Space Engineers

Space Engineers

RDSA Railgun
61 Comments
Paselja 3 Feb, 2023 @ 1:54pm 
Maybe theres an update needed? Tried to use this railgun in creative and it doesnt work.. no turret moving, no shots being fired.. and half the cannon ist still porjected (if thats not intended :D )
α¯\_(ツ)_/¯Ω 3 Mar, 2021 @ 7:10pm 
this railgun is tested and under funktion. perfect railgun!
Alysius  [author] 8 May, 2019 @ 1:05am 
Spring count may make the projectile fly backwards. its very unpredictable since this is working on a loophole in SE. need lots of testing even just adding 1 rotor
Chaos 25 Mar, 2019 @ 12:36pm 
noticed in the latest update this is slightly less reliable in projectile speed.. perhaps another rotor spring might solve this?
Alysius  [author] 18 Aug, 2018 @ 9:51pm 
Made a small fix
Megakole 18 Aug, 2018 @ 6:41pm 
its not even like you have to fix it just figured i would ask
Megakole 18 Aug, 2018 @ 6:40pm 
yea ofc its not a huge rush i just really wanted to use this as the main gun on my flagship it beats the piss out of a gravity driven railgun
Alysius  [author] 18 Aug, 2018 @ 12:01pm 
I have quickfix it during MP test branch but forgot the steps actually. Will need some time to get to this again.
Megakole 17 Aug, 2018 @ 6:47pm 
is there anyway to allow this to work in survival or a way to edit the script to ignore it
Alysius  [author] 17 Aug, 2018 @ 8:59am 
This is a Keen specific exception. Probably a survival bug.
Megakole 17 Aug, 2018 @ 8:57am 
when i attempt to use this on a survival world but admin spawned i get a error message on the P block about an exception at system.throwhelper.throwkeynotfboundexcetion
Alysius  [author] 18 Mar, 2018 @ 1:35am 
You can cut from the "Cannon Suspension Rotor" and up. Then this suspension rotor will be pasted to any of your desired ship. Also this is survival ready and works in MP / DS.
Kelvin04 13 Mar, 2018 @ 3:07pm 
Also, is this survival ready?
Kelvin04 13 Mar, 2018 @ 2:31pm 
Do you think you could modify the railgun to be mountable by just a connector/merge block, rather than the standard stand it uses? I'm planning to put this on a battleship.
Alysius  [author] 23 Feb, 2018 @ 11:04pm 
@SGT The number of RDSA Rotors must be exactly 2, else the timing will be off. For small grid, it should work as per usual, i believe the merge block did disconnect, just that projectile did not fire and the merge block is turned back on and projectile merged back. It is not easy to tweak till it is working, due to unexpected timings for more than 2 rotor setup.
Psyckosama 6 Feb, 2018 @ 11:31am 
Please consider making a version that uses a small block based warhead instead of the large block? That way this can more easily be mounted as a fixed mount weapon of cap ships and fire out gunports more easily.
SGT_MAJOR_FISH 4 Feb, 2018 @ 2:10pm 
i am attempting to jury-rig it to a ship im building and im running into 2 issues:
-1- when using your projectile it will un-merge when it is still moving backwards causing an explosion.
-2- when using a small grid variant ( [your barrel] [conversion rotor] [merge] [merge projectile] ) it dosent un-merge the projectile, even though they have the exact same names as the large version.
any help would be appreciated.
Alysius  [author] 29 Jan, 2018 @ 2:21am 
Need tweaking of the script timings for any modification.
Psyckosama 27 Jan, 2018 @ 9:07am 
Can this be modified to add more boost rotors?
Dinkledonklebinglebangle 29 Dec, 2017 @ 7:10am 
nice, i like it
Alysius  [author] 17 Dec, 2017 @ 3:51am 
I swapped out the barrels and put a Projection instead, giving nearly the same barrel feel but reduced collision potential due to fast barrel movements.
Alysius  [author] 17 Dec, 2017 @ 12:08am 
@Damadark script is updated to handle multiple cannons on one ship. As for multiple cannon controlled by one cockpit (clicking fire triggers 2 barrels to fire), will need tweaking since my script auto detects the first cannon assembly.
Damadark 14 Dec, 2017 @ 9:54am 
Alysius would you consider a script modification so you can add several static ones on the ship/turret to alternate fire making a more rapid rate of fire? E.G. Paste 2 on top of each other with a space so it's a double barrel concept with either a slight desync to the shots or they alternate 1 reloads while one fires.
Alysius  [author] 13 Dec, 2017 @ 6:53am 
@crypt I tried on DS, seems like you can have 2 cannons on same ship after all, but you MUST ensure that the controlling cockpits must NOT be on the same grid. This blueprint wont have issue since cockpits are on rotor grids, but in case you want to shift the cocopits, you MUST ensure the controlling cockpits of the various cannons MUST NOT be on the same grid (use rotors to split them if you must).

