Space Engineers

Space Engineers

Helios PJ-201 Piston Jolt_Creative
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
Major Jon  [author] 5 Aug, 2024 @ 3:42pm 
have you enabled scripts in your world?
Crystalline Fox 5 Aug, 2024 @ 8:32am 
Gun still seems to be out of action, the script just, doesn't do anything now
Major Jon  [author] 27 Jul, 2024 @ 1:08pm 
updated the gun, should work again
JuGregnaut 25 Jul, 2024 @ 3:45pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3296759268

I found an easy work around. Check out my ship and search for "Timer block - Mass Drivers" to see how to get it working again. 2 blocks and its back in action.
CaptainDuckFart 27 May, 2024 @ 3:53pm 
doesnt work anymore unfortunately, the pistons just jitter and dont move
Dreadlord06 14 May, 2024 @ 11:15am 
for some reason the gun just pushes the projectile out at 1.5m/s, experimental mode is on, ownership is all set to me, any idea why this might be?
Major Jon  [author] 15 Apr, 2024 @ 9:04am 
Is there any block in the way, or did you reach pcu cap?
ketchup 14 Apr, 2024 @ 3:05pm 
Hi, when i use this on a ship, the battery doesn't print even though a welder is there and can build it.
Slinkerdeer 5 Apr, 2024 @ 10:31am 
So I have a ship absolutely loaded with custom turrets. I've tried every configuration of inertia tensor and rotor lock possible, and the gun will not properly fire. It simply spits out the merge block and warhead. The first version does fire at full speed, but it destroys itself doing so
JohnJ44 27 Jan, 2024 @ 2:52pm 
Sorry for the delayed response, just saw your comment. It does not weld the projectile on it's own. There's a decent chance that I was at or past the pcu limit since every so often I hit it and have to delete npc ships. I forgot the setting on lately, so I am not sure at the moment where it is at unless I check.
Ctaehko 26 Jan, 2024 @ 10:13am 
does the projectile just not get welded? might be hitting pcu limit, ignore pcu limit only works for the character, not grids. and the freezing i dont know, i'd be happy to join you ingame to see whats happening for myself, i sent you a friend invite.
JohnJ44 24 Jan, 2024 @ 7:51pm 
Yes, I was able to get one of the other models by Major Jon to fire by prewelding the projectile before firing. The next problem I ran into was the game completely freezing up the moment the warhead on the projectile hit something.
Ctaehko 23 Jan, 2024 @ 7:36am 
do you have experimental mode on?
JohnJ44 21 Jan, 2024 @ 5:21pm 
Anyone having a problem with the gun working, but not actually firing a projectile?
Ctaehko 18 Jan, 2024 @ 4:29am 
have a ship that uses 4 piston jolts in a 2-2 config, 2 on either side, topsides facing eachother, the projectiles seem to converge, hit eachother and explode since the update on the script
Nighthunter 13 Jan, 2024 @ 5:51pm 
@Major Jon that would be a nice change. Cause I was actully wrong with my assumption why it explodes when build in to a barrel. it habbens cause the Jolt generates enourmous phantomforces in a upwards moveing direction. It bends and directs the projectile in to it self when fireing. It seems to happen to me now even if I place the Jolt on its own.
MEGATRON 27 Dec, 2023 @ 6:33am 
Okay i have fixed the joltgun, it appears that the panels prevented the jolt gun from launching the projectile.
Major Jon  [author] 27 Dec, 2023 @ 6:22am 
It might have something to do with the share intertia tensor setting. The script turns it on for firing to make it more stable and then turns it off again. The game seems to have some problems with that sometimes and mess up that setting when you paste in or copy/paste the grid. I think in the script I could only toggle that setting, not set it to on or off.
MEGATRON 27 Dec, 2023 @ 5:53am 
The pistons seem to work smoothly. I am in experimental mod. Scripts are enabled.
I did more tests. One of wich the turret was placed on earth where all subgrids are not static (The turret wouldn't turn otherwise.); and another test where i pasted the turret in space(all grids are non-static), same result.
I have noticed that when pasting the jolt on a gun it works fine. But when i copy-paste the turret or save it and paste it in world it breaks and the projectile does not launch properly.
I think it might be a game bug.
Does it matter if im in an offline or online game? It might be the gun launching the projectile too late due to lag, or script doesn't work properly.
Also i have encountered this problem only with this jolt gun (PJ-201).
Major Jon  [author] 26 Dec, 2023 @ 3:55pm 
Do the pistons jump around like crazy? If not, you might not be in experimental mode. Are scripts enabled in the world? Is every grid of this gun a ship, or is maybe one subgrid a station?
MEGATRON 26 Dec, 2023 @ 2:14pm 
