Space Engineers

Space Engineers

Gravity Accellerated Weapon: A-113 GAW 1A v1.41 (Vanilla)
54 Comments
Face of Mercy 12 Apr, 2019 @ 1:15am 
Your designs have inspired me to make an adapted projectile for field expedient explosive use -- I've worked up a variant of this design that uses Hydrogen Thrusters insetad. Depending on how well that works, I'll also make an atmospheric thruster version. I'm impressed at just how much damage small warheads can do!
donut5626 7 Jul, 2018 @ 10:40am 
this actully looks real with all the shell facts
Guardianofsunshinee 1 Jan, 2018 @ 9:55am 
How do i work this?
zeckmon3 5 Aug, 2017 @ 5:22pm 
@I0FER

if u move the turret then fire at the same time the bullet will surely destroy your turret! but if its stationary then its keen...
I0GER 27 Nov, 2015 @ 2:21pm 
This weapon explodes when i try to use it - i do somethink wrong?
RyansPlace  [author] 22 Oct, 2015 @ 7:59am 
*Botono- Sadly, there is no way to print multi-grid builds in suvival. The otpinos are to import it using SE toolbox or build it from scratch. Sorry!
Botono 15 Oct, 2015 @ 9:05pm 
How do you construct this in survival using a projector? Rotors make separate grids and only the barrel is being projected.
Nato 21 Sep, 2015 @ 5:23am 
great idea for getting rid of stone
King Harlaus 7 Sep, 2015 @ 9:26am 
This is incredibly well designed, must have taken forever to build. Awesome job.
RyansPlace  [author] 20 Aug, 2015 @ 6:46am 
@Halo_ninja_1369: I answered you in the Grav Weapons Discussion forum above (it was to long to fit here).
<(ACG)> W o o d y 19 Aug, 2015 @ 9:56am 
Hey i wanted to know if you think it would work to have it on a battle cruiser???
<(ACG)> W o o d y 19 Aug, 2015 @ 5:34am 
Thanks for the help. P.S how long did it take you to make this? and how many people dedicated their time to build the GAW
RyansPlace  [author] 18 Aug, 2015 @ 9:13pm 
Excerpt from TM 1-7123-1-CL Change 2

*8-4. WEAPON OPERATION

a. Weapon Controls (Toolbar Page 2 (SHIFT + 2)):
(1) Load Ore - (Key Bind 1)
(2) Load Projectile - (Key Bind 2)
(3) Fire Weapon - (Key Bind 3)
(5) Toggle Projectile - Select (Key Bind 5)
(6) Reset Projectile Select - (Key Bind 6)

b. Left / Right Camera - As desired (Key binds 8 & 9)
<(ACG)> W o o d y 18 Aug, 2015 @ 3:32pm 
oooh, well how do i select them??
or do i have to get good luck???
RyansPlace  [author] 18 Aug, 2015 @ 3:19pm 
@Halo_ninja_1369: Look above at the pics. All you need to know is there.
<(ACG)> W o o d y 18 Aug, 2015 @ 3:07pm 
Projectiles, but what kind of projectiles can i use?
RyansPlace  [author] 18 Aug, 2015 @ 2:24pm 
@Halo_ninja_1369: Do you mean ore or projectiles? The instructions are on the left LCDs.

If you're out of stone. Simply add more to the large container (SHIFT F10 to spawn resources)
<(ACG)> W o o d y 17 Aug, 2015 @ 3:05pm 
i need to know how to load the cannon
YeeMan 13 Aug, 2015 @ 12:20pm 
Could probably mount static versions of this inside of a large ship. Would be much easier to fire without risking damage.
RyansPlace  [author] 1 Aug, 2015 @ 11:16am 
@Shaddap - Go ahead and post the steps you're taking to access the guided projectiles in the bug reports thread above. I'll talk you through the process in there (i'm working on a slide that explains it).
Shaddap 31 Jul, 2015 @ 11:27am 
Hey this is awesome but I can't get the Optical Guided one to work because I don't have ownership of it....am I doing something wrong? When I select everything and transfer ownership to me, it refuses to fire.

