@@BlackArmor718 it will divide timeline into sections and on PC you see on right side chapters from video. You can look at my video there where i use them: ruclips.net/video/xlI45IODpyA/видео.html I know you don't understand a word but it's showcase for that what it does.
@@BlackArmor718 Someone did it with a rotor, sensors and minimal ions. So he has a small “cage” of small blocks around a rotor, and a block on the rotor, then sets it so the block can “wobble” around in the “cage”. Sensors on different parts detect if the block “wobbles” forward or to the sides. Then just minimum ion engines in each direction. The ions slow it down enough to cause the block to move in a specific direction thanks to momentum or breaking momentum. The sensors pick it up and adjust the gravity drives or mass blocks appropriately. Then you go in that direction. So scriptless WASD gravity drive.
19:07 I was in a competition where you could not use a seat or turret. We had to fight each other with static weapons. This idea was my original plan but we did not have enough time to set it up.
That gives me an idea. Set up two mechs with swords and have them sword fight. The player controls the sword like a gyro turret using the mouse. The legwork is done by pressing 1 through 4 for directional walking.
@@skarson7930 You are correct about the hallway. I only use remote controls when I can’t fit a normal cockpit, or my cockpit area is on a subgrid and I want to control the main grid. I’m not sure if there’s much more to them than that. The projectors will get their own video
Very well presented. Your instruction is is easy enough to follow for new players and, judging by other comments here, interesting enough for veteran Space Engineers. Having trained Airmen for nearly two decades, I know that's a rare quality for someone that makes video instruction.
@@BlackArmor718 I was a Geospatial Intelligence Targeting Analyst; 9 years working cruise missiles (AGM-86C/D, AGM-129, and AGM-158) and 11 years with Remotely Piloted Aircraft (MQ-1B and MQ-9A). I trained Airmen on munitions effects assessment, deeply buried & hardened target defeat (bunkers), and collateral damage estimation and mitigation methodologies.
@@jeremyortiz2927 That sounds like some stellar work and fun stuff to talk about. I know I would look forward to those classes. I’m currently training on Hellfire employment methods.
Alright, so that last contraption gave me some goofy ideas for a combat ship. Just make the bridge look like a goofy disco room where everyone is just having a blast dancing to some music. But innocently they turn a entertainment cruiser/space yacht into a combat vessel.
I've been playing SE sinse early 2014, its a great game. I am really loving your tips and tricks, you learn new stuff everyday in SE and having others, like yourself, to point you towards ideas is what SE is all about. Thanks for your work and ideas.
Great tips. I like how you went back and recapped your older tips with updated information. You should ALWAYS do that when you have something to add. Also, if you throw a link on the screen, it's a great way to get people to watch your previous videos. Here are my additions. 1. Lighting: default white (255,255,255) RGB can be a little harsh. Using a shade of grey can soften the light. To get grey, just enter a lower value for the RGB with equal values like (200,200,200) or (125,125,15), etc. Then adjust the intensity to taste. 2. Your DDR foot controls are a great idea. Where that would really shine would be for pure elevator platforms, especially those that transfer crew/equipment from landed spaceship to a planetary surface. The distance isn't always the same. 3. The half-width staircases are great. But have to be perfectly aligned with gravity. If they are slightly rotated left or right the avatar might get hung up on them and not able to climb or descend. If you put them on a spaceship meant to get into natural gravity or dock with something else using a gravity generator with a field that spills into your grid, you will have issues. 4. Corner lights are also great for connecting stairs or any other blocks where a 90 degree attachment is desired. They are also vanilla.
Fantastic comment, I appreciate the feedback. Lighting values I didn't really touch on, I figured people would set what they like. What would you use to move the elevator platform that uses the foot controls? A piston? I tend to use the LCD because I like the build state better than the corner light
@@BlackArmor718 Jeez, what is it with YT and their trigger-happy censoring bots today?? Can't even string a few harmless words together without them immediately deleting the comment. Anyway, look up "RGB tungsten" and you'll find a whole list of codes for various light sources.
The dance pad is awesome. It makes me want to make a DJ function. Stepping on each sign to hear a different audio. And trying to mix them together. 😃 Imagine Dj face off contests in S.E.
