Space Engineers

Space Engineers

Light Macro Cannon 1:1 scale
21 Comments
✨Cyn✨ 23 Jan @ 2:16pm 
you know your cooked when a small city sized cannon is the "light" variant.
EzaihSiX 12 Feb, 2019 @ 3:10pm 
no sorry.. it's not just the size of a cathedral... it's the size of an entire neighborhood.. atleast where I live.. where neighborhoods are about (500m x 500m)-(1500m x 1500m) which is quite small in comparison to other outlandish neighborhoods which are bigger than my country's capital.
EzaihSiX 12 Feb, 2019 @ 3:03pm 
BWAHAHAHAHAHAH!!! OMG That IS ABSOLUTELY HUMONGOUS!!!
I mean, man, just look at that... it's a freakin broadside cannon for a ship..
and it's the size of a FREAKIN CATHEDRAL!! Wowh..
I am truly amazed by the effort you put into this.
Titus Brutus Avituis 10 Oct, 2016 @ 10:39am 
that it would
Balthur 10 Oct, 2016 @ 10:18am 
That is just awesome espacaly the details, the hull side looks just like how it does in Battlefleet
Gothic. I have allways dreamt of having a 1:1 scale 40k ship (Dauntless class or even better a Retribution-class battleship) in space engeneers and i allready tried building one... untill i ran out of RAM...damn it. I wasent even half done :( . Lets hope the game gets better at handeling the Epic scale of warhammer 40k... your macro cannons would be perfect for such a project.
Titus Brutus Avituis 5 Oct, 2016 @ 8:10am 
so when the game can handle it will you make it actualy fire those shot from the ammo belt/tower ? if so it would be awsome
HammerJuice *DEUS VULT* 25 Jul, 2016 @ 1:46pm 
holy shit :D

thats not going to be a full build is it xD
OctoBooze  [author] 25 Jul, 2016 @ 10:04am 
@Bastelork as long as they aren't AS massive as this. AKA if they are reasonably sized projects, I could come and check of course if you need help with something. I don't often do WH40K ships since the workshop is already full of amazing creations and I feel there's little I could contribute to the greatness :)
Bastelork 25 Jul, 2016 @ 9:46am 
This is so fcking amazing! I wish Space Engineers would be playable with these large ships...
Would you consider to cooperate for some 40k builds?
Guzzo the Fat Rat 23 Jul, 2016 @ 9:32pm 
Wow nice work!
Roma-Draco 22 Jul, 2016 @ 10:13am 
you never trullly appreciate how friking HUGE ships are the warhammer until you see one of its MANY guns in a 1:1 scale....
Nioreux 21 Jul, 2016 @ 10:55am 
Can you Load the Tech Priests into it for some Holy fire power?
OctoBooze  [author] 21 Jul, 2016 @ 10:43am 
@Phoenix Yup it does :)
Nioreux 20 Jul, 2016 @ 10:09am 
Does it actually fire?
[UTD]mjr121 19 Jul, 2016 @ 6:06pm 
could always build a ship around it. similar to a MAC gun from halo, just on a larger scale

cheers
OctoBooze  [author] 19 Jul, 2016 @ 1:54pm 
Having a large projectile VS the mod projectile is a moot point. It'd be just as useless seeing how you can't aim the cannon so I decided to not make it. I did consider it back at the time though.
howardxu23 19 Jul, 2016 @ 1:45pm 
welders to make the projectiles
OctoBooze  [author] 19 Jul, 2016 @ 9:11am 
Pressing "Gun trigger" or "Gun fire" on one of the button panels in the grand hall fires the cannon. Not sure what you're going after with welders?
howardxu23 19 Jul, 2016 @ 3:41am 
How about making at least fire able, even it meant putting a welder system inside the firing system instead. Anyway, it is epic looking :D but useless lol
OctoBooze  [author] 18 Jul, 2016 @ 12:26pm 
Thanks man. Appreciate the comment.
Never thought about conveyors. All I know about them is that they are waaaay more poly than they need to be, cheers for the heads up.
Anyway, I had everything figured out in my mind for opening the breech, gun swaying back and so on but until we get non buggy indestructible rotors and pistons, it just isn't happening :c
Would've loved seeing the gun itself actually move. Not having it seriously takes away from the awe factor as it is now just a static model to walk around in. At least you get the sense of grand scale that is present in Warhammer 40K :D
Einherjar 18 Jul, 2016 @ 8:51am 
Foooooooooooking awesome build!
And yes, I feel for you when it comes to the Rotors n' such. The mass levels on material is just so high that the small amount of newtons that Rotos and Pistons max at is just not enough. If the material was far less massive, the operations I bet would work fine. I run into the exact same issue and I find that on a block by block basis, especially conveyors, blocks are about 10 times denser than would be assumed, especially if one is trying "realistic" builds.