Space Engineers

Space Engineers

Helios PJ-100 Piston Jolt
127 Comments
Wort Wort Wort 21 Oct, 2024 @ 8:34pm 
the mirrored version was broken, here's the fixed one:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3352842097
Major Jon  [author] 20 Oct, 2024 @ 8:42am 
on existing ships you can just increase the safety detach again on all pistons and rotors
Major Jon  [author] 20 Oct, 2024 @ 8:41am 
fixed, the problem was the safety detach
snekman 19 Oct, 2024 @ 11:57am 
@Major Jon

I think the gun might be broken now with the Contact update. At least for me, the warhead merge doesnt seem to successfully detach. Unfortunately I do not understand this demon device well enough to fix it.
I love the gun so much! Could you take a look at it please? Is it working for you? I spawned it in a clean world to test, after it stopped working in my ships.
Slinkerdeer 2 Apr, 2024 @ 11:24am 
Whenever I run across a powerful weapon like this, be it clang based or modded. I usually try it out on the toughest ship I've ever built, simply because I have not yet found anything short of a nuke that will get through it's armour, making it an excellent weapon power measuring tool.

This is indeed a very powerful gun, cleverly built. But it still doesn't penetrate the armour of my ship xD, I think it has something to do with the armour being spaced, resulting in only slightly more damage than a regular warhead. It was quite satisfying seeing this gun that obliterates the ship in the video and LSG video be defeated by the armour I designed. I'll put the ship workshop link below
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2953575066
Major Jon  [author] 3 Mar, 2024 @ 2:26am 
there's a prototype already, kinda forgot to ever turn it into something proper and upload it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2912591119
_IGames_ 2 Mar, 2024 @ 12:45pm 
can u make small grid vresion?
JohnJ44 21 Jan, 2024 @ 6:34pm 
Anyone else have a problem with the game completely freezing up after the piston gun ammo hits a target?
MEGATRON 3 Nov, 2023 @ 11:01am 
Thanks a million!
Major Jon  [author] 3 Nov, 2023 @ 9:42am 
sure :)
MEGATRON 2 Nov, 2023 @ 11:27am 
Hello, can i post anything that contains your jolt gun? (For example posting a turret with your jolt mechanism)
Major Jon  [author] 13 Sep, 2023 @ 3:58pm 
ah, never checked for that. I guess the hitbox of the warhead might be kinda weird, when it's moving at like 10 m/tick. I want to keep the projectile as simple as possible though, so I wouldn't want to add a massive timer to it. Maybe a sensor though, if it's reliable enough.
Major Jon  [author] 12 Sep, 2023 @ 8:41am 
does it work as a station? does turning on share intertia ternsor on everything help? sometimes the inertion tensor thing only updates when pasting in the whole ship again. Anyways, I'd probably suggest using the newer version, it's a lot more stable.
Blacky Watchy 9 May, 2023 @ 8:39am 
i see. thanks for the imput,
Major Jon  [author] 9 May, 2023 @ 8:24am 
I think the script might only be looking at its own grid, no subgrids. In any case putting subgrids on there will stop it from breaking the speed limit. If you want small grid payloads you need either small grid pistons, or go super exploity and connect a small piston head to a large piston, but that would be a whole different gun.
Blacky Watchy 8 May, 2023 @ 4:37pm 
im trying to repuurpose the jolt for using other ammo but i my scripting skills are zero. i mounted a hinge on where the merge was and added a small grid big merge witht he exact same name (projectile's name also has the same name as the original) but the gun isnt detaching on them. how could i fix that?
Major Jon  [author] 21 Apr, 2023 @ 8:27am 
yup, and if you turn it off and sit in a passanger seat or smth without controls, it's gonna stay above the speedlimit until you turn it on.
WhiteDingo 21 Apr, 2023 @ 4:54am 
theoretical question
can this be retrofitted into an aircraft catapult?
Nighthunter 14 Jan, 2023 @ 4:09am 
@Major Jon I thought that too it flys straight through the launching tupe I build for it to use grav gens to get it even faster. If I dont add them (in front of what is allready there) it works without a problem. Maybe the merge Block on the piston is slamming in to the one of the projectile....? Thank you for the answer though, at least I know its not the weight than.
Major Jon  [author] 13 Jan, 2023 @ 4:14pm 
I dont think weight is the problem, I think the added blocks are probably colliding with something.
Noisy 6 May, 2022 @ 6:32pm 
damn well thanks for telling me and cool creation
Major Jon  [author] 6 May, 2022 @ 8:22am 
won't really work sadly, timer blocks can't attach piston heads for some reason. Only scripts can do that.
Noisy 6 May, 2022 @ 4:38am 
i'm trying to change it to use timer blocks but i don't know how to
๖ۣۜGuardian 9 Feb, 2022 @ 3:38pm 
is this viable for a ground based orbital gun?
Major Jon  [author] 23 Jan, 2022 @ 3:25pm 
If the piston says pending attachment, you need to detach it first in the script. you can do