Other than that, my codes have been updated to properly detect the correct set of RDSA rotor and cockpit groups (pasting multiple of this cannons on your ship allows you to individually aim and fire them).
cryptkeeper_00769 11 Dec, 2017 @ 1:07pm 
Dang, was hoping that would not be an issue :/ Looks like i'll have to make 3 versions of the ship, one with it embedded in the bow and 2 with the modified turrets(large/small grid). Thank you for taking the time to check on that and the awesome weapon to play with :)
Alysius  [author] 11 Dec, 2017 @ 7:42am 
@crypt some issues with multiple cockpit. Looks like you can only control one in the whole grid (meaning, even if script is reading values from the correct cockpit you are sitting in, the game doesn't return any values as there is a bug in processing multiple cockpit). This issue is being reported very long ago and plagued many player control scripts (rotor turret, WASD grav drive scripts etc). Thinking of how to overcome this.... or wait for Keen.
cryptkeeper_00769 11 Dec, 2017 @ 3:00am 
Moving that up one level did the trick, the projectile does not travel as fast as the large grid(~50m/s) but still does dmg. (using a MB and 3x3x3 light armor blocks)
Alysius  [author] 10 Dec, 2017 @ 10:04am 
6 rotor heads will need aome change in the release timing. Try shifting the mergeBlock.ApplyAction ("OnOff_Ogf") one level up or down the switch case statement.
cryptkeeper_00769 10 Dec, 2017 @ 5:09am 
Awesome, Thank you! I currently have a modified/stripped down large grid version of this in the bow/nose, adding small grid versions across the deck would be ideal for the smaller size, tho i've played around with the small rotors and even with 6 the cuurrent script only moves the rotor heads such a small distance the projectile barely moves.
Alysius  [author] 10 Dec, 2017 @ 3:44am 
Oh script not designed for multiple setups. let me modify the script.
cryptkeeper_00769 10 Dec, 2017 @ 1:03am 
Is there a way to get multiples of this to work on a single ship? every way i've tried i can only get one work. I'm wanting to make a capital ship with many turrets and this would be wicked used on small grid turrets(converted it to a short barrel 'battleship turret' but large grid is just too big). Thanks
Alysius  [author] 5 Dec, 2017 @ 8:06pm 
Rotor not strong enough to hold the barrel lol. Maybe i release a shorter version.
Doctercorgi 5 Dec, 2017 @ 8:02pm 
the barral dosent want to stay up in graviy, any help?
Alysius  [author] 5 Dec, 2017 @ 8:00pm 
@slayer i tried with 2 rotors, the launch speed is 10m/s. too slow to reach anywhere. 6 small rotors will do the job.
Doctercorgi 5 Dec, 2017 @ 9:15am 
I am going to try and put this on a small grid tank to fire on npc bases. Adding legs on rotors that brace it against the ground should help with recoil, and a low power setting for firing without the legs down.

The entire thing. Overkill.
slayer of time 4 Dec, 2017 @ 2:05pm 
totally not what i wanted but i do see i will need more rotors to get what i want to work..... will probably still use rotor machinegun as it has unlimited range and is highly compact
slayer of time 4 Dec, 2017 @ 1:34pm 
steam says thats not an actuall user its very picky
slayer of time 4 Dec, 2017 @ 1:27pm 
i wasn't looking for max speed just fast enough to huck it a ways....
True_Turtle_King 4 Dec, 2017 @ 7:27am 
ty
Alysius  [author] 3 Dec, 2017 @ 9:27pm 
@Phantom Its a very simple script. You can just use it.

@TrueTurtle its using rotor displacement exploit feature to shoot the projectile. For gravity generators, the projectile needs mass block. Its an entire different type of weapon.

@slayer small rotor need many stacks to reach max speed. More than 2 stacks will summon wrath of clang in MP. Anyway BruceLeeLeeLee already has it, you can search his profile.
GryffintheBaron 3 Dec, 2017 @ 7:02pm 
this looks cool
xPhantom G 3 Dec, 2017 @ 4:50pm 
Are you allowing others to use the RDSA script in thier own builds? Credit will be given of course.

Other than that, Loving the build. :D
True_Turtle_King 3 Dec, 2017 @ 2:13pm 
how do you get the gravity to shoot the projectile and break stuff, it hasnt worked for me
slayer of time 3 Dec, 2017 @ 1:04pm 
what about a small ship 'grenade launcher' turret?
i want one of those...badly plz
Freedom The Weirdo 3 Dec, 2017 @ 10:33am 
this is so cool
A Very Stoned Frog 3 Dec, 2017 @ 6:21am 
wew what's the dimensions of the cannon? id build a sick ship to put it on
Alysius  [author] 3 Dec, 2017 @ 6:11am 
Compact and automated cannon in the works.
Alysius  [author] 3 Dec, 2017 @ 6:10am 
Automation possible. A separate script is required:

https://gfycat.com/gifs/detail/HandyFilthyAsp

But I wouldnt recommend wastage of materials at this level.
A Very Stoned Frog 3 Dec, 2017 @ 3:53am 
the question is, can this be automated? how cool would that be?
jimlore78 2 Dec, 2017 @ 6:20pm 
Sweet Jesus @alysius, could you make more mountable turrets? i do enjoy the utilitarian feel of this gun, plus id love a miniature for some of my corvettes lol