Space Engineers

Space Engineers

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Helios PJ-201 Piston Jolt_Creative
   
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460.835 KB
20 Dec, 2021 @ 8:53am
17 Oct, 2024 @ 10:36am
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Helios PJ-201 Piston Jolt_Creative

In 1 collection by Major Jon
Helios Defence Systems (Plug&Play Guns/Turrets/Clang Drives etc.)
33 items
Description
pre-assembled version of this:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2688197641

sometimes the game has problems to recognize share inertia tensor properly.
copy pasting the ship with the gun attached to it usually fixes that and makes it more stable.
62 Comments
Major Mac 22 Jan @ 7:23pm 
Always loved your piston guns but it appears that in one of the space engineers updates that have happened since the last time I played changed all safety detaches to 5m. This greatly hampers my "overclocked" piston gun that fires a larger round.

The P-200 has a 5.1m safety detach limit right now, which is still higher than the standard 5m. I read below that you cant set it to the Null value anymore but considering its already 5.1m is it possible to set it to 10+m since pistons can only be 10m anyway?

I havent seen any other mods that modify the safety limit of the pistons and ive tried in vain to discover how exactly you even modify the value in the first place but Ive tried and failed to change the values myself beyond the in-game limits.
Rat 18 Oct, 2024 @ 12:48pm 
Survival gun works but the creative one doesnt (EDIT) so i just copypasted the survival one after setting it up and that works from a blueprint.
Major Jon  [author] 17 Oct, 2024 @ 2:47pm 
like 550
JuGregnaut 17 Oct, 2024 @ 2:46pm 
what kind of speeds we looking at?
Major Jon  [author] 17 Oct, 2024 @ 10:39am 
they fixed an exploit that let me set the safety detach to NaN. I fixed it, but it's slower and more likely to blow up now thanks to the "safety" detach
JuGregnaut 16 Oct, 2024 @ 9:44pm 
I've been an avid user of this awesome blueprint for a hot minute. It seems after each update it kind makes it a little screwy. I've solved the problem with timer blocks in the past to reattach after every shot but now they wont reattach because the pistons total length is just slightly shorter than what is required to reattach. To me that says "something with the script needs updating" and is therefore well beyond my skill set.
LordKevman 15 Oct, 2024 @ 1:58pm 
Oh, just aw that you replied to me. scripts are indeed enabled, as well as experimental mode. also yeah, i did mean the programable block. the programable block doesn't have anything in it as well
Major Jon  [author] 4 Oct, 2024 @ 2:59pm 
there's no timer block on this, I guess you mean the prog block? Did you enable scripts in the world? Are you in experimental mode?
LordKevman 4 Oct, 2024 @ 11:06am 
ive tried to fire this by activating the timer block (run with default argument) and it still wont do anything. ive attached it to a ship btw so it has power. what am i supposed to do to get it to fire?
Crystalline Fox 2 Sep, 2024 @ 6:50pm 
Scripts are fully enabled, the gun, when it 'fires' sends the projectile at like, 2 m/s, I had to use an additional timer block setup to get it to properly reset