these things are going to change the meta of pvp. no need for potentially laggy scripts, even if these drones are essentially munitions, (ending up ramming more often than not) you can field a lot more, more easily, and they can make for useful torpedoes. All that's needed is to refine them to be survival ready and printable with projectors and merge blocks. if you really wanted, you could have them on RC until it gets in range for the turret controller, and let it do its thing as you control a new one, or release them from a torp bomber, providing the effective splash damage the new weapons lack.
Cheap and expendable is kinda a necessity for most drones anyways, not like they get much ammo except enough for a good few volleys and enough fuel or charge for a few minutes at most
@@zyanidwarfare5634 Well that's kinda the point. if you dont have a control seat you dont need to worry about survivability, so you can make it cheap and compact, if it gets destroyed, it doesn't really matter, you make it welder friendly. It occurs to me it is probably possible to have the gyros on the main body, have the rotors trigger sensors with gyro override.
@@jamesharding3459 I’m not good at any of that stuff so I just make tiny cheap ships and I manually ram them into enemy ships like a sabot round Although once I did make a actual proper ship designed around ramming people, it had a armored icebreaker bow and looked kinda like a ship from warhammer, I never got a chance to ram something with it though
I haven't yet looked at the blueprint, but I'm very certain I know how he did it. He had two rotors attached to the ship, at right angles. Each had a locked gyroscope attached with Share Inertia Tensor enabled. The camera used for targeting was fixed on the ship body. So, what the custom turret controller would do is always attempt to aim the camera (used for aiming reference) at the enemy. Basically, he tricked the custom turret controller into steering the ship. I am not 100% certain how he rigged the thrusters as the rear thrusters seemed to turn on and off, but that doesn't matter too much as the principle is simple: set thrust override on the rear thrusters and launch the drone. If it gets within 800 meters of the enemy it will "lock on" and start pointing its nose at the enemy ship and shooting. Because the rear thrusters are in override it will also home in like a missile and eventually strike it. One likely possibility for the way he rigged the thrusters was with a sensor and a timer block; if the sensor detected an enemy ship too close it could cut the overridden rear thrusters and turn on overridden reverse thrusters to try to avoid a collision. Given the rather anemic 50 meter range of vanilla sensors, this is a haphazard approach, but MIGHT occasionally work.
Update: I finally got around to looking at the blueprint and this was, in fact, exactly how he did it, up to and including the sensor. I suspect the version he posted to the Workshop is incomplete, as there are two timers with critical commands in them that are not called by anything, so expect it to NOT perform as his did in the video.
@@aussie4237 it would be an animation. Animations (usually) don’t destroy performance. This would make them look way cooler and add some better decorative as well as functional uses.
@@nathanchen9585 I don't know what mod adds it, but in the world I'm playing in, it does spin. I think it's the AQC Quality of Life mod, but I'm not sure
damn, Damo, you should make that first clip your new intro ngl Apart from that though, this is both amazing and _terrifying._ You always bring something new to the table with your robotics! I'm very eager to see what more can be done with these...
"Sweet mother of mercy." I really need to learn how to use remote controls in this game. Last time I built a crude cruise missile, I found that up was forward when I finally accessed the thing remotely. Hopefully I was able to do some damage to the AI outpost before I lost contact (forgot to set the transmit distance of the antenna).
As Nome alluded to, the orientation of the remote control block affects how the the ship thinks its orientation is like a cockpit block and needs to be placed with that in mind. So you place the dot of the remote control block facing the front, and the grove facing the top. Then, if using a camera, you have to make sure you orient the camera properly (with the camera light supposed to be bottom left when facing it, if I recall correctly.)
This simply goes to show how effective artillery cannons are. I think we need more “bombers” like these which can be capital ship killers but have little point defense weapons just so they’re balanced.
How does putting the gyro on the rotor control it? I understand overide forces things into a position but doesnt that only work on the relative grid? Do you just put a gyro on a rotor then tell the control unit to target things?