I remove light groups from the toolbar config too. This can really clean up a control seat setup as well. Everything you wouldn’t add to a cockpit/control seat toolbar. Examples are cargo containers, lights, assemblers, refineries, and gyros. Mostly anything in a group, the individual items done need to be controlled. I also setup all my main controls in the remote control block and add the control shortcut to any seat blocks/cockpits I plan to use. This allows consistency in setups. It allows you to exit the remote to control odd things you don’t want constantly on your flight controls hot bar like projectors and things using rotors/pistons/hinges that can take up a whole toolbar.
- When I group lights and aren't going to control them individually anymore, I also hide them in the toolbar config. That way they aren't cluttering up your toolbar config menu with a bunch of lights that don't need to be there.I do the same for everything that only gets controlled as a group. - For lights and other groups, I also Name the groups "Lights - Ceiling" " "Lights - Entrance" "Drill - Head" "Drill - Pistons" etc. Its just a neat way to name groups so you always know what your looking at and they are Alphabetically sorted.
This is awesome, I just got my xbox updated after about a month of no internet and can't wait to get back into it with the ideas you just gave me. Thanks man great work and love the iron man robots, you could even make it so you can have one of those arms fallowing you for a cinematic like thing two. That's great
Your little swing arm at the very end with all the sensors, while I was playing on a playthrough here recently with nerfed jetpacks, I really wanted to build a "magic carpet" that was jetpack platform to get me up to build stuff. Basically used the exact same design you were showing there. It would be neat to see it actually built so there's an idea for some more content 😃
Awesome videos. Heres a thing I found with sensors: They cannot detect a subgrid of the grid they are attached to, you can take advantage of this "feature" when creating compact hangars or drone bays. Set up a sensor with an area that includes where your ship docks to the connector. When you lock your connector as far as the sensor is concerned the ship is no longer there. That way you can have automatic hangar doors close to the ship but still have them sensor controlled.
ah yes, using some parts for unintended stuff, like neon tubes as actual metal pipes, is quite the bread and butter of building sandbox games, like in GMod or Spore. truely nice to have some interesting eye candy through such ways. also the gyroscope stuff was quite impressive, think i should try making some tracking spotlights as well!
Haha, and here I thought I had changed my keybind for teleporting! "then you forget where they are" so you mean you don't just memorize exactly where every light is? Quick, where's light 42? Aw, too slow :). Great content as always! Oh that light panning is epic!
Nice. Could you make a video about ship/base systems and internals? How do you plan or design your builds? Do you work on the piping or the shell first?
Woooow I've never considered using sensors as a more organic control system, and the intro is ace. and the project spinning core and lights. So many idea :o
Something I've done to support stairs and give it the illusion of being supported is using railing parts. Specifically the angled railing. so, in your demonstration, you have the stairs off the wall, then below that you'd put a angle railing so that one end was at bottom of those stairs and the other against the wall. the next stairs will then connect
Okay, glad I wasn't the only one that got Glados vibes from the robot arms that tracked him... Slight modifications and maybe a sounds and you have a perfect copy for Glados.
@BlackArmor If Space Engineers was a more Popular game, I'm 100% sure you would get paid a metric ton of credits for what you're doing. You truly put the "Engineer" in Space Engineers, always a great inspiration. Keep up the great work, Greetings from Switzerland
Greetings Blood Angel and thank you kindly. I've been enjoying this game for a long time and it's fun to interact with the community. As much fun as it would be to do full time SE content, I like my day job too much
I have been playing for a short amount of time and wanted to have a few tips. So glad I found your videos! Placing a sensor infront and behind my doors was one of the first things I did, because I'm way to lazy to open them manually. And I felt really clever with that (I have about 12h in my current survival run, have my first mining ship and scout ship - so I'm quite a beginner). But watching your setup was amazing! I'll try the spotlights and maybe I'll build my only little R2D2 that'll follow me around (if that's even possible)
@@BlackArmor718 I thought the same. But its worth it just for the 1/2 corridors. It's basically an L shaped block that is super usefull for plugging up holes. I've always wanted a walkway with another panel to the side instead of a 1/2height "rail" and the corridor is basically that.
For places you want to still use the Corner LCD to glue parts together, try using the Corner Light instead. It looks about the same in the first build state and only costs 25 PCU.
Stuff we already might know about but never think to put to use haha. I made 'homing' missiles using 4 sensors in a quadrant type system and gyros, basically like your spot light. Never thought beyond to use for non weapon stuff. Good stuff and inspiration for us.
