Space Engineers

Space Engineers

Helios PJ-200 Piston Jolt
184 Comments
johnsonjacob63 18 Jun @ 4:32am 
same issue
Shanilla 3 Jun @ 2:06am 
Something seems off, the projectile gets almost no velocity. Used to work well for me, has a patch broken it?
FirstScout 7 May @ 8:38pm 
Is the gun up to date with the new update? Along with that, I dont see a button to fire the gun, so I have been directly shooting it through the PB, but it doesnt work. Likely a skill issue on my part, but any help is appreciated
Bacon 2 May @ 3:18pm 
actually after pasting it in a new save, the projectile just falls to the ground instead of being launched.
Bacon 2 May @ 3:08pm 
not sure why, but when pasting the ship or reloading the save, the projectile tumbles after being fired and is very inaccurate.
2dogplc 26 Nov, 2024 @ 11:16am 
after doing some testing, its just simpler to replace the jolt on your ships. A timer block for connecting both hinges also helps.
Major Jon  [author] 1 Nov, 2024 @ 6:21am 
no, they can't attach piston heads, only scripts can
Enigmus 31 Oct, 2024 @ 7:26pm 
With the event blocks can we get a non-script version?
2dogplc 28 Oct, 2024 @ 1:29pm 
and the front piston still seems to detatch
2dogplc 28 Oct, 2024 @ 1:22pm 
from what i can tell theres something wrong with the pistons, as now the far piston will detatch its head after pulling for a while. ive tried experimenting with different max/min extension settings but idk whats causing this
2dogplc 28 Oct, 2024 @ 12:46pm 
very well. thanks :Khappy:
JuGregnaut 28 Oct, 2024 @ 10:27am 
Got it :steamthumbsup:
Major Jon  [author] 28 Oct, 2024 @ 10:23am 
as high as possible, it used to be infinite, but they patched that and it reset to the minimum
JuGregnaut 28 Oct, 2024 @ 10:19am 
or just as much as possible
JuGregnaut 28 Oct, 2024 @ 10:18am 
to anything in particular?
Major Jon  [author] 28 Oct, 2024 @ 9:34am 
on existing pre update guns, increase safetydetach everywhere
2dogplc 27 Oct, 2024 @ 1:43pm 
From what I can tell the far hinge is detatching when the pistons are retracting. im not great with code so im unsure whats causing this, and using timer blocks doesnt seem to fix the problem.
2dogplc 27 Oct, 2024 @ 10:49am 
the new update seems to have broken the gun again. It works fine if you build it, but when you copy paste a ship with the gun, it seems to break. From what i can tell there doesn't seem to be any tension generated from the pistons retracting, but the hinges seem to still be attached. if anyone else can figure out whats causing this let us know.
craftyracer_808 2 Aug, 2024 @ 7:53pm 
thanks im glad i went through you first lol
Major Jon  [author] 2 Aug, 2024 @ 1:09pm 
sure
craftyracer_808 1 Aug, 2024 @ 8:28pm 
I got a question if i attach it to a ship can i post the ship ill give you credit for the clang gun thats for sure
Engineer02 30 Jul, 2024 @ 8:32am 
Amazing work! Just a small heads up, If you make this into a custom turret, and have trouble with tumbling projectiles and warheads not detonating, just increase the torque on your turret hinges and rotors. Works flawlessly!
Major Jon  [author] 27 Jul, 2024 @ 1:08pm 
updated the gun, should work again
JuGregnaut 25 Jul, 2024 @ 3:44pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3296759268

Check out my ship if you like to see how I made work around
JuGregnaut 25 Jul, 2024 @ 9:47am 
Update 2: Good News!

