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Check out my ship if you like to see how I made work around
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.
HERACY!
The game won't allow me to place hinges as seen in the video.
Could use some help.
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)
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)
I made a proof of concept some time ago, but never finished it
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2912591119
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?
But thats also great. Thanks
Anyways, fixed it. If you have existing guns, you should be able to just copy paste the script over from the new one.