@@BlackArmor718 yup 200 meters is too short in space, but it was a fun exercise in making such a thing after watching an old video of the gyro/sensor concept shown by LSG I think. On ground, 200 meters can seem distant enough for triggering stuff
The lighting thing is awsome. Just found you and subscribed because of it. Just wish I could figure out those awsome lights. My personal play thru is really dark and having my lights follow me around while working would be nice.
Note on the PCU cost for LCDs. AFAIK a functional block will only consume it’s full PCU value if it’s completely constructed, so if you grind it below function to any frame it’ll act like a non-functional block and only consume 1 PCU.
The dark neon tubes is a great idea. I'll have to use them. I tend to bright neon tubes instead of lights for two reasons. First the PCU value and second because they don't clutter up my terminal.
A hot tip about light management, or management of any kind in the K menu. Don't name things "ceiling lights" That gets messy fast. Instead make use of the alphabetical order "Lights - [room] - Ceiling". If you name everything like this your K menu will be incredibly easy to navigate and use.
No way bro - you got me to think about these sensors - i can make a ship with these sensors and make it ready, when i come closer - it's awesome Or i can make something like alien Tech - i can make a building, which will open if see creator around n-meters of building - it's awesome Make more tutorials - it's awesome!
The sensor tracking works better if you let it command the rotor instead of a gyro. The gyro also adds alot of weight making it nose heavy. If you use the center of mass function in the info tab and balance everything so that it is directly into the hinge or the centerline of the rotor. It can be very quick (no centrifugale force to start or stop). It even can track small ships and engage it without scripts As long it is balanced Bit Bever thought it could be done with gyros looks alot smoother then using rotors
in the early days of Space Engineers, I used a similar concept of the sensors to build a scriptless. homing missile that would constantly follow a ship
That's so nice. For beginners, aswell as experienced... after a little more than 1000 hours in game I feel very inspired. If I want a tutorial I'd still check Splitsie, but I'll always check your chanel for inspiration. Massive thanks!! you're bringing back the curiosity and fun to the game. Well... now excuse me. Have to get that follow-light into my yard😍 ...wonder if one could implement that to a drone...🤔 ...I'll let u know😅
Woa, that following light sounds too cool not to try :) Would be fun to have like a comunnity tab or discord or something for us to submit any ideas for videos like this.
@@BlackArmor718 so start from fresh, show us your progress as you build, that way we can see your thought process, how you create some of the amazing things you do. But you can also get the audience involved, for example asking what you should build next
@@BlackArmor718 you could do a story driven machinima like Red vs. Blue featuring some of your incredible builds. Maybe a Mechwarrior type universe. SE can be a very beautiful and atmospheric game but unfortunately it feels so static. The things you build look and move almost organically and really do breathe life into it. They really get the imagination going.
@@RemedyDoesGaming I have done a build process before and it ended up as a beast of a video even at 5x speed: ruclips.net/video/P8u2TGX4d-A/видео.html&t. I would like to take another stab at it in a slightly different way with a bunch of different versions of the build as it evolved. I cannot really do outside suggestions because what I build now takes weeks of commitment and the motivation won't be there unless It comes from my own interest.
you are definitely next level. For the life of me I cant quite figure out the lighting gyro/sensor thing. Are you using yaw adjustments? rotor? about how far are your sensors.
@@greygoat1966 That means your gyros are going the wrong way. I placed my gyros so that I can change the pitch only and it will do what I want. The sensors are set up to just look at their respective sides except the one that locks the hinge when it sees a player, that one looks directly where the lights hit
I’m sure it’s incredibly obvious, but I don’t recognise the mech’s in the demonstration area, might I ask where they’re from? Even more good tips this time, can’t see why you come up with next!
3:23 No. Don't put them in a group called "ceiling lights" because when you have "hangar lights" and "exterior lights", you have to look through your whole group list to find them. To make it easier, name them "Lights: Ceiling," "Lights: Hangar," and "Lights: Exterior" so they're all grouped together in the L section. The same applies for turrets. Do "Turrets: Gatling" or "Turrets: Missile" to keep them together
At 14:14 I wonder if this can be expanded on further in regards to fighting vessels. Say a modded static mounted weapon on a gyro based turret controlled by a co-ordinate system created by a passive radar script? Thus eliminating the need for a middleman script to control individual rotors, etc? As this would be a server friendlier experience and could work on space warfare
You made a Realy good Tips Series and i took a lot of it into my own SE World or Planned to used it ^^ but sadly i´m not an expert in SE so i struggle to build the Gyro+Sensors combi by myself :( and i can´t find any information to do it, so i ask you if you can make a quick tutorial about it or somethink else... it´s would help me a lot so thank you or someone else who can help me here out ^^
I wonder if you could use the "I see you" system to make tracking solar panels, if you replaced "see player" with like energy gained by solar panels or something
Any workshop links? I would definitely use that work light or a moving platform for building. Would be cool if anyone had a drone with light following u like that.
