Another way to configure the timer blocks is to set the starting one (which you trigger) with the first weapon you want to shoot once, followed by starting all the successive timers. The following timers will be set up only with their respective weapons to shoot once, and the time they wait increases between them so the second timer would be 20 ticks/ 1 sec, the third will be 40 ticks/ 2 sec, etc. The first timer will start them all at the same time. This might be useful to organize the setup actions, or if you expect the successive timers to get shot out and you want to protect the primary one (if one of the middle timers gets shot, it won’t break the chain) Though, after testing it on my potato computer, the timing can be inconsistent, maybe the game’s trying to run too many timers at once.
I'm trying to make a rotary railgun for a destroyer. I want to use sensors that will detect when the railgun is in position, turning off the others (or otherwise preventing them from firing) so only the one in position can fire, then rotating the rotor 90 degrees to put a fresh railgun in position.
I think you can use a few Action Blocks, maybe also a bunch of timer blocks, to trigger those actions in the setup. But I haven't played SE for so long, so I'm not really sure. Sry
I usually build a second hinge right next to it, add a small head, rotate it 90 degree and build of that (into the area of the primary hinge. Comes at the advantage of being able to use a projector to build the turret instead of having to build every turret by hand. When done just attach the turret and remove the temporary hinge.
@keithsimonh i hope so, not being able to drive while controlling a custom turret is annoying... while i could understand it as a tradeoff, its just annoying.
If I’m not mistaken you can set the 1st timer as action and not select any weapons in the custom turret. This way the AI will trigger the action and not the gun. You will need a camera on the turret for this to work though.
I personally use two hinges if I wanted to add a small grid hinge part to a large grid hinge *_and_* it's debatable faster than using this timer block method.
Could I suggest Whip's Weapon Salvo Script? (Under the assumption scripts are enabled, which would be necessary for precise timers anyway) It functions by allowing you to group weapons together (such as "Salvo Group Turret 1"), and from the custom data you can adjust the rate of fire as either: RPM (Rounds Per Minute) RPS (Rounds Per Second) or Game Ticks between shots This allows highly customisable fire rates and only takes a single block on the grid, rather than a timer block for every single barrel on your turret. I have used this myself to create a 6-barrel Assault-Cannon Ball turret and it has a high enough rate of fire to be used as Heavy AA against large fighters/bombers. I (personally, experience may vary) find this incredibly easy and intuitive to setup, just: 1) Group weapons with name "Salvo Group XXXXXX" 2) Go to script block and recompile to check for new groups 3) Go to script blocks custom data and adjust rate of fire for the group The biggest issue with this script (currently) is that it cannot work with railguns, because it works by turning the weapon off, which prevents the railgun from charging.
Check the HudDog script. It's meant for coaxial weapons though. It works with rails, and it actually aims every current gun individually, instead of general aiming the whole group.
is there a way to stagger them faster? i mean 1 shot per second is kinda slow... the only way ik is with sensors and then moving smth realy fast infront of the sensors
You know, I hate that precise timers has to be a script. I mean, we already have so many other things that use decimal points, so why can't we just have fractions of a second in basic space engineers?
I like stagger fire because it can make people panic when they are waiting for you to stop firing. But you dont stop firing
You’re the first person I watched play space engineers. I’m glad you’re still into it, thanks for all the inspiration.
loved this video! it helped a lot!
Another way to configure the timer blocks is to set the starting one (which you trigger) with the first weapon you want to shoot once, followed by starting all the successive timers. The following timers will be set up only with their respective weapons to shoot once, and the time they wait increases between them so the second timer would be 20 ticks/ 1 sec, the third will be 40 ticks/ 2 sec, etc. The first timer will start them all at the same time. This might be useful to organize the setup actions, or if you expect the successive timers to get shot out and you want to protect the primary one (if one of the middle timers gets shot, it won’t break the chain)
Though, after testing it on my potato computer, the timing can be inconsistent, maybe the game’s trying to run too many timers at once.
given it's a voxelized physics game with a programming layer sandwiched somewhere in the middle of the various engine layers, I'd agree
THANK YOU SO MUCH! its been so hard to find any information on how to do this right
How do I bind my shoot button on a normal ship to click?
Do you keep the rotor and hinge settings at there default setting or do you change any of those?
I'm trying to make a rotary railgun for a destroyer. I want to use sensors that will detect when the railgun is in position, turning off the others (or otherwise preventing them from firing) so only the one in position can fire, then rotating the rotor 90 degrees to put a fresh railgun in position.
I think you can use a few Action Blocks, maybe also a bunch of timer blocks, to trigger those actions in the setup. But I haven't played SE for so long, so I'm not really sure. Sry
That timer block trick is only necessary in atmosphere though right? Never had to do that in space, just attach
I usually build a second hinge right next to it, add a small head, rotate it 90 degree and build of that (into the area of the primary hinge.
Comes at the advantage of being able to use a projector to build the turret instead of having to build every turret by hand.
When done just attach the turret and remove the temporary hinge.
Whenever I make a custom turret with railguns for some reason they always immediately fire when starting to control the turret.
Does this work with auto turrets?
Will the AI targeting use the staggered fire or will it just fire all 4 normally?
it'll fire all 4 normally unfortunately.
@@tankroller1264 fair enough. thanks
@@tankroller1264 I forsee a Warfare 2.5 update.
@keithsimonh i hope so, not being able to drive while controlling a custom turret is annoying... while i could understand it as a tradeoff, its just annoying.
If I’m not mistaken you can set the 1st timer as action and not select any weapons in the custom turret. This way the AI will trigger the action and not the gun. You will need a camera on the turret for this to work though.
I personally use two hinges if I wanted to add a small grid hinge part to a large grid hinge *_and_* it's debatable faster than using this timer block method.
Could I suggest Whip's Weapon Salvo Script? (Under the assumption scripts are enabled, which would be necessary for precise timers anyway)
It functions by allowing you to group weapons together (such as "Salvo Group Turret 1"), and from the custom data you can adjust the rate of fire as either:
RPM (Rounds Per Minute)
RPS (Rounds Per Second)
or Game Ticks between shots
This allows highly customisable fire rates and only takes a single block on the grid, rather than a timer block for every single barrel on your turret.
I have used this myself to create a 6-barrel Assault-Cannon Ball turret and it has a high enough rate of fire to be used as Heavy AA against large fighters/bombers.
I (personally, experience may vary) find this incredibly easy and intuitive to setup, just:
1) Group weapons with name "Salvo Group XXXXXX"
2) Go to script block and recompile to check for new groups
3) Go to script blocks custom data and adjust rate of fire for the group
The biggest issue with this script (currently) is that it cannot work with railguns, because it works by turning the weapon off, which prevents the railgun from charging.
Check the HudDog script. It's meant for coaxial weapons though. It works with rails, and it actually aims every current gun individually, instead of general aiming the whole group.
is there a way to stagger them faster? i mean 1 shot per second is kinda slow...
the only way ik is with sensors and then moving smth realy fast infront of the sensors
You know, I hate that precise timers has to be a script. I mean, we already have so many other things that use decimal points, so why can't we just have fractions of a second in basic space engineers?
Way too complicated. There should be a vanilla option.
exactly, but I am here a year later searching for that same feature...
@@SpeedyGwen to no avail it seems...
Remove hinge part. Go into menu. Attach small head. Done. Idk why yall keep doing this insanity to make hybrids
Small large grid is what your talking about. This trick attaches a small grid hinge part to a large grid hinge
Not even watched it. That's not hard to do. Timers. Set your fire button as a timer then chain each railgun (and a timer per gun). Job done.
Cool story bro, I'm still not proud of you