Space Engineers

Space Engineers

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Rampage Hellfire Turret [Rev. 3] (100% Vanilla)
   
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Type: Blueprint
File Size
Posted
737.042 KB
10 Jul, 2017 @ 8:05am
1 Change Note ( view )

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Rampage Hellfire Turret [Rev. 3] (100% Vanilla)

Description
Hello, all,
I've been building weapons for quite a few people for a while now, but I've never published anything to the workshop, so this is my debut.


This is the Rampage Hellfire Turret, a [M]ouse [A]imed [R]otor [T]urret I've been working on for a while now. First and foremost, I would like to thank Whiplash141 and MMaster for their awesome scripts, without them, most of my weapons wouldn't be possible or, at the very least, very clunky.

Turret Composition
  • 2500 Total Blocks (Exactly)
  • 8 Rotors
  • 48 Reloadable Rocket Launchers (Max Firing Rate of 48 Rounds Per Second)
  • 16 Gatling Guns (Eh, They Kinda Just Fit There, They're More After Thought Than Anything)
  • 6 Medium Storage Containers For Ammo
  • 4 Programmable Blocks
  • 3 Timer Blocks

To Use This Turret Make Sure To Follow These Steps:

  1. Paste the Turret On your Grid of Choice
  2. Set All Ownership To You
  3. Create a Cockpit/Control Seat On Your Grid. DO NOT make it the main cockpit, you want it to only the turret.
  4. Setup the Following Hotkeys in the Cockpit (Make The Numbers What You Want)
    • Camera <**Main**> - View
    • Turret Activate || Deactivate [Initiate] - Trigger Now
    • (From The Weapons Tab) Reloadable Rocket Launchers
    • (From The Weapons Tab) Gatling Guns
  5. Set All Ownership To You, Or Whomever Is Controlling The Grid The Turret Is On

**Note**
Originally posted by Whiplash141:
There is a major limitation. Due to bugs in the game, only ONE person can control things on a ship and its subgrids. This bug has existed ever since control seats have. There is nothing I can do to fix this without using mods. I was holding off releasing this code for ages hoping that Keen would fix the above bug, but it seems that it wont be fixed any time soon.

Also, it seems that if your control seat is on a station, your inputs can not be read unless you are the host of the game. To get around this, put your control seat/remote control on a rotor, and it should work.


Credits
First and foremost, I want to thank Whiplash141 and MMaster for their awesome work and contributions to Space Engineers in general. I've been using both of their scripts for a while now and they've added a layer of enjoyment to this game that can't be topped. Thank you both.

Here are the scripts used in this turret:

MART | Whip's Mouse Aimed Rotor Turret Script

Whip's Weapon Sequencer [SINGLE GROUP]

MMaster's Automatic LCDs 2

I'd also like to thank [UESC] BoredArsonist. The basis for this particular turret was taken from them. They had submitted a player design in Whip's Turret AI Slaving Script (formerly Whip's AI Rotor Turret Control Script) which I began to edit, and ran with. You can see their original design here
4 Comments
zeckmon3 24 Sep, 2017 @ 6:57pm 
Welp no rotor no guns.... also ive checked other creations. They say rotor offset but still wont work.. man why do they only think of medieval engineers than space engineers..
LettuceSupreme (Nitron X)  [author] 24 Sep, 2017 @ 1:37pm 
@zeckmon3 Thanks for checking out my creation. As far as I know, there's nothing you can do about the turret shaking. The issue isn't with the turret itself as much as it's an issue with how SE handles physics calculations between multiple clients. Basically, everyone's client (people who joined) sends where they think everything is to the main server (the host game) and the checks that take place between these calculations causes the shaking. This is just a general rotor and piston issue and the only way to stop it would be to have the rotors safety locked at all times.
zeckmon3 23 Sep, 2017 @ 8:01pm 
Also ships shakes uncontrollably whenever someone control the turret. Anyway to solve this?
zeckmon3 18 Sep, 2017 @ 11:45pm 
great job man