Space Engineers

Space Engineers

[obsolete & broken] R-Tec "MPAC" Prototype - Modular Piston Autofire Cannon
46 Comments
ViccyQ 16 Sep, 2015 @ 10:09pm 
Nice work. will check out your other works.
KingObliv 20 Apr, 2015 @ 4:17am 
You're welcome. :) I was mostly afraid that the Vendetta's cannon would be broken too. I'll test that soon.
Brenner  [author] 19 Apr, 2015 @ 8:45am 
Yep, you are correct. I tried fixing it by adding more grinders, slowing down the piston and even by adding a space ball based bumper system. No success.
Well, thats always a risk when using crazy mechanics like this one ;)

Doesn't matter much, this thing is completly obsolete compared to newer projector based guns (like that on my new "Vendetta" Battleship)

I'll just mark it as broken / obsolete. Thx for reporting!

KingObliv 19 Apr, 2015 @ 6:35am 
This has stopped working. By the 3rd shot the cannon destabilizes and shots start hitting the magazine.
Agent Orange Juice 10 Nov, 2014 @ 1:34pm 
Holy Shit this is amazing, it's way beyond any of my own designs.
Brenner  [author] 16 Sep, 2014 @ 12:46pm 
Good point about the sensor settings, prophet. I reconfigured them and it doesn't need the small ship parts anymore. More elegant this way.

Also added 2 sensors: the first one turns on the welders, grinders and grav gens when the ammo moves into firing position. Helps top avoid accidents ;)
The second one stops the piston after every shot, it acts like a switch between full auto fire and single fire. Default is off, that means auto fire.
JCapt 13 Sep, 2014 @ 11:45am 
Good job.
Prophet_01 10 Sep, 2014 @ 11:26pm 
That is a cool design and compared to other grav cannons, it's also pretty small for what it provides. Love the auto fire.
Btw u don't need small ship parts to deactivate the mass blocks. U can simply do it by setting the second triggerable function of the sensors to do so and set it to react on big ships
Brenner  [author] 5 Sep, 2014 @ 2:55pm 
Yay! My theory is that the pistons somehow .. accumulated bugs. The oldest one I built shortly after they were released, and there were loads of piston fixes after that. Maybe the older ones kept some errors .... or something.

Whatever it is, I'm glad it works again now.
JETNET 5 Sep, 2014 @ 2:47pm 
Well, with that clean up of yours, I can load the map without crashing. YAY!
Additionally, Well done on the breaktrough.
Brenner  [author] 5 Sep, 2014 @ 2:28pm 
I also had a technological breakthrough: I finally figured out a good way to defeat targets with grav shields.

The trick is mounting sensors on all torpedos. They are programmed to turn off the mass block when they see a small ship.
The "small ship" is actually just a landing gear sticking on the frontside of the cannon.
So when the torpedo passes by the landing gear, the sensor turns off the mass block and the torpedo is now immune to further grav gen influences.

I added a massive grav shield at the "II" target. The torpedos don't care at all about the grav shield. Except for the 2 little ones at the end of the torpedo rack,
for them I left out the sensors as demonstration. The little, sensorless torpedos never even touch the "II" target.

Also, I really hope someone can actually view this update. Please leave a comment if it works for ANYONE ...
Brenner  [author] 5 Sep, 2014 @ 2:21pm 
Weird indeed.

I was working on the map again, and this time I did notice some strange problem - one of the disconnected magazines started to spin around like crazy for no reason at all, then it exploded. I also noticed damaged on the HE magazine, no clues what was going on there.

I made a clean up of the whole map - deleted all of the older magazines, including the HE magazine (need to build a better one anyways). Also the duplicate cannon.
Maybe this will somehow fix the problem.
JETNET 5 Sep, 2014 @ 1:55pm 
To be honest, I find it wierd I can't use this while I have NO problem with the Gladius Fighter.
It just seems wierd to me.
Brenner  [author] 5 Sep, 2014 @ 1:17pm 
Nah, can't be a mod - it doesn't use any.

This is seriously annoying, why do I keep running into problems with SE uploads latetly? Like with that frigging Gladius Fighter that noone could see ...
CatInSpacePants 5 Sep, 2014 @ 3:18am 
Yup it crashes D:
JETNET 4 Sep, 2014 @ 2:14pm 
I wonder if tehre's something missing, like a mod.
I tried again and it crashed.
JETNET 4 Sep, 2014 @ 1:55pm 
Then there's got to be something, most likely on my end.
Brenner  [author] 4 Sep, 2014 @ 11:39am 
If I had the slightest clue why it does crash on some computers, I WOULD try to fix it.
I can only tell you that it works perfectly on my computer - no crashes on load.

The only problem I noticed is that the collisions still seem to take up a lot of CPU power.
No problems with this small cannon, but with the MPAC Quad I'm working on - which works exactly like the MPAC prototype, except with 4 barrels & magazines that all can fire simultaneously - I get serious lag on impact. No problems while loading or firing, just when torpedos collide on target.