@@BlackArmor718 I mean simple explanation on how you made that light follow you. I will give it a try but I always play high af so it's gonna take me some time trying to figure out settings for sensors and gyros
Timestamps:
Edits: 0:40
Light Management: 2:49
Multiple Hinge Connections: 5:41
Neon Scaffolding: 7:26
Catwalk Connection: 10:31
Sensor+Gyro Animation 13:05
Next time if you put these timestamps in descriptions it will make chapters of videos. Just needed one more and thats 00:00 intro to start it working.
@@JednoOkyAgresor What do the chapters do?
@@BlackArmor718 it will divide timeline into sections and on PC you see on right side chapters from video. You can look at my video there where i use them: ruclips.net/video/xlI45IODpyA/видео.html
I know you don't understand a word but it's showcase for that what it does.
@@JednoOkyAgresor Oh wow that is a great feature! I'll put it in right away. Thanks!
@@BlackArmor718 glad i helped. 😊
+1 for Space Engineers Dance Dance Revolution.
Lol that was what came to mind
it reminds me of that one platform in Mario 64
Time to build a ship with a gravity drive controlled by a dance pad.
Nice!
@@BlackArmor718 Someone did it with a rotor, sensors and minimal ions. So he has a small “cage” of small blocks around a rotor, and a block on the rotor, then sets it so the block can “wobble” around in the “cage”. Sensors on different parts detect if the block “wobbles” forward or to the sides. Then just minimum ion engines in each direction. The ions slow it down enough to cause the block to move in a specific direction thanks to momentum or breaking momentum. The sensors pick it up and adjust the gravity drives or mass blocks appropriately. Then you go in that direction. So scriptless WASD gravity drive.
this fuckin intro is absolutley glorius ive watched it 5 times
:) that's only 146 less times than I have
hell yeah it is
Awesome intro indeed. impressive!
The sensor trick is absolutely brilliant
some of the tips in this video. they radically change the game for me.
Love to hear it!
That alien space station kinda thing was the coolest build I've seen in space engineers so far!
Thank you
19:07 I was in a competition where you could not use a seat or turret. We had to fight each other with static weapons. This idea was my original plan but we did not have enough time to set it up.
That gives me an idea. Set up two mechs with swords and have them sword fight. The player controls the sword like a gyro turret using the mouse. The legwork is done by pressing 1 through 4 for directional walking.
that light and sensor trick is amazing... so many uses... thank u man...
Holy shit dude that room is totally next level. Your creativity is amazing. And creativity is intelligence having fun.
Thank you kindly
Is the hallway of that room a combo of large and small grids ? Man I would love to see a vid on how you use remote control blocks and projectors
@@skarson7930 You are correct about the hallway. I only use remote controls when I can’t fit a normal cockpit, or my cockpit area is on a subgrid and I want to control the main grid. I’m not sure if there’s much more to them than that. The projectors will get their own video
Very well presented. Your instruction is is easy enough to follow for new players and, judging by other comments here, interesting enough for veteran Space Engineers. Having trained Airmen for nearly two decades, I know that's a rare quality for someone that makes video instruction.
That's encouraging, what is the nature of your training?
@@BlackArmor718 I was a Geospatial Intelligence Targeting Analyst; 9 years working cruise missiles (AGM-86C/D, AGM-129, and AGM-158) and 11 years with Remotely Piloted Aircraft (MQ-1B and MQ-9A). I trained Airmen on munitions effects assessment, deeply buried & hardened target defeat (bunkers), and collateral damage estimation and mitigation methodologies.
@@jeremyortiz2927 That sounds like some stellar work and fun stuff to talk about. I know I would look forward to those classes. I’m currently training on Hellfire employment methods.
If the devs did more grated parts like a half grated plate. We could mix the stairs with it.
Alright, so that last contraption gave me some goofy ideas for a combat ship. Just make the bridge look like a goofy disco room where everyone is just having a blast dancing to some music. But innocently they turn a entertainment cruiser/space yacht into a combat vessel.