I have found (because i cant script) if you add a timer block in the sequence that reattaches "detach jolt" hinge after every shot before firing again, it will continue to fire reliably.
JuGregnaut 23 Jul, 2024 @ 8:16pm 
UPDATE: using the creative version only (survival is still broken in setup), if i replaced the aft most hinge head (for detach jolt) then reattached it in the menu, then fired, i was able to get one working shot - all successive shots slowly nudge the projectile forward ~5mps similar to firing the gun immediately without replacing the head. I'm not smart enough to figure out a fix and I think the creator is no longer in the game :steamsad:
JuGregnaut 23 Jul, 2024 @ 7:58pm 
Was a long time user of this piston gun but I think an update killed it or something. I've tried rebuilding both the survival and creative version - they are unfortunately broken now.
csla1972 12 Jul, 2024 @ 2:29am 
Does not work. Init_2 does not change the maxLimit of the piston.
BeunT 23 Jun, 2024 @ 3:22am 
an affront to clang
HERACY!
TotalWarlock 17 Jun, 2024 @ 10:08pm 
why does the projectile go so slow?
LightWolf 8 May, 2024 @ 3:33pm 
Double checked and tried it a few times on a ship, no dice
Major Jon  [author] 5 May, 2024 @ 4:14am 
in the blueprints .sbc file. You can set it to NaN there and then delete the .sbcB5 file to make the change show up ingame
tntdog99 4 May, 2024 @ 2:50pm 
how did you set the safety detach that high?
Major Jon  [author] 30 Apr, 2024 @ 12:09pm 
did you put it on a station? they make it way harder to place blocks like that. It being a station would also cause a bunch of other problems if unsupported stations is also turned on.
LightWolf 30 Apr, 2024 @ 3:43am 
I'm struggling with getting this to work, and I suspect it's in the hinge setup.
The game won't allow me to place hinges as seen in the video.
Could use some help.
itsWolfy_ 27 Apr, 2024 @ 5:35pm 
ive got a situatuion on mine, everytime i remove the merge blocks the assembly falls apart. am i missing something here?
Major Jon  [author] 22 Mar, 2024 @ 11:18am 
the script turns in on and off as needed. With it on, you're ship tends to turn super slowly, but it makes the gun safer, so it's only turned on for a second. The script can only toggle it annoyingly and sometimes when copy/pasting the gun or smth it gets stuck in the wrong state. Shouldn't really happen, but if it does and gun does weird stuff you can try toggling them manually.
snekman 22 Mar, 2024 @ 11:06am 
Does this weapon require inertia tensors to be on?
IveBeenBaguetted 20 Mar, 2024 @ 11:27am 
Gotcha. Thanks for the info
Major Jon  [author] 20 Mar, 2024 @ 11:19am 
3.) Don't remember exactly, probably less likely to explode (also mind the blast door block in front of the hinge, has a smaller collision model, less explody)
Major Jon  [author] 20 Mar, 2024 @ 11:19am 
This is the only part in the script that makes it necessary in the first place:
List<IMyExtendedPistonBase> pistons = new List<IMyExtendedPistonBase>();
GridTerminalSystem.GetBlocksOfType(pistons, piston => piston.CustomName.Contains("Magic"));
foreach(IMyExtendedPistonBase piston in pistons) {if(piston.PendingAttachment) piston.Detach(); piston.Attach();}
Everything else you could handle with timers.
It's possible to get around that with hinges instead of pistons, but it's bulkier and weaker (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2407655607)
Major Jon  [author] 20 Mar, 2024 @ 11:19am 
2.) theoretically yes (look at this one https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2544323874) , but you will run into weird clang stuff
Timers can't attach piston heads, which is a necessary step to separate the projectile from the gun. If you skip this step, the gun will fire, but the projectile stays a part of the guns grid system. You can imagine a grid system that is like 100km long causes issues (potentially server crashing even)
Major Jon  [author] 20 Mar, 2024 @ 11:18am 
1.) yes, but not quite the same speed, you'd need more piston for that
I made a proof of concept some time ago, but never finished it
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2912591119
IveBeenBaguetted 19 Mar, 2024 @ 9:32pm 
Hi, I saw this and was inspired to try and scale this down to small grid. With this in mind, I had a few questions:

1.) Do the forces from a small grid Piston/Hinge/etc. create the clang needed to propel a small version of the projectile at the same speed?

2.) Is it possible to recreate this without your custom script? Maybe with a sequence of timer blocks? I'm having trouble understanding what happens when you run the default program, so I can't deconstruct it that way.

3.) Why switch from rotors to hinges?
Mr Rover 30 Nov, 2023 @ 2:15am 
I'm relatively new to SE, I've tried assembling it, following your video while doing so. For some reason while assembling it; pressing the button, nothing happens, any idea why? thx for the reply^^
God of Confusion 5 Sep, 2023 @ 11:07am 
I just used it in reverse.
But thats also great. Thanks
Major Jon  [author] 4 Sep, 2023 @ 2:01pm 
suprising how it didn't just end in a massive explosion lol
Anyways, fixed it. If you have existing guns, you should be able to just copy paste the script over from the new one.
God of Confusion 4 Sep, 2023 @ 9:39am 
Attention attention. the projectiles fire backward now. it still works but backward.
Rumsar 2 Aug, 2023 @ 1:19pm 
oh really? That works!
Major Jon  [author] 2 Aug, 2023 @ 12:57pm 
gyros, thrusters and cockpits reset it back to speedlimit, you can put a couch on it though.