The gyro holds its orientation, so when the controller tries to rotate the rotor the gyro is on to aim, what it actually does is rotate the ship around the gyro, at least that's my understanding of how this works.
it only works with the ai if you put the gyro on the rotor itself and the rotor head on the main ship, its weird like that which makes it really annoying to build
If they have shields Have a mothership shoot 1 or 2 Mac cannons from afar and break its shields whilst deploying more drones if others are destroyed (after 1 volley of drones there shall be another ready at the mothership)
I've been building a bomber variant of this for awhile now :( :) On on a side note. So long as elevation and azimuth rotors are on the same axis. You can add multiples. The one I'm building has 2 different "guidance" drives. And I imagine you're using sensors and thruster groups to initiate the orbit??
@@redoni3429 it's a simple enough concept. You attach rotor heads to the grid you wanna use as a weapon. Then attach a gyro with a rotor base to the heads. Make sure the gyros spin on 2 different planes. And that the weapon controller is facing up and forward. *black screen up and screen half forward for small grid* you can also set these things to lock and track at 1.4k for small grid and 2k for large grid respectively using copy target and longer range weapons.
@@marinecor23 dude this explains verry little to help people who are new to this concept. I see what your getting at almost but would have a hard time recreating it based on what you said :/. Can you elaborate at all? I'm hoping to stick this system in a v2 of a ship design but I'm not exactly sure itl be compatible or that I fully understand the core of it enough to build one.... seems like as it is making it off a projector would break its ability to to target ai cause of grid conflicts
@@redoni3429 you basically make a custom turret with thrusters. The catch is that instead of the controller rotating the gun, it rotates the whole drone with overridden gyros. The gyros stay stationary and the rotor spins the drone instead, provided it's light enough. The controller takes care of aiming in this way, and firing is also normal. All you do now is put overridden thrusters on the back, and dampening thrusters on the side, and you have a basic yet effective attack drone. Or you could make it a missile.
Now that I think about it ships need to stop looking so fancy , heavy armored or THICK and just small and maneuverable. Also be able to jump out at a moment notice to keep all those juice resources
Wait a minute, i found like 2 of these unholy thinga just parked in an abandoned faction base o.o I thought it was some weird combat drone and left it alone.
The turret controller can trigger an action when it's on target. I'm assuming this drone just toggles thrust override based on whether the guns are pointing at the target or not.
I’m not trying to say that this is actually happening, it could just be a coincidence; but I saw a video about using the custom turret controller for similar purposes. I have noticed that after that video came out, many other CZcamsrs (only small so far) have been using the same technique without giving any sort of credit. As I said before, it could be purely coincidental, but it just seems odd
It's relatively easy to come up with this sort of thing. Turret-based homing missiles were already a thing with scripts, so it's not a huge leap to think of putting the thrusters on the turret itself to sidestep the issue of having to make the missile follow the turret.
Its one of those things that a lot of people could come up with independently once the turret control block was introduced and people explored what it was possible to do with it.
Turret controllers, rotors , gyros, sensors, and timer blocks. Its essentially an h2-propelled ballistic missile, except that when it gets in range of a target the turret controller re-orients it to fire, and when it gets close enough to something trip a sensor, the sensors trigger the timer-blocks to toggle the thrustors to try and keep it from just ramming things.
Make a custom turret. But instead of rotors/hinges controlling the gun, put gyros on them with overridden controls set to 0. One gyro each for pitch and yaw. For movement, set the rear thrusters to override, and put side thrusters on it for dampening. Put some weapons, a warhead with a sensor, a decoy, or just a bunch of heavy armor on the front. That's basically what's going on in the video, from what I can see. I'd have to test this out for myself to work out any kinks. I guess you can use the large grid controller to copy the target with a long range gun, and you have an instant 2km range in it, but that's also something I'd have to mess around with
You can recreate the TS-MA2mod.00 Moebius Zero space prototype mobile armor (czcams.com/video/TBVVJ42YMS8/video.html) featured in the anime series Mobile Suit Gundam SEED or the TS-MA4F Exus (aka Exass) czcams.com/video/jvaJqGZ1uZ4/video.html Mobile Armor featured in the anime Mobile Suit Gundam SEED Destiny with this design.