I've been playing SE sinse early 2014, its a great game.
I am really loving your tips and tricks, you learn new stuff everyday in SE and having others, like yourself, to point you towards ideas is what SE is all about.
Thanks for your work and ideas.
SL good to hear it
Over 2200 hours in the game and still learning some great tips, thanks to you!
Love hearing this, thanks!
Great tips. I like how you went back and recapped your older tips with updated information. You should ALWAYS do that when you have something to add. Also, if you throw a link on the screen, it's a great way to get people to watch your previous videos. Here are my additions.
1. Lighting: default white (255,255,255) RGB can be a little harsh. Using a shade of grey can soften the light. To get grey, just enter a lower value for the RGB with equal values like (200,200,200) or (125,125,15), etc. Then adjust the intensity to taste.
2. Your DDR foot controls are a great idea. Where that would really shine would be for pure elevator platforms, especially those that transfer crew/equipment from landed spaceship to a planetary surface. The distance isn't always the same.
3. The half-width staircases are great. But have to be perfectly aligned with gravity. If they are slightly rotated left or right the avatar might get hung up on them and not able to climb or descend. If you put them on a spaceship meant to get into natural gravity or dock with something else using a gravity generator with a field that spills into your grid, you will have issues.
4. Corner lights are also great for connecting stairs or any other blocks where a 90 degree attachment is desired. They are also vanilla.
Fantastic comment, I appreciate the feedback. Lighting values I didn't really touch on, I figured people would set what they like. What would you use to move the elevator platform that uses the foot controls? A piston? I tend to use the LCD because I like the build state better than the corner light
@@BlackArmor718 Jeez, what is it with YT and their trigger-happy censoring bots today?? Can't even string a few harmless words together without them immediately deleting the comment. Anyway, look up "RGB tungsten" and you'll find a whole list of codes for various light sources.
@@Anvilshock Thanks
I can comfortably say this is one of the best compilation of tips ive seen
That encouraging because I'm more excited about the next vids than I was for this one
The dance pad is awesome. It makes me want to make a DJ function. Stepping on each sign to hear a different audio. And trying to mix them together. 😃 Imagine Dj face off contests in S.E.
I knew this was coming haha
I remove light groups from the toolbar config too. This can really clean up a control seat setup as well. Everything you wouldn’t add to a cockpit/control seat toolbar. Examples are cargo containers, lights, assemblers, refineries, and gyros. Mostly anything in a group, the individual items done need to be controlled. I also setup all my main controls in the remote control block and add the control shortcut to any seat blocks/cockpits I plan to use. This allows consistency in setups. It allows you to exit the remote to control odd things you don’t want constantly on your flight controls hot bar like projectors and things using rotors/pistons/hinges that can take up a whole toolbar.
- When I group lights and aren't going to control them individually anymore, I also hide them in the toolbar config. That way they aren't cluttering up your toolbar config menu with a bunch of lights that don't need to be there.I do the same for everything that only gets controlled as a group.
- For lights and other groups, I also Name the groups "Lights - Ceiling" " "Lights - Entrance" "Drill - Head" "Drill - Pistons" etc. Its just a neat way to name groups so you always know what your looking at and they are Alphabetically sorted.
Good call Jarryd
Ive got well over a thousand hours into this game and yet i keep learning so much from these videos! also that intro is incredibly cool
Love hearing this Lenshibo
This is awesome, I just got my xbox updated after about a month of no internet and can't wait to get back into it with the ideas you just gave me. Thanks man great work and love the iron man robots, you could even make it so you can have one of those arms fallowing you for a cinematic like thing two. That's great
Dude. I'm only on episode 2 and you're absolutely blowing my mind with these genius ideas
Glad to hear it dude
Your little swing arm at the very end with all the sensors, while I was playing on a playthrough here recently with nerfed jetpacks, I really wanted to build a "magic carpet" that was jetpack platform to get me up to build stuff. Basically used the exact same design you were showing there.
It would be neat to see it actually built so there's an idea for some more content 😃
All of these seem wonderful but, I think, the catwalk w half stairs is fantastic!
Thanks Matthew
Awesome videos. Heres a thing I found with sensors: They cannot detect a subgrid of the grid they are attached to, you can take advantage of this "feature" when creating compact hangars or drone bays. Set up a sensor with an area that includes where your ship docks to the connector. When you lock your connector as far as the sensor is concerned the ship is no longer there. That way you can have automatic hangar doors close to the ship but still have them sensor controlled.
