zer0, fun idea.
I should probably upload mine to the workshop 😅
Time to build a space station with these and make it spin like a drill
Your drill station is the drill station that will pierce the heavens!
@@sneakysoviet9 GIGA STATION DRILL!
I love space engineers i bought it yesterday and your videos have helped me so much🙂
Glad I could help!
- How do you stop when using the clang drive?
- That's what asteroids are for!
Nice! I feel like the way to use it like a capitol ship's FTL drive in science fantasy settings-- you have this to go FAYST but then for landing and docking and combat and shit you'd have... well basically like you had with it bolted onto Apollo and its maneuvering block, just with a larger housing system so it isn't just awkwardly sticking out the ass end
I'm sure in reality someone will eventually exploit some quirk in real physics to develop some super awesome Sci Fi drive.
This can be used as the fastest missile. Such a good exploit this is. Can use this to travel to all of the planets with a jump drive on it.
well if you got two timers. one to push and another to pull it could actually stop the ship I bet. Will definitely try this drive.
---EDIT---
Damn it kinda works.
I decided to incorporate it into a drive and it actually does work really well even doing it manually. Now reverse is not as easy. It maxes out going forward but reversing it gets about -60m/s so it works just loses a bunch of the velocity. but if you just want to stop it can get you pretty close then cut power to one side. but it is so fast that I couldn't get it to zero just about 20m/s forward or reverse depending on when I turned off the merge blocks.
This is almost the landing gear chain drive. For that you have multiple grids connected via landing gears and rotors, 4 of these chains connected to a larger rotor on the ship and each rotor with artificial mass block on the head or a stone for how we used to do it. The chain rotates on the large rotor and the top chain gets ripped forward by gravity generators, then the next and so on as they loop in and out and being torn forward. The Ship will exceed max speed caps and often in multiplayer the game won't be able to process it properly so it starts to show your ship existing in ever space in a straight line it is traveling while the drive is on, if anything enters the path or gets in its way that object is destroyed with no damage to the ship using the drive. Issue is stopping, there is a special way you have to slow it down and if you don't do it or you suddenly try to stop your entire ship becomes damaged or begins ripping apart from blocks suddenly being destroyed
I'd allow them on a server I run since Dreadnoughts actually need a buff. Due to the size of these they are kinda big and wouldn't work as easily on drone fighters but since it doesn't get bigger with size it gets more and more useful for the larger and larger ships.
You could use this as a substitution for the nuke of a Orion drive, would be very fun to make something like that
I would use to speed up the large ships, so they don't need to do it themselves
It's very useful for this!
I'm more inclined to use it as a breaking system, more than once have I overshot a satellite or asteroid because I've skimped out on breaking thrusters.
I didn't know about clang drives, was just fooling around and discovered it.
The absolute best way to use it
IS TO:
Place a block, on top place advanced rotor in horizontal position.
Head of rotor place block on four faces place merg blocks, like a windmill.
Place a merg block in the floor.
Turn it all on and you fly in a constant direction. Super small setup.
You can place merg blocks like the one in the floor above and walls. Then you can change directions super fast.
Makes ungodly racket!!
Now i want to test it out with rovers, i have large landships that might benefit from this. Maybe a smaller scale.
If you have rotors with a 4 way cross on each, 2 seperate rotors on the left and right side of the ship, and each of the 4 merge blocks passes 1 merge block on the end of a piston on it extended to just barely touch then you can come to a complete dead stop after accelerating with this drive, I wasn't aware that this one was a viable method as i've always used the rotating merge blocks to lift my mega-ships off of the planetary surface into space or to quickly change directions to dodge incoming fire, having one on the front and one on the back of the ship really helps out with early game too because you don't have to dump resources into thrusters and can have more room for cargo or vehicles.
and it works on small ships, too. i wasnt expecting that, im saving this, im gonna have to retrofit all my ships with this now.
so you're telling me there is a way to move my 100k blocks abomination without jumpdrive? im sold
My favorite thing about space engineers is that it perfectly captures how it feels to be an experimental engineer.
Experimenting with all your tools and recourses to find new ways to solve problems.
And who's to say that bending the laws of physics cant be a tool?
I’m currently working on a stable clang gyro, my current problem with it is that it is clunky and not stable. But it gives a ton of torque, it’s not very good for fine movement but if you need to do a 180 turn with a super-battleship it is pretty useful
wonder if you could do 2 of these on either side of the ship rigged to go in opposite directions. exploit the rotation he got with the off balanced thrust. If it works would probably be a good anti border option as well as it would be prety lethal to anything not latched to the ship and away from the center of rotation..
