Space Engineers

Space Engineers

Helios MPD-1 Merge Pulse Drive
146 opmerkingen
FuturisticHead 12 aug om 2:37 
small grid version pls
Major Jon  [auteur] 25 feb om 8:17 
yes, if you get enough, a single button press will instantly accelerate you to max speed
CaptainDuckFart 24 feb om 13:44 
does the acceleration stack if you increase the amount of drives in one direction?
The Third Horseman 16 nov 2024 om 11:51 
Completed this like the video and instead of pushing me forward, it rotates me along the pitch access "upward" for forward, "downward" for reverse.

I've pulled it apart and rebuild it four times and gotten the same result each time. Not sure what I missed.
The Third Horseman 16 nov 2024 om 10:46 
The blueprint isn't showing up in my game's F10 menu. Yes I have experimental mode on. Yes, I have other blueprints. No, it's not multiplayer.
Zeusiboy 21 okt 2024 om 6:10 
Major Jon thank you for your great mods and drives i really love them. This one is definetly the best for my heavy ships. but it keeps breaking and bugging after a while... are you aware of that issue or is it just me
Parker9044 16 okt 2024 om 18:04 
@Major Jon Thanks. I appreciate what you have done for the community. It was worth a shot :se:
Major Jon  [auteur] 16 okt 2024 om 7:58 
I don't think that's possible really. Maybe with an event controller that triggers the prog block when it detects a thruster being fired, but that would be quite convoluted. The Ai itself won't recognize this or interact with the prog block in any way, they only know thrusters.
Parker9044 15 okt 2024 om 15:26 
@Major Jon Hey great mod btw! I was wondering if you can get this to work for AI? I'm attempting to make a boss encounter that will need a lot of armor and less thrusters. Hence this drive. Please let me know if its possible and what I will need to change in the script! :steamthumbsup:
Zeusiboy 3 jul 2024 om 11:49 
did this break? i have one of the directions its up/down always exploding on me after a while
Major Jon  [auteur] 21 okt 2023 om 7:40 
theoretically yes, but small grid merge blocks are super weak, so it's pretty pointless
Nuke's Top Guy 20 okt 2023 om 19:38 
does this work on a small grid?
SilverCyon 7 sep 2023 om 12:01 
thanks
Major Jon  [auteur] 7 sep 2023 om 11:31 
You can change the speedlimit in the script. Merge blocks don't work anymore above a certain speed though.
SilverCyon 7 sep 2023 om 10:59 
quick question is there a way to increase its max speed limit for use with a speed mod?
Major Jon  [auteur] 27 jun 2022 om 14:08 
probably an update in the past then. I've updated the script around 30 times by now, some of the really old versions might not work anymore.
Greenie /Taxibutler 27 jun 2022 om 12:35 
Weirdly enough, just my old designs using don't work anymore, tested on a completely new one and it works. Idk, maybe the update broke it for old ones? Or maybe Clang has abandoned me or something
Major Jon  [auteur] 27 jun 2022 om 10:39 
nope, still works just fine
Greenie /Taxibutler 26 jun 2022 om 17:43 
Doesn't seem to work anymore unfortunately
Zeusiboy 15 feb 2022 om 14:57 
Hi great work! Your systems are really cool and a great inspiration. Do they cause lag on a server? Had some issues with my newest build using 8 of these and your script in a battleship.
But i am not sure what causes the lag. (even crashed the server flying around engaging enemys)
Major Jon  [auteur] 8 feb 2022 om 12:53 
I tried it back when the small version didn't exist, idk if they changed it since then. I guess the small ones just have the same strength. I know they work, I just though they're not really worth it. It only had a few m/s² of acc and you got way more out of a hydro thruster or smth like that. The cool thing about these is that they're independent from mass, so they get better the heavier the ship is. For small ships somthing like this https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2007471064 just gives you 100 times the acceleration or so. So, I don't think I'm gonna build a small grid version, mostly because changing the script is quite the hassle. I wrote it a year ago and it would take me a long time to understand it again.
Praise the Lamb 8 feb 2022 om 12:38 
@Major Jon: You mentioned earlier it doesn't work super well with small grids, do you mean the small version of the small grid merge blocks specifically, or all small grid merge blocks in general?

I've made a small grid version of the rotating style clang drives with the OG large small grid merge blocks and they work great.

