previous ded: The thread is dedicated to all games about building machines and systems out of blocks, in space or otherwise:
Corneroids, Space Engineers, Starmade, Avorion, From the Depths, Factorio, REM, Robocraft, Machinecraft, Garry's Mod, Homebrew, Besiege, Infinifactory, Scrap Mechanic, GearBlocks, and anything else welcome. Also, all these games are ded. Only ded games may join, otherwise they must have their own thread.
WebM for retards: >gitgud.io/nixx/WebMConverter.git
Space Engineers: >spaceengineersgame.com >SpEngies for retards: i.imgur.com/IZekrGe
How large are you planning on making the gun(s)? Like, if you put them in a big box how large would the box have to be?
Hudson Johnson
rate my factory
Kevin Reed
I have absolutely no idea, I don't even know what I'm making this boat for. I have this much space.
Joshua Sullivan
Do You Think There Could Be Life In The Atmosphere Of A Carbon Star
Anthony Myers
What's the actual point of a motor driven barrel if it's on a turret anyway?
Elijah Roberts
it's so you can build turret-less guns that can aim
Nicholas Baker
Of course, it's full of carbon based lifeforms.
Samuel Martin
Looks like you've got a modest amount of space set aside. Both a CRAM or an APS could work, I'd recommend a CRAM with a 3-5-5-5-3 "plus" shape profile under the deck. _XXX_ XXXXX XXXXX XXXXX _XXX_ That'll turn freely in the space you have available. A 3x3 neck can turn in a 3x3 hole, and then you can jam whatever you please abovedeck.
No. Carbon plasma is in the core. Stars are way too hot to harbor life - the temperatures would simply rip any potential organic molecules apart. Even compounds with deuterium instead of protium.
Brayden Bennett
What happened to /kspg/?
Ryan Powell
Reasons: scat snek, cat cock, scam spic
Owen Martinez
Ok so I don't really need it on a turret then?
I'm a bit confused on how to set up autoloaders and ammo boxes, do I need a separate ammo box for each autoloader and vice versa? I'm not sure how to put more than two pellet types into the ammo.
Oliver Edwards
spaghetti/10
Elijah Bennett
Is it relatively simple to automate a 90 degree rotation coupled with merge blocks and connectors in spess?
Juan Reed
delete this it triggers me
Alexander Rodriguez
>Ok so I don't really need it on a turret then? If you don't mind having a 90 degree aiming field in the direction of a gun, sure. However, in a boat, it's better to have it in a turret.
Jason Gonzalez
>I'm a bit confused on how to set up autoloaders and ammo boxes, do I need a separate ammo box for each autoloader and vice versa? The opposite is preferable, actually. Each autoloader can connect to up to three pellets/ammo boxes (when you're placing it, three of the sides will be "out arrows", those are the sides that can connect) and each ammo box / pellet can connect to any number of autoloaders. The system doesn't count number of boxes/pellets, just the number of connections.
>I'm not sure how to put more than two pellet types into the ammo. Just have multiple pellet types. Doesn't even have to be connected to the same autoloader.
Leo Diaz
No I meant I don't need the motor barrel if I have a turret anyway, not the other way around.
I'm even more confused now, Jesus Christ.
Juan Parker
Can probably do it with timer blocks and buttons/sensors, no programming. But my money is on rotors immediately exploding because game thinks -90 degree to 0 degree means something other than you think it means. Might be 0 to 90 is what you want, but game wont tell you that and CLANGCLANGCLANG
Jace Barnes
Of course, any prototyping is done with a whole lot of ctrl+b in creative mode.
Jason Wright
ah, then yeah, you don't need it. I only use elevation, normal and recoil barrels in my turrets
Leo Walker
These setups both have four connections. Thus, both give the same effect.
Isaiah Kelly
This may be a hell of a spaghetti factory, but it looks absolutely comfy.
Alexander Miller
...
Ethan Powell
>Building ship in spengies >Accidentally knock the landing gear loose >Ship spins off into orbit at a leisurely 50m/s without any slowdown or inbuilt thrust
For fuck's sake
Brandon Wilson
>CRAM autoloaders don't connect to each other like AdCannons' Life isn't fair.
Daniel Walker
But where do I put the ammo box?
Also can I just put the pellets in a row without the second connection to the autoloader?
Michael Bell
>stealing the A S S T A S T I C ship and their TBM >attaching thrusters to the station then riding it out of bounds
Anthony Cook
I want to go through this base with a flamethrower
Easton Jackson
You're a fucking retard.
Ammo box can go wherever a pellet goes, same mechanics.
Connect autoloader to pellet/ammo. Pellet/pellet is gay and wrong and god hates you for even proposing the idea.
CONNECTIONS matter, not individual blocks. Putting things not next to each other is waste. Put autoloader to pellet/ammo.
Jose Wood
>CRAM autoloaders don't explode into a supernova that destroys half of your ship when accosted with harsh words
Life isn't fair.