How hard would it be to combine the Hanger Door Clang Drive and the Merge Clang Drives together? The Merge Clang Drives would be useful for getting up to 600m/s... and then after that you'd use the Hanger Door Clang Drive for further acceleration
Okay so fun one: I just built my own copy of the hanger door drive for fun and I put a bunch of parachutes on it to function as a sort of "reset" function. So I can legit use it as an orbital ascension and re-entry vehicle with 0 fuel cost lol
My friend finally bought SE so it's time to ̶k̶i̶l̶l̶ ̶h̶i̶m̶ i meant play with him
PERFECT
It is incredible how in this game you can observe what can only be described as technological progress, the players discovering new propulsion methods and more
I love the look of this, I can imagine some sort of alien space ship having an engine moving like that
That's pretty useful for a ramming ship. No need to care as much about running up distance, just be on target.
To stop, try putting the clang drive on front, in the opposite direction (so it will be mirrored)....
Could do!
counter point, since both extend at the same time you dont need 2 timer blocks and can do it with 1
in fact you can do it with 1 on 4 if you keep one pair opposite state to the other
This is incredibly usefull tech for extremely heavy ships that barely can traverse the cosmos,altho as of current state the rotors get unhinged,easy fix is just to block the front with some blocks so the rotors stay in place as much as possible to prevent them from unplugging again,eitherway,great guide,will make sure ill use it on my next THICC BRICC spaceship project
I would guess the speed limit would have something to do with the speed that the merg block suck together. but I don't know either
Any guess is good unless a dev wants to tell us.
@@Zer0sLegion it's suprising how easy it is to get an answer from them, after the tropical planet mod queston was answered in the last dev stream.
Subgrids have a separate limit of 650m\s so what this clang drive is doing is somehow tricking the game that the main grid is a subgrid.
@@arkadiusznamys7193 I bet it's that then
@@arkadiusznamys7193 that makes sense concidering it's on a piston
Idea: You can use this too push ur enemy's ship's into astroids or the ground for sweet revenge or trolling, even better with the speed mod.
oh my goodness, i just came up with a brilliant idea, use a smaller clang drive for dodging. if you have multiple incoming missiles etc you press a button and woosh to the side.
perhaps someone already did it but cmon i'm happy i got an idea at all :P
You have created the Astral Oar. Welcome to your new era of cosmic piracy.
The merge drive speed caps out there due to the lack of continuity of the speed. It CAN go faster, you just have to increase the piston speed with mods. Outside of that possibility(as that’s the problem I have with my clang drives and cannons, until I install mods)
The acceleration, & velocity on the cubes are intense if you add extra force or air pressure.
"and thats the neat part, you dont" - thats a like right there
GJ, you just invented a space row-boat. Awesome. XD
Riding those space waves!
lmao the way you sneak in like button in mechanics is always genius, you win
😜
If you make 4 parts of them (you can make them in + shape) and 2 new parts will have pistons inversed before you start it then you will get more consistently speed increasing, as it will reduce delay by half. As for stop I think if 4 merge blocks make it max out, then place one and may be make piston move shorter and slower OR place it with some offset (fixed, not moved piston) and toggle merge blocks on when you want to decrease speed.
Very cool, was planning on upgrading my survival ship with more thrusters as its a little sluggish, guess this is what I am doing instead.
Kerbal space Program let's you reach faster than light speeds, enough to cross an entire planet clipping through it before crashing into it can even register.
This is gonna help me with my survival playthrough, I'd just have a merge drive and a bunch of thrusters for brakes, and I think i'll be golden
Even if you don't want to power ships using this it could potentially be a good E-stop for ships if you have it facing the opposite direction of your main thrusters, instead of smashing into an asteroid because you dont have good breaking thrust just use one push of this drive and if anything you should be shoved away from waht you where about to collide with.
This drive is relatively compact, and it wouldn't be difficult at all to make an omnidirectional version of this able to instantly accelerate it multiple directions
A clang cube if you will
The closing phrase, sounds like something that I need in my game.
i had bought SE a while ago but i only started properly playing 2 days ago, but i think id use clang drives as a sort of "afterburner" on ships, use them to get from point A-B where maneuverability isnt a factor, and if i get into a situation where i need better maneuverability and stability, just turn them off and use standard thrusters (such as landing, taking off, dog fighting, etc), and arnt clang drives more energy efficient? so faster speeds and longer range at the cost of maneuverability
yup just the power of the piston and merge blocks which arent as much as grav drives and as an example a small ion thruster would need almost 4000kW of power at full thrust to barely crawl. A Merge drive would use 4KW for the pistons and your ship would blast out of the area in a sec. dramatically more thrust for the power cost.