Feel free to shoot me a friend request and we can fiddle with some designs.
[LP] Shadow 5 feb 2022 om 5:49 
@Major Jon: Wow, that was quick! Thanks a lot :)
SilverCyon 5 feb 2022 om 3:10 
@Major Jon As usual your work excels! many thanks
Major Jon  [auteur] 5 feb 2022 om 1:06 
They changed how the lock states of merge blocks are accessed, I fixed the script now. Let me know if there are any other problems.
[LP] Shadow 4 feb 2022 om 15:10 
@SilverCyon: Agreed, none of the merge drives work since the latest update. I didn't test the other drive types, though.
SilverCyon 4 feb 2022 om 13:11 
@Major Jon Just letting you know these might require some retesting they aren't working for the ships i have these in i dont know if its the drives themselves or the script but as far as i can tell they are set up properly.
Major Jon  [auteur] 31 jan 2022 om 21:24 
It does work, but with a single merge block I would take a few minutes to reach 100 m/s.
Knight 'Pink from the Outset' 31 jan 2022 om 17:35 
Would this work with small grid blocks? I know you mentioned for your dampener that small grid blocks produce way less acceleration, but could you get any at all?
GudTaters 11 nov 2021 om 10:27 
Is it normal to hear collision sounds while firing the drive? As if I left a shuttle unsecured in the hangar?
Major Jon  [auteur] 21 okt 2021 om 14:31 
Hmm, does the script recognize them? It shows all the drives it found on the right side of the terminal, when you select the prog block. Did you maybe rebind the keys for left/right? Are the merge blocks red, yellow or white?
Bumble 21 okt 2021 om 13:57 
I don't know if I'm doing something wrong, but I can get drives working up and down, forward and back, but I can't seem to ever get them working left/right, they just don't respond in those directions
Major Jon  [auteur] 17 sep 2021 om 18:11 
The main cycle of this drive goes like this: merge on, wait for merges to link (yellow), push both rotors out instantly (this pushes your ship), merge off, pull rotors back in. The problem with timers here is that you have to wait until the merges link, a script can check that. For a timer you'd need to guess. If you wait super long, the drive is just very weak, if you wait too short, it doesn't work at all. Also it's hard to get the timing right, which might result in the drive working backwards, but then you could just flip it around.
Anyways, it's technically possible, but in praxis pretty unreliable and a lot weaker. You can try it though, maybe you can come up with a workaround I haven't thought of.
Ghostwheel 17 sep 2021 om 17:58 
Is it possible to use this without scripts? As I understand it the script just controls you going over the speed limit? Currently attempting assigning groups with controls on action bar and can only get it to rotate. Testing simple forward direction at the moment, connected to a large cargo filled with stone, gyro and control seat.
Major Jon  [auteur] 10 sep 2021 om 3:43 
That's just because the ship was super small and light and had no gyros. You won't really notice it on an actual ship.
Ponkie 9 sep 2021 om 22:09 
In the build video, it pulls your "ship" upwards, can that be avoided?
VAN-D 28 jul 2021 om 15:07 
Thanks for the response! I'm actually trying stripping the shell off and seeing how they place without it right now, they look fairly compact without the shielding.
Major Jon  [auteur] 28 jul 2021 om 14:51 
At that weight you'd need like a dozen or two of the smaller drives for the same acceleration. They are a bit more stable though, especially the piston-door ones. 10kt is kinda on the edge I would say, above I would only use these and below they are a bit large and maybe over the top.
VAN-D 28 jul 2021 om 14:48 
Forgot to mention, spread out but still in line with center of mass of course
VAN-D 28 jul 2021 om 14:43 
@MajorJon Let's say hypothetically you were building a +10 million Kg heavy armor monstrosity because reasons but you were actually trying to streamline the build a little bit and have cleaner lines. Would you recommend this drive over several of the smaller mass shift drives spread out across the build? I'm trying to get away from building giant bricks but it always seems to happen with these drives because of their size. Also, fun fact: at 10million, the acceleration is fairly ridiculous.
Imita Tion 20 feb 2021 om 12:42 
Ahhh that would be the problem! I hooked 3 drives + controller up to a 5 million Kg ship in creative (which was extremely easy!) and after 30 seconds of pulling in every direction i couldn't detect any torque! Thank you for responding! I shall now proceed to run into multiple asteroids, giggling the entire time.
Major Jon  [auteur] 20 feb 2021 om 10:18 
Is your ship perhaps fairly light (~100 tons or so)? The torque part only works with the assumption that all the mass of the ship is on the main grid. In reality each drive has a subgrid that weighs like ten tons and that makes things a little more difficult. It's the same as with ships with heavy subgrids in natural gravity, they tip over.
Imita Tion 19 feb 2021 om 17:27 
Hello and thank you for this! I've got what i "think" is a problem though. I've built an X, Y, and Z axis drive (placed willy-nilly) on a heavy armor block platform, just to play around with them. Everything works as expected and I can zoom around, except that my little platform seems to torque over in a fashion that I would expect IRL if equivalently vectored force was applied to my little test craft. Is this normal? I've honestly never made a deal with Clang before so I don't know what to expect. I'm also not experiencing any "dampening" effects per se, but again, I don't know what to expect of the dark arts. Again, thank you for your work, and I hope that I can gain more information to amend my expectations!

Oh yes, I've got the manager script up and working in stock form, if that helps!
Major Jon  [auteur] 27 jan 2021 om 12:32 
The script has a speed limit to turn off the clang drives just before hitting it. That is to prevent them from exploding. It is not able to directly detect wether you have a speed limit mod, but it is going to dynamically increase it to the highest speed you reached. So you have to reach your speed limit once with normal thrusters or by doing some 90° turns (the script will turn your drives back on cause sideways velocity=0).
You can also manually set the speedlimit to whatever mod you've got installed. The variable should be somewhere around line 47.
Fr33lanc3r 228 27 jan 2021 om 12:24 
would it be possible to edit the script in a way to go faster than the vanilla speed limit?
Saghanarius 13 jan 2021 om 10:54 
Hi there! About torque... I've got a spining ship, when drive works for axeleration (like yours in 2nd video) or for dampening gravity. Couldn't explain that by myself, maybe testing ship is not weights enough...
Mort_Noire 11 jan 2021 om 8:30 
Oh ok,
is there an alternative that doesn't require a script ? (nor being aligned with the center of mass would be nice too, but from what I understood there isn't any other)
Anyways, ty :selike:
Major Jon  [auteur] 11 jan 2021 om 8:22 
I know that it's possible to do this with just timers, but I've never been able to really figure how to get to reliably work like that. Basic principle is easy though, merge glows yellow -> shoot out, merge not yellow -> pull in.

This is the only clang drive that doesn't need to be aligned with the center of mass.
Mort_Noire 11 jan 2021 om 1:38 
Hello, i'm intrested in having something like that in a survival world, but I was wondering, how do I use it without scripts ? Also, does it need to be aligned with the center of mass of my ship ?
Judge Kronos 2 jan 2021 om 12:33 
Thank you. I ll give that a try. If I can replace most of the thrusters with these I will have so much more space in the ship :)