Imagine just sending a fleet of these Across space, true carnage
these things are going to change the meta of pvp. no need for potentially laggy scripts, even if these drones are essentially munitions, (ending up ramming more often than not) you can field a lot more, more easily, and they can make for useful torpedoes. All that's needed is to refine them to be survival ready and printable with projectors and merge blocks. if you really wanted, you could have them on RC until it gets in range for the turret controller, and let it do its thing as you control a new one, or release them from a torp bomber, providing the effective splash damage the new weapons lack.
Cheap and expendable is kinda a necessity for most drones anyways, not like they get much ammo except enough for a good few volleys and enough fuel or charge for a few minutes at most
@@zyanidwarfare5634 well said and as these drones show, they absolutely shred ships
@@zyanidwarfare5634 Well that's kinda the point. if you dont have a control seat you dont need to worry about survivability, so you can make it cheap and compact, if it gets destroyed, it doesn't really matter, you make it welder friendly. It occurs to me it is probably possible to have the gyros on the main body, have the rotors trigger sensors with gyro override.
@@zyanidwarfare5634 I know it's not the perfect meta, but I don't even bother with drones. Long-range torpedoes for days!
@@jamesharding3459 I’m not good at any of that stuff so I just make tiny cheap ships and I manually ram them into enemy ships like a sabot round
Although once I did make a actual proper ship designed around ramming people, it had a armored icebreaker bow and looked kinda like a ship from warhammer, I never got a chance to ram something with it though
Please make a tutorial on how this is done!
I haven't yet looked at the blueprint, but I'm very certain I know how he did it. He had two rotors attached to the ship, at right angles. Each had a locked gyroscope attached with Share Inertia Tensor enabled. The camera used for targeting was fixed on the ship body. So, what the custom turret controller would do is always attempt to aim the camera (used for aiming reference) at the enemy. Basically, he tricked the custom turret controller into steering the ship. I am not 100% certain how he rigged the thrusters as the rear thrusters seemed to turn on and off, but that doesn't matter too much as the principle is simple: set thrust override on the rear thrusters and launch the drone. If it gets within 800 meters of the enemy it will "lock on" and start pointing its nose at the enemy ship and shooting. Because the rear thrusters are in override it will also home in like a missile and eventually strike it. One likely possibility for the way he rigged the thrusters was with a sensor and a timer block; if the sensor detected an enemy ship too close it could cut the overridden rear thrusters and turn on overridden reverse thrusters to try to avoid a collision. Given the rather anemic 50 meter range of vanilla sensors, this is a haphazard approach, but MIGHT occasionally work.
Update: I finally got around to looking at the blueprint and this was, in fact, exactly how he did it, up to and including the sensor. I suspect the version he posted to the Workshop is incomplete, as there are two timers with critical commands in them that are not called by anything, so expect it to NOT perform as his did in the video.
Gonk
@@WardenWolf I suspect the timer blocks are triggered by the turret controller and they're probably meant to control the thrusters.
@@WardenWolf mucho texto
huh, *actual* control moment gyroscopes
Would be cool if the gyroscope model spun when you changed your angular momentum.
@@nathanchen9585 yea we dont need the extra lag
@@aussie4237 it would be an animation. Animations (usually) don’t destroy performance. This would make them look way cooler and add some better decorative as well as functional uses.
@@nathanchen9585 I don't know what mod adds it, but in the world I'm playing in, it does spin. I think it's the AQC Quality of Life mod, but I'm not sure
The custom turret block is simply amazing!!
It begins. now we need an automated war series. viewers V you with your automated army
I am going to do unholy things to this drone
It isn't unholy if you say deus vault first!
And I, am going to do unholy things.. with.. this drone
what
Like railgun unholy?
When your smart that you created your own army
damn, Damo, you should make that first clip your new intro ngl
Apart from that though, this is both amazing and _terrifying._ You always bring something new to the table with your robotics! I'm very eager to see what more can be done with these...