That's clever. I'm pretty sure detecting subgrids is a toggle on sensors though
Dude, you are an absolute genius when it comes to SE! I'm thinking of getting back into SE now. Thanks!
ah yes, using some parts for unintended stuff, like neon tubes as actual metal pipes, is quite the bread and butter of building sandbox games, like in GMod or Spore. truely nice to have some interesting eye candy through such ways.
also the gyroscope stuff was quite impressive, think i should try making some tracking spotlights as well!
Those neon tubes as suspension is genius
There is a 'Renamer' mod that is a life saver for me when it comes to things like placing a dozen lights and renaming them all at the same time.
Haha, and here I thought I had changed my keybind for teleporting! "then you forget where they are" so you mean you don't just memorize exactly where every light is? Quick, where's light 42? Aw, too slow :). Great content as always! Oh that light panning is epic!
Good I was hoping the light part was sufficiently different enough from the last video to be worth including
those gyro+sensor auto rotation is awesome dude, It can work pretty well for surveillance cameras
Good point!
more people need to see your videos!!! this helps so much
Lol, it’s out of my control now
ye i know.. keep it up though I'm excited for the next video :)
You made Your own version of GLADOS. It's no wonder it's creepy to you. IT wants to kill you.
Nice. Could you make a video about ship/base systems and internals?
How do you plan or design your builds? Do you work on the piping or the shell first?
I am a shell builder always. If I have to make minor changes to fit some internals then so be it, but that doesn't happen often
That intro is hella awesome
Woooow I've never considered using sensors as a more organic control system,
and the intro is ace.
and the project spinning core and lights.
So many idea :o
More Space Engineers goodness, thanks for sharing
Something I've done to support stairs and give it the illusion of being supported is using railing parts. Specifically the angled railing. so, in your demonstration, you have the stairs off the wall, then below that you'd put a angle railing so that one end was at bottom of those stairs and the other against the wall. the next stairs will then connect
That's a good way to do it as well
I’ve watched some of your videos and can’t thank you enough! Some great ideas as always! Keep them coming!
No prob Myomoto
Definitely will try making something using gyros-sensors combo
Last one is amazing
Okay, glad I wasn't the only one that got Glados vibes from the robot arms that tracked him... Slight modifications and maybe a sounds and you have a perfect copy for Glados.
great idea for the Neon Scaffold, will def use it in my builds, great video as always bud, keep them coming, enjoying them alot..... :)
Thanks bud
Seriously you are legendary. You have the best and craziest builds😄
Thanks kubel
incredible vid, the stuff you show is actually helpful and beneficial for building
That is what I want to hear!
Your channel is insane thanks, also gyro+sensor robot arms idea gives huge Glados feeling :D
Thanks Noblenoob
@BlackArmor
If Space Engineers was a more Popular game, I'm 100% sure you would get paid a metric ton of credits for what you're doing. You truly put the "Engineer" in Space Engineers, always a great inspiration. Keep up the great work, Greetings from Switzerland
Greetings Blood Angel and thank you kindly. I've been enjoying this game for a long time and it's fun to interact with the community. As much fun as it would be to do full time SE content, I like my day job too much
@@BlackArmor718 living the dream I see :D
I have been playing for a short amount of time and wanted to have a few tips. So glad I found your videos! Placing a sensor infront and behind my doors was one of the first things I did, because I'm way to lazy to open them manually. And I felt really clever with that (I have about 12h in my current survival run, have my first mining ship and scout ship - so I'm quite a beginner). But watching your setup was amazing! I'll try the spotlights and maybe I'll build my only little R2D2 that'll follow me around (if that's even possible)
I think that could work with the R2D2, good luck!
Nice intro! RUclips was damn right recommending that video to me!
Thanks Jaru
"words are hard sometimes" LOL! XD I know EXACTLY what you mean!
Sometimes should be most of the time actually lol
The new low cover wall works great as the platform for beside the half stairs, and looks more natural than the railing.
I haven't had a need for the new dlc yet but when it comes time to buy Ill check that out
@@BlackArmor718 I thought the same. But its worth it just for the 1/2 corridors. It's basically an L shaped block that is super usefull for plugging up holes.
I've always wanted a walkway with another panel to the side instead of a 1/2height "rail" and the corridor is basically that.
Yo that intro is wicked
The catwalk stairs trick changed my life.
Really, you going to be using that one in a project?