if(piston.PendingAttachment) piston.Detach();
piston.Attach();
DrEarlInsanity 23 Jan, 2022 @ 3:22pm 
I have the script running w/ attach erry 10 ticks and am shifting the piston about
Major Jon  [author] 23 Jan, 2022 @ 3:21pm 
I usually remove it from the back one and then move it through the front one, but you can do it either way. It's probably a bit easier if you move the back one to 10m and the front one to 2.5m.
Major Jon  [author] 23 Jan, 2022 @ 3:15pm 
If you don't have scripts in mp it won't work.
Major Jon  [author] 23 Jan, 2022 @ 3:13pm 
easiest way is piston head tools mod. Just move the second piston close and press attach. You can do it in vanilla aswell with a script. Just make sure that the pistons are rotated the same way.
DrEarlInsanity 23 Jan, 2022 @ 3:07pm 
hey man, I love yer work on this but am trying to local man one of these on a mp world and having issues connectiong 2 pistons to the same head. might I ask your procedure in detail for that?
SniperBoss207 12 Jan, 2022 @ 2:26pm 
PJ-200 seems a lot more stable anyways though, great work with both designs
SniperBoss207 12 Jan, 2022 @ 2:10pm 
Seems to just explode 90% of the time, even on incredibly stable platforms. Almost like the whole firing mechanism detaches on retraction? https://gyazo.com/c380c534c8b48c93cc72b9bd6bb9271f
Tenlandar 3 Jan, 2022 @ 4:00am 
Not sure how to make it not move when you shoot XD
Battlemage 23 Dec, 2021 @ 5:35pm 
This thing is nuts. Decided to test it against one of my bases with Energy Shields running, cracked right through the shields like they weren't even there. So I moved it over and staged it against my largest shipyard which is running both Defense Shields and Energy Shields (base has 3.5M HP ES, 764,855,600 HP DS with around 130GW of power available - makes for a safe-ish target). Tossed a timer block on the gun to continuously cycle fire every 6 seconds, then watched the damage roll in on the shield controller table. I'm watching this gun inflict just north of 4.8M points of damage with each shot, I think it could actually do more, depending on what it's hitting. I can't wait to unleash this madness in a survival campaign.
LooseJuice 20 Dec, 2021 @ 5:36pm 
Having a problem where the red piston head is getting ripped off when it fires, tried it with share inertia tensor on and off.
Major Jon  [author] 20 Dec, 2021 @ 3:27am 
oooh, share inertia tensor probably. there's a bug going around, where it suddenly just disappears from a world. The gun doesn't like beeing fired without it :)
I've had that bug myself a couple of times, I don't think there's a fix besides just reloading until it's there again.
Nighthunter 19 Dec, 2021 @ 4:54pm 
@Major Jon yes to all of that on the 7th reload of the map it suddently worked
Major Jon  [author] 19 Dec, 2021 @ 10:35am 
It should. Are scripts enabled in the world? all the blocks on the projectile welded up?
Nighthunter 19 Dec, 2021 @ 10:03am 
@Major Jon Does that break the Speed Limit? Cause for some reason I can get the projectiles only to 140m/s
Major Jon  [author] 16 Dec, 2021 @ 4:50pm 
It detaches one of the red piston and then attaches it again. The projectile stays a subgrid even after firing, which is bad, until you do this.
LooseJuice 16 Dec, 2021 @ 4:11pm 
Thanks for the help! btw I'm curious what does the programmable block do in the firing sequence?
Major Jon  [author] 14 Dec, 2021 @ 12:41am 
you can change it directly in the blueprint file
LooseJuice 13 Dec, 2021 @ 6:59pm 
How did you get the safety detach limit for the pistons so high? I cant seem tp get it past 5m and i haven't found a way to turn it off.
Pflaume 6 Dec, 2021 @ 4:13pm 
Ich sehe es schon ... Ne fette orbitale Kanone ... Ein Paar Sprengköpfe mehr und dazu noch n Paar Exhausts mit Rauchfahne und die Tarnung als Meteoriten passt ... Oder Interplanetarer Transport ... Hmmm So viele Möglichkeiten ... geile Sache.
Major Jon  [author] 23 Nov, 2021 @ 7:00am 
probably pcu limit turned on but disabled in admin menu. welders still can't weld stuff, because of pcu.
Deyja.-_ 23 Nov, 2021 @ 12:00am 
Odd issue, I am currently building a ship based on the cannon but for some reason the welder now refuses to weld the projection causing it to fire without a projectile. Any idea what causes this?
Isler 14 Nov, 2021 @ 5:54am 
Hey! I managed to make a 1000m/s gravity gun with this things double piston.
Capitaine Disco 12 Nov, 2021 @ 3:11am 
The warhead explode when i trigger the timer block.
I had the same conclusion as you, ticks server and tick from local game seem to be different.
Anyway i replaced it with your magnificent rotor cannon (Helios 55 if i remember correctly)
Major Jon  [author] 10 Nov, 2021 @ 7:17am 
possibly, but I might also just be the lagginess of the server, it's very dependent on exact timing. Does the warhead explode or does it just break apart?
Capitaine Disco 10 Nov, 2021 @ 2:22am 
work very well in solo but explode in my server ! I can't figure why ! We upgraded the speed limit for large grid from 100 to 150m/s ! could it be the issue ?