Alexander Campbell
>You're a fucking retard I know :(
>Ammo box can go wherever a pellet goes, same mechanics. If I have multiple pellets and multiple ammo boxes, will all ammo boxes be filled with the same pellet combination? For example if I have one ammo box with an autoloader and two blue pellets, and one ammo box with an autoloader and two red pellets, will the end result be ammo with two blue and two red?
Angel Mitchell
Where the fuck did you get the idea that pellets are fed to ammo boxes?
The pellet mix is a property of the gun, not of the ammo boxes. If you have two autoloader-blue connections and two autoloader-red connections you'll have a shell that's half HE and half AP.
Cooper Green
ammo boxes and pellets are two different things. ammo boxes are how much shit you can shoot. pellets are what kind of shit you're going to shoot
Isaiah Gomez
>Where the fuck did you get the idea that pellets are fed to ammo boxes? I...don't know.
So it doesn't matter that they're on separate autoloaders?
Jacob Cook
>So it doesn't matter that they're on separate autoloaders? Niet.
Adam Sullivan
Clang is a harsh mistress. Our only hope is that it might ignore us sometimes.
Jaxon Lopez
Ok, so one more question: how many of each pellet do I really need, considering the size constraints?
Carter Phillips
Hardener - depending on required AP value. HE - more = better; more damage, bigger blast radius Frag - again, as much as you can cram hue in; increases shrapnel count (up to a limit) and it's damage EMP - more = better
So, all in all, add enough ammo boxes, raise AP to required value, if needed at all, and fill the rest with pellets of your choosing.
Anthony Campbell
>Timer blocks still don't function like timer blocks with proper delay and just auto shits out every single command jesus christ it's been what, two years?
Asher Adams
user, you can use a sequence of timers to set up the desired delay between commands.
Aiden Gonzalez
Yes, but that kind of defeats the purpose as you may as well just use programming blocks and forego the entire fucking clustershit.
Charles Gray
More is always better.
Each ammo box recovers 1 ammo per second. The CRAM cannon displays the ammo cost of the shot (which is purely a function of gauge) and the reload time. Ammo cost per shot divided by reload time equals needed number of ammo boxes to sustain fire. Of course, each ammo box you connect to an autoloader decreases reload time, so if you're blazing away as fast as possible this'll be a moving target. Setting a minimum packing time can be a VERY good thing since it both simplifies this and makes each shot more powerful which makes up for the slower rate of fire.
Once you have enough ammo to sustain your desired rate of fire, the rest should be pellets in whatever mix you feel like.
Evan Reed
...
Gavin Rivera
So, do connectors not cause clang any more? I just tried merging a 30rpm rotating rotor connector to a stationary one and it didn't even get damaged.
Logan Morgan
Do you want CLANG? Because coming here saying that something doesn't CLANG anymore will give you CLANG
Carter Kelly
...
Cooper Baker
>Setting a minimum packing time can be a VERY good thing since it both simplifies this and makes each shot more powerful which makes up for the slower rate of fire. In light of this, is making twin and more cannons turrets more efficient? You get more chances to hit the target due to trajectory deviation and inflict more damage, as well as increasing the chances of shells to overwhelm point defense. Is building smaller twin cannon turret more efficient than single big cannon one?
Liam Sullivan
Bitch, please, the chaos engine prototypes came from me and were BASED on rotating rotors and connector pulls.
speaking of which I should probably try that on a ship instead of a station...
Aiden Gray
Give Slavdev (spaceengine dude) his support on this thread. >>>
Ian Perry
I have this... thing. It's tiny, but the two cannons can leave usless another boat of the same size in just one volley
Dominic Butler
Be sure to give your support to Space engine on
Hunter Hughes
>shilling
Nolan Johnson
>shilling
Hudson Nguyen
>Module-based ships with a 3D constructor Space Engine can become /egg/ one day. Go on dick, homosexuals.
Luke Jenkins
It depends (TM). Really tiny cannons are crap. Really big cannons hit diminishing returns. With a turret of your size, go for one gun.
Cooper Walker
>does not retain inherent velocity, comes to a complete standstill sans any thrusters of gyros on its' own innnteresting.
This may be useful ? exerting a reasonable amount of force with a disproportionally tiny amount of power (presumably just that needed to be turned on)
Parker Campbell
I mean, it has a rotational velocity, but not much more for the time being.
Of course, there's also the possibility of multi-rotor-rotational-blocks exerting enough velocity to, eventually, exert enough directional velocity with counter-measures to push all the force a singular way, but that's just asking to make a massive hulk of a thing.
Though, yes, the power usage remains 0.28% whether stationary or rotating.
Gabriel Miller
Well yea, my point was that even if its a small force it's being generated by physics engine oversights/non-real... parts/clang and this guy is asking for clang engines
fuck knows how you'd translate that into moving anything with it but this is clang we're talking about
thanks for the factual feedback tho user
Isaiah Martin
I have another answer
increase STRENGTH / pull in a particular direction while all five other sides are rotating to even out the fucking clusterfuck of velocity pull that one side is making
brb one second.