@@BlackArmor718 that and the hang off the wall aesthetic no longer will catwalks be boring!
@@shouldb.studying4670 true that
Attach one of your 'neon light/tube' struts to the rail on your half-catwalk. Fills in the gap pretty well.
That's worth a try thanks
you save my life wih the light management, hangar doors im coming
I never knew about the tic marks on the hinges. Thanks
Great stuff in this series! Thanks for sharing.
For places you want to still use the Corner LCD to glue parts together, try using the Corner Light instead. It looks about the same in the first build state and only costs 25 PCU.
Stuff we already might know about but never think to put to use haha. I made 'homing' missiles using 4 sensors in a quadrant type system and gyros, basically like your spot light. Never thought beyond to use for non weapon stuff. Good stuff and inspiration for us.
Shame the sensor range is so small, I image the homing missile had to be pretty accurate to begin with to get close enough for the gyros to kick in
@@BlackArmor718 yup 200 meters is too short in space, but it was a fun exercise in making such a thing after watching an old video of the gyro/sensor concept shown by LSG I think. On ground, 200 meters can seem distant enough for triggering stuff
@@Slovflyer pretty sure sensors only go out to 50 unless you had a mod
@@BlackArmor718 Maybe I'm confusing things, might be 50 meters, I don't use any mods for it.
Just found your channel. Your creativity is insane, I get so many ideas from your videos! Thanks a lot, time to build some crazy stuff :)
Cool man! Again, nice tips and tricks! Thanks for sharing!! :)
Always amazing content!
oh my god your base!! I gotta play right now and up my game!!
Could you please explain the design of the sensor and gyro headlight on 14:02 in a little more detail? ^^
Probably look on the steam workshop, i'd guess
The lighting thing is awsome. Just found you and subscribed because of it. Just wish I could figure out those awsome lights. My personal play thru is really dark and having my lights follow me around while working would be nice.
Note on the PCU cost for LCDs. AFAIK a functional block will only consume it’s full PCU value if it’s completely constructed, so if you grind it below function to any frame it’ll act like a non-functional block and only consume 1 PCU.
The dark neon tubes is a great idea. I'll have to use them. I tend to bright neon tubes instead of lights for two reasons. First the PCU value and second because they don't clutter up my terminal.
Good call
A hot tip about light management, or management of any kind in the K menu.
Don't name things "ceiling lights" That gets messy fast. Instead make use of the alphabetical order "Lights - [room] - Ceiling". If you name everything like this your K menu will be incredibly easy to navigate and use.
Solid advice
No way bro - you got me to think about these sensors - i can make a ship with these sensors and make it ready, when i come closer - it's awesome
Or i can make something like alien Tech - i can make a building, which will open if see creator around n-meters of building - it's awesome
Make more tutorials - it's awesome!
Great ideas, I hope you follow through
The sensor tracking works better if you let it command the rotor instead of a gyro. The gyro also adds alot of weight making it nose heavy. If you use the center of mass function in the info tab and balance everything so that it is directly into the hinge or the centerline of the rotor. It can be very quick (no centrifugale force to start or stop). It even can track small ships and engage it without scripts
As long it is balanced
Bit Bever thought it could be done with gyros looks alot smoother then using rotors
in the early days of Space Engineers, I used a similar concept of the sensors to build a scriptless. homing missile that would constantly follow a ship
12:35, Hooray for the new armor panels, am I right? :D
fun fact. , . move left and right through tool bars
That's so nice. For beginners, aswell as experienced... after a little more than 1000 hours in game I feel very inspired. If I want a tutorial I'd still check Splitsie, but I'll always check your chanel for inspiration. Massive thanks!! you're bringing back the curiosity and fun to the game. Well... now excuse me. Have to get that follow-light into my yard😍 ...wonder if one could implement that to a drone...🤔
...I'll let u know😅
I would watch a Splitsie tutorial too, he's more fun to listen to and has one for almost everything.
Have you tried the sensor system for a helper drone? Like maybe one that follows you for extra cargo space and such?
I have previously but not for a while. Could think of a few versions of those
Yay! more voice videos from the "not singer" guy! :p
Woa, that following light sounds too cool not to try :)
Would be fun to have like a comunnity tab or discord or something for us to submit any ideas for videos like this.
Great Vid man!
Thanks man
Ooookaaay, that's a clever intro. :)
And again great stuff
Awesome, thx !
I've used your sensor and gyro tip for a tracking spotlight on a bunker ! It's awesome !