Help please!
TheMellowFellow 29 Jul, 2015 @ 10:03am 
This is one of the most, if not the most, ingenious and amazing things I have ever seen on the SE-workshop. I commend you for making such an awesome weapon. Have an upvote, favourite and subscribe!
Matchstick 12 Jul, 2015 @ 7:47pm 
I love it :') brings a tear to my eye
RyansPlace  [author] 5 Jul, 2015 @ 1:53pm 
@gergel: On that argument, the remote block is far more vulnerable than the antenna, but this build isn't intended for combat. It's a research platform (think DARPA). Picture the turret cabin balcony crammed with stuffy politicians and military brass attending a demonstration by nervous engineers putting on their best performance as they beg for more funding. Thanks for the compliments!

@Nil: Yep, totally vanilla and two general purpose scripts with a whole lot of arguments. You can see some of them in the change notes section.
Nilz 4 Jul, 2015 @ 2:42pm 
is this vanilla? amazing :D
gergelypuskaval 4 Jul, 2015 @ 10:04am 
Really nice design!

One thing still bothers me that the antenna is pretty vulnerable; once destroyed, you can say adios to your turret control... how about installing a rotor inside the tube, then attaching a small ship rotor part/antenna combo to it?
RyansPlace  [author] 3 Jul, 2015 @ 7:09am 
Are you attempting to mount the entire turret onto a ship? I wouldn't recommend that. It's simply not a stable design for mobile platforms as it has far too high of a center of gravity (see my early comment on rotor-carnage). Simply build the gun into your ship mounted forward.
Steelwarrior 3 Jul, 2015 @ 5:52am 
RyansPlace i meant the size of the ship + the use of tons of stone as a projectal when i fire my beast of a cannon the amount of stone if not set lower than 200 gives you 1fps from time of fire to 3min after empact useing the welders is nothing

useing the welder and fireing the misles no lag at all :) im in love with this trying to fix it into a ship but im haveing slight problem the ship turns and breaks the turret off and it dosent fly stright anyidea how to fix this without useing merg blocks
Anubis4123 1 Jul, 2015 @ 5:11pm 
the most beautiful and elegant piece of non mod weaponry
Anubis4123 1 Jul, 2015 @ 5:11pm 
EEEEEEEEEEEEEVEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEERRRRRRRRRRRRRR!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
RyansPlace  [author] 1 Jul, 2015 @ 9:26am 
@bromz - You can thank the last patch fixing the welder lag issue for the performance. Though six welders typically didn't cause a lot of lag in before.

@Wizlawz - There are warheads. Look at the 113D, E and F (F is installed, just not on the displays as it's still under development). The D self-destructs after a delay. E and F are proximity detonated. All three maintain their safeties until after clearing the barrel.
Tristavius 1 Jul, 2015 @ 12:27am 
Extremely sleek implementation :)
Steelwarrior 30 Jun, 2015 @ 7:11pm 
way less laggy than my old giant one grant it i can move very fast to move in and out of range of targets but its big you can see it from a long way away lol but usely for large ships thats too late
Manadono (Baron Bacardi™) 30 Jun, 2015 @ 6:23pm 
;w; this looks way better than mine... damn you :Frieza:!
Wizlawz 30 Jun, 2015 @ 3:52pm 
warheads, plz add warheads to the arsenal of projectiles:

PLANNED FEATURES:
d. Additional projectile varients

if you can either set them live right off the bat or with a small delay of activation
and with a couple {a few} of decoys
Planet-Inc 30 Jun, 2015 @ 3:07pm 
COOL!
COOL!
AMAZING ENGINEERING!!!!
[UESC] Abatos 30 Jun, 2015 @ 8:12am 
Holy crap balls that's some serious engineering! Excellent work guys.
skythedragon 30 Jun, 2015 @ 12:56am 
COOL!
BeanSlinger419 29 Jun, 2015 @ 5:31pm 
not the turret make a gravity missile cannon
BeanSlinger419 29 Jun, 2015 @ 5:31pm 
oh my ore cannon XD!! + i hate ore cannon use a missile turret a big sized turret
200 evil skeletons 29 Jun, 2015 @ 4:58pm 
@cjmx21 Read the patch notes.
cjmx21 29 Jun, 2015 @ 1:46pm 
i was wondering if anyone on here could help me figure something out. ever since one of the last couple of updates, i have no red dot sights on my weapons, is there a button that turns them on and off or do i have a bug?
cjmx21 29 Jun, 2015 @ 10:16am 
@Whiplash141 i have been working on finding new ways of making the cannon more vanilla, i was actually considering blast doors but just had not tried it yet, i also have another round that i havent uploaded yet that is vanilla. it is the same length, but is heavy armor instead of high tech armor, so it doesnt do quite as much damage. i actually have a camera on the current model i am working on and have integrated the rocket launchers into the weapons body, so they arent sticking out like that anymore, and these additions will likely be made sometime in the next few hours, as well as a new round made of blast doors as you suggested :). i hope you like what i come up with :)
RyansPlace  [author] 29 Jun, 2015 @ 10:09am 
@Yaddah- #1