"Sweet mother of mercy."
I really need to learn how to use remote controls in this game. Last time I built a crude cruise missile, I found that up was forward when I finally accessed the thing remotely. Hopefully I was able to do some damage to the AI outpost before I lost contact (forgot to set the transmit distance of the antenna).
On the remotes, it's just like it is in the hot at preview. The dot is forward, and the grove is up
As Nome alluded to, the orientation of the remote control block affects how the the ship thinks its orientation is like a cockpit block and needs to be placed with that in mind. So you place the dot of the remote control block facing the front, and the grove facing the top. Then, if using a camera, you have to make sure you orient the camera properly (with the camera light supposed to be bottom left when facing it, if I recall correctly.)
@@zotaninoron3548 for cameras, I always think of the bar (or the word "camera" if it's small grid) as an eyebrow
I see I'm not the only one to use the RUST freighter as a target...
If you can make many smaller spaceships in Space Engineers, you're generally better off than with one behemoth.
Provided you can control 'em all.
This simply goes to show how effective artillery cannons are. I think we need more “bombers” like these which can be capital ship killers but have little point defense weapons just so they’re balanced.
How does putting the gyro on the rotor control it? I understand overide forces things into a position but doesnt that only work on the relative grid? Do you just put a gyro on a rotor then tell the control unit to target things?
The gyro holds its orientation, so when the controller tries to rotate the rotor the gyro is on to aim, what it actually does is rotate the ship around the gyro, at least that's my understanding of how this works.
@@forgilageord This.
@@forgilageord thats what I originally thought but I couldve sworn that a subgrid gyro didnt affect main grid
@@thatoneperson734 i think the gyros are put together so they are the main grid basicly, there is some trickery involved.
it only works with the ai if you put the gyro on the rotor itself and the rotor head on the main ship, its weird like that which makes it really annoying to build
If they have shields
Have a mothership shoot 1 or 2 Mac cannons from afar and break its shields whilst deploying more drones if others are destroyed (after 1 volley of drones there shall be another ready at the mothership)
I've been building a bomber variant of this for awhile now :( :)
On on a side note. So long as elevation and azimuth rotors are on the same axis. You can add multiples. The one I'm building has 2 different "guidance" drives. And I imagine you're using sensors and thruster groups to initiate the orbit??
How to build a drone like this? You know any good tutorials or videos?
@@redoni3429 it's a simple enough concept. You attach rotor heads to the grid you wanna use as a weapon. Then attach a gyro with a rotor base to the heads. Make sure the gyros spin on 2 different planes. And that the weapon controller is facing up and forward. *black screen up and screen half forward for small grid* you can also set these things to lock and track at 1.4k for small grid and 2k for large grid respectively using copy target and longer range weapons.
@@marinecor23 dude this explains verry little to help people who are new to this concept. I see what your getting at almost but would have a hard time recreating it based on what you said :/. Can you elaborate at all? I'm hoping to stick this system in a v2 of a ship design but I'm not exactly sure itl be compatible or that I fully understand the core of it enough to build one.... seems like as it is making it off a projector would break its ability to to target ai cause of grid conflicts
@@marinecor23 thank you very much for this detailed explanation, will try it out rn. Till then fellow engineer
@@redoni3429 you basically make a custom turret with thrusters. The catch is that instead of the controller rotating the gun, it rotates the whole drone with overridden gyros. The gyros stay stationary and the rotor spins the drone instead, provided it's light enough. The controller takes care of aiming in this way, and firing is also normal. All you do now is put overridden thrusters on the back, and dampening thrusters on the side, and you have a basic yet effective attack drone. Or you could make it a missile.
Now that I think about it ships need to stop looking so fancy , heavy armored or THICK and just small and maneuverable. Also be able to jump out at a moment notice to keep all those juice resources
Have you played on PvP servers? Most true PvP ships already not far from pure cubes, cones, cilinders and balls))))
Yeah I made a missile using this the other day, I better post a tutorial before all the hope goes down
Wait a minute, i found like 2 of these unholy thinga just parked in an abandoned faction base o.o
I thought it was some weird combat drone and left it alone.