Here is a link to the blueprint if you are curious : spaceengineers.mod.io/pandaemonium-bunker
I'd love to see you do a lets play!
I’m not familiar with those, is it pretty much just a camera going while I build?
@@BlackArmor718 so start from fresh, show us your progress as you build, that way we can see your thought process, how you create some of the amazing things you do. But you can also get the audience involved, for example asking what you should build next
@@BlackArmor718 it’s just a suggestion and something I’m sure a lot of us would enjoy. Anyway keep ip the amazing work, we all love your content
@@BlackArmor718 you could do a story driven machinima like Red vs. Blue featuring some of your incredible builds. Maybe a Mechwarrior type universe. SE can be a very beautiful and atmospheric game but unfortunately it feels so static. The things you build look and move almost organically and really do breathe life into it. They really get the imagination going.
@@RemedyDoesGaming I have done a build process before and it ended up as a beast of a video even at 5x speed: ruclips.net/video/P8u2TGX4d-A/видео.html&t.
I would like to take another stab at it in a slightly different way with a bunch of different versions of the build as it evolved. I cannot really do outside suggestions because what I build now takes weeks of commitment and the motivation won't be there unless It comes from my own interest.
Amzing stuff really, i'm learning a lot of stuff thanks!
I'm glad to hear it!
Please could you make a build tutorial on those security lights with Gyro's
Sounds like something I could have some time for. I've been busy lately.
Used the gyro sensors to build canons on my ship. They do an ok job, firing is done on player control though
you are definitely next level. For the life of me I cant quite figure out the lighting gyro/sensor thing. Are you using yaw adjustments? rotor? about how far are your sensors.
You are talking specifically about the one with the light?
@@BlackArmor718 Yes sir I am. I messed with it for an hour and I was not sure what to do, it keeps doing the opposite of what I am expecting.
@@greygoat1966 That means your gyros are going the wrong way. I placed my gyros so that I can change the pitch only and it will do what I want. The sensors are set up to just look at their respective sides except the one that locks the hinge when it sees a player, that one looks directly where the lights hit
Just saw some of your work on reddit! Didn't realize you had a Channel too! Here have a follow 💪
Yes! Welcome
Being able to place more than one block in the same location would solve a lot of building design issues.
It would but it's not gunna happen
I’m sure it’s incredibly obvious, but I don’t recognise the mech’s in the demonstration area, might I ask where they’re from? Even more good tips this time, can’t see why you come up with next!
Right here: steamcommunity.com/sharedfiles/filedetails/?id=1369764850
3:23 No. Don't put them in a group called "ceiling lights" because when you have "hangar lights" and "exterior lights", you have to look through your whole group list to find them. To make it easier, name them "Lights: Ceiling," "Lights: Hangar," and "Lights: Exterior" so they're all grouped together in the L section.
The same applies for turrets. Do "Turrets: Gatling" or "Turrets: Missile" to keep them together
That’s valid
A DDR controlled ship... That sounds absurdly complex and exceptionally silly.... Somebody give W4stedspace this idea! He'd totally do it!
(3 years later) The custom turret controller can be used for a bunch of these functions now.
14:47 is a prison spotlight
Thx for cool videos!!
Incredible
At 14:14 I wonder if this can be expanded on further in regards to fighting vessels. Say a modded static mounted weapon on a gyro based turret controlled by a co-ordinate system created by a passive radar script? Thus eliminating the need for a middleman script to control individual rotors, etc? As this would be a server friendlier experience and could work on space warfare
It sounds like you are ready for implementation
Time to hook up the broadside cannons to a DDR mat.
You made a Realy good Tips Series and i took a lot of it into my own SE World or Planned to used it ^^ but sadly i´m not an expert in SE so i struggle to build the Gyro+Sensors combi by myself :( and i can´t find any information to do it, so i ask you if you can make a quick tutorial about it or somethink else... it´s would help me a lot so thank you or someone else who can help me here out ^^
I wonder if you could use the "I see you" system to make tracking solar panels, if you replaced "see player" with like energy gained by solar panels or something
Any workshop links? I would definitely use that work light or a moving platform for building. Would be cool if anyone had a drone with light following u like that.
The only thing I didn't build for the video were the mechs, if you want those
@@BlackArmor718 I mean simple explanation on how you made that light follow you. I will give it a try but I always play high af so it's gonna take me some time trying to figure out settings for sensors and gyros