On ore, I see your point. This build started with the thought process of "can I make a gun that shoots projectiles and ore while keeping it really small?" So essentially, I just built it to see if I could. Tactically, ore is just bad in combat. You have to sit still while you load it and you have to be uncomfortably close to your target for it to be effective. The whole point of player made weapons is to be able to shoot someone while lazily lingering well outside the range of his defenses.

*Had to break up the response. Darned 1000 charactor limit,
RyansPlace  [author] 29 Jun, 2015 @ 10:09am 
@Yaddah- #2

As to munitions: The 113 has had disappointing affects to say the least. You only get anywhere with the round if you shoot a lot of them. Pretty pointless with the space age version of a muzzle loader. I built a rig that prints and launches 16 of those at a time and they will cumulitively punch a large hole clean through your standard heavy battle wagon design in a single salvo (I pulled many hapless victoms off the workshop for testing. Sorry guys, but your sacrifice is for the advancement of science!). Whiplash came up with some 114 round designs that are punching holes through multiple layers. The next weapon will focus on exploiting those. I'm so done with the 113.
RyansPlace  [author] 29 Jun, 2015 @ 10:08am 
@Yaddah- #3

As to the explosive warheads, they have their uses. A little damage bonus if employed against soft internal systems. Sadly, they can only be used against defenseless sitting ducks, but they're one-fourth cheaper than the standard penetrater so its handy to keep the BP around.

So in short, yep, you're pretty much spot on in your observations.
Yaddah 29 Jun, 2015 @ 8:44am 
The use of scripts to guide the controller through the firing process amazes me. Well done! The only complaint I have with this weapon is that it's firepower seems to be kinda meh. I've built my own versions of gravity weapons back in the day, but after some testing vs actual heavy armored ships I've noticed that small ingots simply don't do that much damage - even in large numbers. What works much better is to grind down containers that have a large amount of ore in them to create a big ingot which can penetrate dozens of layers of heavy armor. I also found solid armor slugs to be more effective than other types of artificial ammunition with warheads in them.

But as I said this weapon's handling and design is out of this world. :-)
Whiplash141  [author] 28 Jun, 2015 @ 4:21pm 
@cjmx21: Howdy!
Interesting MAC cannon, but I can't help but notice it is a bit large. Try experimenting with making the torpedo a bit wider so that it does not need to be so long. This will allow you to compact the design into a more efficient firing platform. Also, try using blast doors as opposed to the modded blocks that you currently use as a weapon that kicks butt in vanilla is a great weapon!
You could use a camera for long range aiming as the red dot from the rocket launcher only persists for about 1000m.
Cool design :)
cjmx21 28 Jun, 2015 @ 3:35pm 
this is really awesome, if you dont mind, i would love to use this idea to design a new weapon, giving you credit and a link in the description of course :). if you would like to, check out my gravity cannon. it is called MAC Cannon V2 and it is a mobile mac gun. it doesnt move very fast and there is a problem with the placement of the seat and one of the rocket launchers used for aiming, but im working on those ;) and i almost have a fix ready. any feedback i could get from you about my gun would appreciated :)
Caféine 28 Jun, 2015 @ 12:32am 
You can't really get anything "low profile" on the workshop you know, especially when it's a weapon. @Pinkie Pie ; that way you can paint in pink if you like it. White fits well for a prototype.