@@chaiboy854 yeaahhh i now have a much better grasp on why some servers ban clang drives. a bit of a shame though, to deny a gift from clang to their children
So on further testing of this, breaking with the clang drive is rather easy or at least slowing down and letting conventional thrusters do the rest, have the merge block group on the hotbar with on/off, once a cycle has completed switch the merge block to its opposite state and when it runs now it will begin breaking and reversing your ship, mixed with the timing block on off as as said thrusters you can drop your speed back to 0m/s quiet easily.
you can make a very big clang bomb with this and a rotor, piston and hinge- based clang drive.
just need to make the merge block portion bigger. and do NOT expect to have any control at all whatsoever.
Imagine you attach this to an enemy ship and kidnap it away from the enemy base or battle.
It's about as funny a thought as the warp drive dart.
Ooh! You can stop by having an opposite merge drive!!!
And if they run at the same time, the dual merge drives will center themselves and prevent movement on that particular axis-
With some maneuvering thrusters, you could reliably halt to a stop after the merge drive stops!
7:39 special relativity
"Who cares about stopping? I'm using this for cruise missiles."
i commend you for your enginuitive way of asking ppl to press the like button lol that made me laghf and think to myself .. this guy deserves a like for the way he presented that lmao
Did you put brakes on it? "BREIKS? WOTS THAT?
You probably converted the ships crew into extruded bio goo by accelerating that fast. Time to weaponize that drive
I love those troll logic in this game
FOOT ON THE GAS, BRAKES ARE FOR COWARDS, FULL SPEED AHEAD
GAS, GAS, GAS, I'M GONNA STEP ON THE GAS TONIGHT
Who else here watches stuff like this even though they’ve never played the game. I feel like this is like a tutorial but it’s just interesting to watch.
dammn, i really wanted to see him crash that sword into the moon.
8:05 what do you mean you don't stop?... looks like pretty effective and immediate stoppage right there.
Wait. Using this as a accelerator boost for the other drives should be useful. You can accelerate quickly than switch for the previous used method, making instant maximum speed possible, but also instant maximum acceleration.
the meme in the end really got me
i managed to make this and i use parachutes to slow down and land. and i use pistions to lift it off the ground to have a clear take off.
I may be late to the party, but I now have a viable method of movement for my Dreadnought. Subscribing because of this. You're a genius ya know that? 😊
Necron Tomb Ship with an inertia-less drive HERE I COME!!!
The kraken drive has returned in a new form
Something interesting would be having a couple of the merge engines stacked or whatever, seperated by a half a second or something, so its constanstant acceleration
"Ladies and Gentlemen, this is how I got into space!" ALL HAIL KLANG!
This looks more like swimming rather than flying
dude that like button analogy was smooth af
ikr, getting good at it.
I wouldn't want to challenge the clang again, but this drive is truly powerful.
You just need clangs blessing like I have.
You can see my relationship with clang on my channel :/
A part of me thinks that there's going to be some development, be it in the next 10 years, decades, centuries, or Millenia, that mirrors this from the game to real life. Some unknown 'trick' in physics that just causes seemingly impossible levels of acceleration.
As for why the magnets only seem to accelerate up to 660~m/s, my table-napkin theory is that this is the maximum acceleration that the magnets move an object to 'center' them for their coupling. It makes me wonder what would happen if you stretched the Merge drive to use connectors. Connector drive next Zer0? :D
Someone told me that 650m/s is the speed limit for subgrids so maybe it's that? Otherwise, I'm pretty sure the connector drive is slower.
Ahh you got me with that ending lol
Hmmmmm, this could actually work for a large grid shuttlecraft. Slap some wheels on the bottom of a vehicle with this thing, a couple dampening thrusters, and you have a REALLY easy planet to orbit vehicle
so its like a booster more then a constant engine. it gets you really fast for a short ammount of time. and has a "cool down" period before it can work again. thats really cool.
Yeah, every 4 seconds, it gives you 200m/s of speed in the direction you're facing.
I thank you for doing the thing at the end.
You're welcome
Row row row your ship. Quickly while we stream. Merrily merrily merrily merrily shooting our clang beam
The Spiffing Brit of space engineers
👀
So, am I safe in guessing, that because Keen will NEVER fix Klang, this absolute silliness will also NEVER get fixed?
They can't "fix" clang in the current iteration of the game so I see no reason why this would stop working in this iteration of the game.
What about AI missiles using klang drive for propulsion? Since stopping is not exactly something you have to worry about for missiles, I think it could be cool and useful.
Merge Drive is such a cool name. Sounds like something that uses quantum shit mixed with atomic fusion