Space Engineers
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Helios PJ-3-S Piston Jolt [superseeded]
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Type: Blueprint
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26 ноем. 2020 в 18:14
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Helios PJ-3-S Piston Jolt [superseeded]

В 1 колекция от Major Jon
Helios Defence Systems (Plug&Play Guns/Turrets/Clang Drives etc.)
33 артикула
Описание
[Vanilla|"Survival Ready"|Subgrids|No Scripts]


Superseeded by this one:
https://steamoss.com/sharedfiles/filedetails/?id=2407655607




A piston gun that propels a small projectile through magical piston jolting. It breaks the speedlimit (in vanilla) and reaches around 320 m/s ± your ship speed. It's completely stable and doesn't create any torque on ships.


The J-3-S piston jolt propels it's projectiles by retracting pistons while they are attached on both ends. When one end is released, the piston head will snap back and take the projectile with it. This mechanism was discovered originally by Alysius a few years back. The speed limit is broken by exploiting a bug. The projectile is on a subgrid that is connected with one rotor head to two rotors at once. This somehow makes the game not realize the subgrid has actually been detached when it get's separated and it won't check it's speed as it thinks it's still a subgrid. This was originally discovered by YINKY. Piston Guns are generally very unstable and create a lot of ghost torque, akaalexandermax figured out a way to make them stable by clamping the pistons between two rotors. I combined all that and did a bunch of extra engineering to make the speed limit breaking tech not mess up the stability.

The result is this:
a stable piston gun for ships that fires projectiles at 320 m/s in vanilla.



It technically works in survival, but it's pretty much impossible to build it, because of the double rotor. The projectiles self terminate after around 4-5 km (12 s). This is, because the ship they are fired from will behave very weirdly when they get to far away. Also once they are more than 5 km away, there is no way of disconnecting them anymore (except launching a new one). There is also a timer to remotely detonate them.


Some stats:
-Blocks: 74 + 7 per projectile
-PCU: 1164 (+215 per projectile)
-Mass: 7.8 t
-Projectile mass: 490 kg
-FireRate: up to 20 RPM


How to use:
-Place it on your ship
-Put Timer called (Piston Gun) Fire in your toolbar with 'trigger now'
-Optional: Put Timer called (Piston Gun) Remote Detonate in your toolbar with 'trigger now'
-Fire at will :D
91 коментара
Kalsofur 25 февр. 2024 в 7:01 
Thank you for the confirmation. I tried another one and even making my own, it did not work. I will give it a try!
:goldvein:

Edit: So, I tried it and it blew up. I think I figured out what might be the issue... I'm running at 120 fps. Will test and hopefully confirm hypothesis.
LettuceSupreme (Nitron X) 29 ян. 2024 в 4:42 
Just verifying for anyone who stops by, this one still works as of January 29th, 2024
Verrückter Wolf 1 апр. 2023 в 4:56 
Work Actualy ?
Major Jon  [автор] 8 май 2022 в 12:46 
The problem was probably that your projectile had fewer blocks than the grid it was connected to, it doesn't work then. But it seems you figured it out already.
Farshee_245 8 май 2022 в 11:48 
*PCU
Mastershipwright 117 8 май 2022 в 6:49 
NVM I my projectile was too small
Farshee_245 7 май 2022 в 21:16 
if you increase you CPU limit in setting the Jolts are less likely to explode
Mastershipwright 117 7 май 2022 в 19:22 
Ive also tried using hinges and that doesn't work either, so I have no idea what im doing wrong.
Mastershipwright 117 7 май 2022 в 19:19 
So im trying to replicate this so i can scale it up but ive run into a major issue i was wondering if you know about.

Basically ive managed to get a rotor head attached to 2 rotors but for some reason it doesn't stay a subgid wen detached (Basically it cant break the speed limit even though ive set up the glitched rotors)

Is this an issue you've encountered because i have no idea what to do.
Madnbad 23 февр. 2022 в 5:41 
@vas can you turn the projectile into a station before collision to stop it? id imagine it would be crazy hard to stop with thrusters