It needs more dakka for the WAAAAAAAGH
now to figure out how to mass produce these
Poor bleached RUST freighter
How r u?,Braov, really awesome vlog.DaddyDamo!📢
I have no idea how any of this works but automated attack drones good
Good ambush drone!
When your mission is to ambush enemy ships:
I get how the override gyro controls orientation, but what’s managing the thrusters? Don’t think you can link those to turret controllers.
to me it looks something like constant thruster override for the forward thrusters, and inertal dampeners for the rest
The turret controller can trigger an action when it's on target. I'm assuming this drone just toggles thrust override based on whether the guns are pointing at the target or not.
Override for forward, dampeners on for the sides
@@pocarski can you toggle it? I thought you had to turn it up but by bit
@@nomekop777 Well you can turn the entire thruster on and off, that kinda counts I guess
almost makes me giddy thinking about using gyros as... well, gyros
You should explain how this works and add info on the workshop
Can you please upload an updated Version into the Workshop?
Nice
I’m not trying to say that this is actually happening, it could just be a coincidence; but I saw a video about using the custom turret controller for similar purposes. I have noticed that after that video came out, many other CZcamsrs (only small so far) have been using the same technique without giving any sort of credit. As I said before, it could be purely coincidental, but it just seems odd
It's relatively easy to come up with this sort of thing. Turret-based homing missiles were already a thing with scripts, so it's not a huge leap to think of putting the thrusters on the turret itself to sidestep the issue of having to make the missile follow the turret.
Its one of those things that a lot of people could come up with independently once the turret control block was introduced and people explored what it was possible to do with it.
how
Turret controllers, rotors , gyros, sensors, and timer blocks. Its essentially an h2-propelled ballistic missile, except that when it gets in range of a target the turret controller re-orients it to fire, and when it gets close enough to something trip a sensor, the sensors trigger the timer-blocks to toggle the thrustors to try and keep it from just ramming things.
I’m gonna turn it into a missile
Make a tutorial to about this creation
Eeeeeee 22 seconds early eeeeeeeee
Is there a tutorial on how to build it?
Literally aimbot u givin the drones.😮
Нужен корабль для транспортировки этих штук.
What happens when the target is destroyed? do they drift for ever or?
if no target is detected after recently engaging with a target, it will turn on all dampener thrust and come to a stop
ok its not SUPER "smart" (it crashes sometimes) but for sum without scripts... TEACH ME HOW
Make a custom turret. But instead of rotors/hinges controlling the gun, put gyros on them with overridden controls set to 0. One gyro each for pitch and yaw. For movement, set the rear thrusters to override, and put side thrusters on it for dampening. Put some weapons, a warhead with a sensor, a decoy, or just a bunch of heavy armor on the front.
That's basically what's going on in the video, from what I can see. I'd have to test this out for myself to work out any kinks.
I guess you can use the large grid controller to copy the target with a long range gun, and you have an instant 2km range in it, but that's also something I'd have to mess around with
Day 0 asking for tutorial on vanilla drones
How do I change the looking to not be inverted when i look up and down
Put a minus on the number to invert it in the custom turret controler
Gonk :]
Gonk
@@numnut1516 Gonk :]
@@spenceabeen :] Gonk
@@numnut1516 Gonk :]
How
You can recreate the TS-MA2mod.00 Moebius Zero space prototype mobile armor (czcams.com/video/TBVVJ42YMS8/video.html) featured in the anime series Mobile Suit Gundam SEED or the TS-MA4F Exus (aka Exass) czcams.com/video/jvaJqGZ1uZ4/video.html Mobile Armor featured in the anime Mobile Suit Gundam SEED Destiny with this design.
"smart combat drone with no scripts" yeah I think that's called human
So it gyro aims... Piloting is dampener match?
Xbox....steam....
zero recoil