Hi. My jolt gun does not work. I have pasted it on a large grid wich is a subgrid of another subgrid of a station (it's a turret). When shooting it seems that the projectile is not launched but simply detached, falling like a bomb. Is this a game bug or did i do something wrong?
RoboPenguin 20 Sep, 2023 @ 7:52pm 
How do I get the projectile to not spin?
Comrade Smartass ☭ 18 May, 2023 @ 6:11pm 
How and where can this blueprint be armored?
I've tried building armor in a variety of configs off of static points and giving plenty of space around moving parts and it always seems to explode, especially when I place any armor for a "barrel" more than 1 block in front of the front end of the gun.
Sometimes on the first shot, sometimes on a later one.
❕ 𝓗𝓪𝔃𝓪𝓻𝓭 ❕ 29 Dec, 2022 @ 12:48am 
Also can this break the speed barrier?
❕ 𝓗𝓪𝔃𝓪𝓻𝓭 ❕ 29 Dec, 2022 @ 12:18am 
what would happen if i were to put a gyro on this so i could stop my ship from spontaniously moving? and where would i put it?
Matrick13 11 Jun, 2022 @ 9:46pm 
Tip for anyone pasting it into creative: transfer ownership of all the blocks to yourself, or it wont work. I couldn't figure out why it wasn't working until I remembered something about permissions
Awwtter 29 Apr, 2022 @ 7:23pm 
I'd watch that.
Hm, interesting results indeed.
The wheels didn't occur to me at all! The tanks and cargo containers did though. So far, I've kept use of that to guided missiles so that I could add to the bang while also eliminating platinum use from missiles printed. It turned out nicely. The small grid, small H2 tank seemed to make a slight, but noticeable improvement on the missiles which already had 16-18 warheads, depending on the design iteration.
Anyway, thanks for replying! :)
Major Jon  [author] 29 Apr, 2022 @ 4:36pm 
I tried that already actually, maybe I could turn that into a video aswell :ThinkingYellowFace:
It's quite glichty, the drills would sometimes just fly through a hundred blocks and only destroy a couple in the middle. Wheels were also kinda interesting, they're actually indestructable, drills only mostly. I think firing tanks or cargo containers with explosives could also be interesting, maybe they'll blow up now.
Awwtter 29 Apr, 2022 @ 3:53pm 
Hey Major Jon,
I love your work on these, and your pre-WF2 custom turrets. Thanks for putting effort into their design, posting them on the workshop, and taking the time to make videos to showcase/explain them.
I've been trying to accomplish something with these that I can't seem to get working. It seems simple, but I'm out of ideas so I'll throw it at you to consider:
Given that drills don't take collision damage on impact and can be pushed hard into target ships by adding mass blocks and gravity generators, have you tried making your speed-limit-breaking projectile into a drill pushed by a gravity generator and mass block? Zer0 did a good video comparison of the effects at normal max speeds here: https://www.youtube.com/watch?v=nV5bwahl0Oc
If you do try it, please let me (us) know how it goes.
Cheers.
Xyrothryu 9 Feb, 2022 @ 1:28pm 
Spawning with no scripts, all other guns work fine except the 200/201, which is a shame
ArchmageShane 15 Jan, 2022 @ 7:37pm 
aight, thanks
Major Jon  [author] 15 Jan, 2022 @ 7:34pm 
well try runnimg just one prog block then. the prog blocks don't know which piston or hinge belongs to which gun, so every one fires all guns. If you run both, weird things happen.
ArchmageShane 15 Jan, 2022 @ 4:25pm 
I have both program blocks in a group set to run. I can upload the blueprint if you want to take a look
Major Jon  [author] 15 Jan, 2022 @ 4:12pm 
Uhh, so you have two guns on a turret and it only fucks up after copy pasting the whole station? I don't really know what could be the problem here tbh, sounds like something in the script. Are you triggering both prog blocks? because I think wrote the script so that one prog would fire all guns.
ArchmageShane 15 Jan, 2022 @ 3:25pm 
Yeah I have all that on, and it's every time it fires, only AFTER pasting it
ArchmageShane 15 Jan, 2022 @ 3:24pm 
Should mention it's a station, with a rotor, with a hinge on the rotor, and 2 of these guns attached to the hinge, and it fired just fine when I first built it
Major Jon  [author] 15 Jan, 2022 @ 3:22pm 
when it's firing, or right after pasting it? are you in experimental mode? scripts turned on?
ArchmageShane 15 Jan, 2022 @ 3:14pm 
Copy-pasting the gun when attached to a station caused it to drop the warhead instead of firing. I copy-pasted again, reset the share inertia tensor stuff manually, and reloaded the game and nothing fixed it. Any clue whats going on?
Kaito 12 Jan, 2022 @ 7:35pm 
This does in fact work fine in my world with WC :P
Kaito 12 Jan, 2022 @ 7:28pm 
Worth noting that WeaponCore doesn't touch warheads, and Whip's script don't support any of that out of choice, not inability. He just doesn't want to put any mod-specific code in them, that's all.