Space Engineers

Space Engineers

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3-Axis Clang Drive Prototype
   
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Type: Blueprint
File Size
Posted
Updated
1.316 MB
21 Apr, 2017 @ 9:06pm
22 Apr, 2017 @ 9:31am
3 Change Notes ( view )

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3-Axis Clang Drive Prototype

Description
See script here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=910527937
Operation: https://gfycat.com/TidyVariableIcelandgull

7.6 Million kg ship, 600m/s^2 acceleration with the power of clang.

IF YOU ARE USING A SPEED MOD. Tweak the velTar field in the programming block to say 10 m/s bellow the speed limit to prevent rotor lock but go above 100m/s.

Quick FAQ:
Does it need to be balanced? Nope. Clang is beyond physics.
Why is the power overloading? The drive itself uses little to no power. The power is used by the small ion thrusters.
How much force does it output? It depends. The heavier your ship is, the more force it outputs. Heavier ships are actually faster now.
How does it work? Clang.

Gravity gyros, if you need to abuse physics for gyros too: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=890464232
21 Comments
Marziopan 13 Apr, 2020 @ 5:12pm 
some credits for the design would be appreciated
123 31 Jan, 2020 @ 2:24pm 
script itself is really heavy on performance, and useless on servers that use BpLimiter. any tips to make it more performance friendly?
Stuxnet Victim 1 Oct, 2019 @ 8:12pm 
This is why the script plays around with rotor speeds - to keep them in sync. If one of the rotors is at, say, 90 degrees, and another is at 107 degrees, that could throw off the timing for switching the merge blocks on and off (or at the very least make it more difficult to control), so the script keeps keeps track of the angle of the rotors and speeds them up or slows them down to get them back in sync with each other.
Stuxnet Victim 1 Oct, 2019 @ 8:12pm 
@MagboneD So to start with, the principle of operation of a merge-block drive is to take advantage of the fact that when two merge blocks get close together, the game "pulls" them together, almost like magnets, and when it does this, it accelerates the whole grid, in a predictable direction.

The script takes advantage of this by carefully turning on certain merge blocks when they are lined up to accelerate the ship in the direction the player or autopilot is inputting. If you just left all of the merge blocks running all the time, the ship would veer around all over the place, so the timing needs to be controlled.

(cont.)
MagboneD 25 Sep, 2019 @ 9:35am 
I love this idea, but I'm having trouble reading the code (haven't coded anything in awhile). What is the principle of operation here? It seems that the code is systematically turning off and on the merge blocks and cycling the rotor speeds, but I can't figure out why
Parka-Parka 7 Jul, 2019 @ 12:05pm 
Fixed the script using the comments below and had fun flying this little prototype around! I tried deconstructing the ship and reassembling it inside a larger capital ship near its center of mass but keep getting flung into random directions. Tried tweaking the values in the script but to no avail. Haha, that's okay, Clang. Keep your secrets.
Thaccus 10 Jan, 2019 @ 10:39am 
Turns out it was a simple script fix. IMyMotorStator.TargetVelocity has been replaced by TargetVelocityRad and TargetVelocityRPM.
Simply replace every instance of rotor.TargetVelocity with rotor.TargetVelocityRad
Skybox 8 Aug, 2018 @ 10:37pm 
it doesnt look like the prototype itself is broken, using the x y z merge blocks do cause the ship to move
Skybox 8 Aug, 2018 @ 10:15pm 
I don't know if you are still around, but it appears that an api change or something broke the script
Lamb 31 May, 2018 @ 9:41am 
Clang failing to work is a common bug introduced by KEEEEN! in the latest updates.

I've heard it can be solved by the ceremonial sacrifice of large ships to Clang.