JETNET 3 Sep, 2014 @ 2:20am 
Crashes when I load it
FIX IT!
Brenner  [author] 31 Aug, 2014 @ 6:38am 
Update: hotkeys restored. AP magazine improved, the torpedos now have gryos which greatly improves firing precision.
Also added a gryscope to the magazine itself because it now tends to rotate around forever once you unmerge them.
JD.Horx 21 Aug, 2014 @ 2:13am 
I used your concept to construct a smaller grav cannon on my frigate.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=303267885

Thanks for sharing this weapon of dooooom ;)
gergelypuskaval 17 Aug, 2014 @ 4:58am 
This is genious! Really clever design...
Kåt 16 Aug, 2014 @ 7:33pm 
When I Start the world, it Crashes
Sum_Dum_Bum 15 Aug, 2014 @ 6:13pm 
i try to fire it and it crashes my game
Brenner  [author] 14 Aug, 2014 @ 2:50pm 
Update: reset the pistons settings to correct values.

I also noticed todays update changed something about the way the torpedos are released. It still works, aiming is horribly unprecise now however. Will try to find a workaround this weekend. Better grav gen placement, a barrel and gryos in every torpedo could help I guess.
Luna 10 Aug, 2014 @ 8:24am 
Amazing. Was trying to get something like this working.. 5 updates ago? Gave up because there wasn't a reliable way to get the receiver to feed.
Piamond Dickaxe 10 Aug, 2014 @ 1:07am 
@Trooper I made a ship-borne version of that, ish, rock/ore sizes can only get about as big as a single large ship block, my railgun fired 9 of the largest available sized block that lodged in armor and dealt massive corrosive damage. My record was punching through 14 heavy armor blocks.
swumprat 7 Aug, 2014 @ 8:30pm 
Hey thats my thing Trooper...
Troop 7 Aug, 2014 @ 3:56pm 
I would love to see a gravity cannon that fired a asteroid sized rock. (nudge nudge nudge wink wink)
Brenner  [author] 7 Aug, 2014 @ 11:46am 
Bugfix: new update decided to set all pistons to 1m maximum distance at 0.1m/s speed *plays new facepalm animation*. Reset to proper settings.

We got awesome new grinding & explosion sounds though, or am I just imaging things ..
swumprat 6 Aug, 2014 @ 1:31pm 
Anyways if you are working on somthing new can't wait to see it.(wink wink nudge nudge)
Brenner  [author] 6 Aug, 2014 @ 12:17pm 
;)
swumprat 6 Aug, 2014 @ 12:11pm 
(whimpers)
Brenner  [author] 6 Aug, 2014 @ 11:26am 
@swumprat: scared? SCARED?
You don't even know the meaning of the word "scared" yet, just wait until I unleash my upcoming Firestorm Cannon and its ability to shoot 3 large Omega-Torpedo Magzines
synchronously.
MUHAHAHA *walks back to the weapon lab in his secret volcano base*
Captain Obvious 6 Aug, 2014 @ 9:48am 
There are no better word for this but ingenious. Im already working on integrating it to some of my ship designs, aswell creating new designs centered around this weapon system. Thx mate, i added you to my friendlist, and hope you will accept it.
swumprat 5 Aug, 2014 @ 3:36pm 
Why is it that you continue to scare me with this creation...
Brenner  [author] 5 Aug, 2014 @ 2:06pm 
Update: added 3 heavy armor cubes of diffent layer strengths to better test the penetration power of the Armor Piercing torpedos.
The first result was a bit disappointing, but I managed to build a improved AP mag with much more bang for the buck (without increasing the magazine size).

The single torpedos are much bigger and heavier now, which is a good thing for a SE torpedo. I just added blast door blocks - the cool thing about them is they don't merge with the
blocks of the other torpedos.

I will probably also do something about the double torpedos too.
Sabor09 4 Aug, 2014 @ 5:49pm 
AWSOME
swumprat 4 Aug, 2014 @ 4:50pm 
You sir both scare and impress me...Keep up the good work
Brenner  [author] 4 Aug, 2014 @ 1:01pm 
@Zephandolf: yeah, I do plan to add a rocket magazine too. Might get problematic with the thruster damage, also take more space than a regular torpedo because you can't mount the backside of the engine to anything. But I guess I'll figure something out.

Also, a magazine full of what the inventor called "no grav torpedos". They do have a grav block, but the powersupply gets destroyed by thruster damage - making the torpedo immmune to grav shields.

Tungnafellsjökull 4 Aug, 2014 @ 11:05am 
Coolest thing ever
Zephandolf 3 Aug, 2014 @ 6:16pm 
Interesting. You could probably adapt this to use the new Thruster Override feature and make the torpedoes impervious to gravity deflection.
Dune Drifter 3 Aug, 2014 @ 5:49pm 
great work Brenner - a nice design. well done.
GeStraBa 3 Aug, 2014 @ 1:09pm 
Hey, I was too interested in the mass driver torpedoes before, mind working together? I had some cool designs some updates back, but some of they still work, maybe we could either exchange or work together, I'm also willing to help you on your industry-rp
Rontagosh 3 Aug, 2014 @ 12:46pm 
Very cool. Nice job.
Joshua Norton 3 Aug, 2014 @ 9:37am 
A very nice and interesting concept.
Great work!