Carter Morales
What's the sweet spot for CRAM gauge? I know it's ~125 for AdCannons.
Logan Gonzalez
Here's a prototype, if anyone cares to see if being able to make programmable blocks and timers to set up a particular rotation and pull on each side makes it work properly, be my guest.
>3x3x3 cube (default size, incremental) >Rotor, 1 block, 4 connectors, each side, equal amount of connectors on cube >a power source >seat
Leo Smith
Oh and the power usage for 4*6 connectors and 6 rotors is 1.68%
Brody King
>More is always better. But how little is enough, what's the minimum?
Grayson Foster
even though I started this line of thought I have no clue what this achieves other than hilarity, user
aren't they just going to spin? and clang, but I suppose that IS the point?
Hudson Young
>It's an user tries to harness the power of CLANG episode. This seems like a really bad idea.
Austin Sanders
It made a horrible sound when I turned strength to 100%, but it didn't get damaged or anything.
What if you used a two-point rotor - a rotor placed on the block that holds those connectors... and spin it the other way, with another set of connectors?
Luis Kelly
so: each set spins counter to the opposite set in attempt to... clang? and you've set the connector 'magnetism' to 100% with only noises as the backlash, if I'm following this correctly
godspeed user
Jayden Martinez
Is it possible to turn off a PID in LUA? I was trying to set up hydrofoils or PID with an ACB to either set hydrofoils to 0 or somehow influence the PID or something when going backwards, but it's not happening.
Any idea why? Why can't I just manually override the General PID or turn it off?
Kayden Gutierrez
Just prototyping right now.
100% strength on connectors, 30rpm same direction on all sides, a fuckload of sounds, no damage, and damage -is- on.
Basically, what this means is that I can perform an extension of this onto something else, like, say, a spinning, extendable arm for drilling that can then connect without any problems at all to the main part, and not have to worry about clang.
Justin White
Just make PID function in LUA and fuck with it as you please.
Henry Robinson
>Just
Jace Murphy
Ah, gotcha. That's pretty useful in itself, though I was hoping the magically generated forces could be twisted to be part of some kind of clang-engine as mentioned by some other user.
Still, rotation and extention without explosions is valuable. Plus it looks scifi as fug
Good job senpai
Aiden Diaz
>2016 >still using PID
Jack Barnes
Thing is, I used something just like this, I had a 10x10x10 cube with a small rotor of 4*2 on a single side and set it to 50% strength with 30rpm and it just spun wildly out of control in a direction with increasing speed
a... half a year ago or more? something like that.
I found this, looks like it's meant for submarines, but it seems to allow for forward and backward movement with hydrofoils, I'll have to look into it.
Mason Lee
sounds exploitable as fuck, I have vauge recollections of rotors just generating force adjactent to their spin (because jej keen) but somewhat sporadically and not in a simple vector, but with the amount of clang in everything and lack of testing it could have been anything
>use it with an arm on one side and fling nukes/missles/cluster bombs with minimal energy/thruster input
it could be a hyper efficient weapon if not an engine component
Colton Rogers
2000mm for CRAMs.
And for AdCannons sweet spot depends on what you're trying to do with it.
1 is the minimum.
Luis Allen
OMG
This works perfectly, if anyone doesn't know about it, you only have to edit a few things so that your hydrofoil ship doesn't act like a sub and go under water and shit.
As far as the forward/backward hydrofoil control goes, it works 110%, now I only have to remember the fucking PID block values that I deleted that didn't bob the goddamn thing up and down like default values.
Lucas Harris
>1 is the minimum. OH COME ON.
Jayden Cox
Would a hearty "IT DEPENDS" suit your entitled asshole better when you shove it in next to your head?
Jonathan Walker
user, I know that you're still new to FtD, but... Could you just try the guns to see how you like it? I mean, everybody here builds the guns in their own ways, so you won't have a best answer. Build a gun, test it, and if you don't like it's fire ratio, add more autoloaders with ammo boxes. If you don't like it's power, increase the gauge or use more pellets.
Matthew Torres
But that's exactly what I'm doing now, I just had a slight pause while I edited this shit to work properly. I'm just afraid I'm doing it wrong!
Jackson Davis
Anyone playing empyrion?
Jayden Myers
>2000mm Thanks senpai.
Jeremiah Bell
Alright i started up FtD and started doing the tutorials. How the hell do i remove water from my vessel? I tried airpumps but they dont seem to do much
Adam Taylor
Is your vessel sealed?
Eli Richardson
Sealed as in no holes? Yes it is.
Luis Ward
Put your build cursor over the pumps. Does it say if there are any leaks? If so, turn it off and on, sometimes it fails to recalc the room bounds.
Bentley Long
Yeah that did it. Thanks
Liam Wilson
Yeah. It's looking great, but needs a bit more content to last more than a week.
Cameron Myers
So Empyrion vs Avorion?
Jaxson Jackson
Pulling vehicle in and out of play helps with systems getting stuck too.