Space Engineers

Space Engineers

FireWalker | Quadrupedal Tank
131 Comments
dmelvin1009 8 Feb @ 6:16pm 
The better kind of tank
MangyFurball 1 May, 2023 @ 11:19am 
i tried walking foreward, and it only moves one movement, then stops
BlackArmor  [author] 13 Apr, 2023 @ 7:28pm 
Thanks!
Marredone 12 Apr, 2023 @ 10:08pm 
I tried to switch this over to beesoldiers mech walker script, and I am entirely too dumb to make it walk as smooth using that, as you have done with your timers. Really well done design, dude. :steamthumbsup:
Oldrelic 15 Nov, 2022 @ 9:15pm 
Reminds me of the advanced warfare tank
BlackArmor  [author] 11 Apr, 2021 @ 1:02pm 
I could but would also make it so you could do both form 1 cockpit
bmann7728 11 Apr, 2021 @ 10:53am 
Just wanted to say I love the mechs you make but could you make a mech with two cockpits one for driving the other for a turret
BlackArmor  [author] 25 Dec, 2020 @ 5:29am 
enable scripts
classic 24 Dec, 2020 @ 3:05pm 
its not working for me
BlackArmor  [author] 17 Nov, 2020 @ 2:08pm 
Add the new weapon you added to the MART group
adrock 16 Nov, 2020 @ 2:19pm 
how do you replace the missile launchers with actual cannons without messing up the MART system?
BlackArmor  [author] 10 Jul, 2020 @ 11:44am 
Level, slightly above the ground
A Magic Hat 10 Jul, 2020 @ 6:58am 
Im wondering how to paste this thing in without Clang saying "get nae nae'd"
MostMischievous. 27 Jun, 2020 @ 12:58pm 
ah, i see
BlackArmor  [author] 27 Jun, 2020 @ 12:21pm 
It runs on reactors that you can't access and is impractical to use in a survival setting. It's made to be pasted-in and played with
MostMischievous. 27 Jun, 2020 @ 12:01pm 
i always wondered, what does "made for creative" mean?
does it only work on creative, or does it serve no purpose in survival?
BlackArmor  [author] 9 Aug, 2019 @ 3:56pm 
That's because it is :)
anrew10 8 Aug, 2019 @ 8:25pm 
Looks like the one in the background video of the main menu

Exactly the type of thing I was looking for
The Field Marshal 28 Mar, 2019 @ 7:51pm 
this would do well with the mort rotor turret script
h h h 5 Jan, 2019 @ 8:30pm 
the name firewalker reminds me of an x-files episode of the same name
BlackArmor  [author] 21 Nov, 2017 @ 6:54am 
@McTec Ind.
Thanks for letting me know
McTec Ind. 18 Nov, 2017 @ 2:31am 
congrats on having your tank in the latest major update video. you've earned it.^^
[Spitfyre] kjs 30 Apr, 2017 @ 9:15pm 
"Not recommended for multiplayer"
Are mechs ever?
Dmitch 19 Mar, 2017 @ 11:20am 
Love it.
BlackArmor  [author] 21 Feb, 2017 @ 10:32am 
@Leviathan
It's unnecessary to resort to mods when it worked perfectly fine as is.
Leviathan 21 Feb, 2017 @ 10:00am 
You could easily upgrade the controls with the ControlKey Mod, though im not sure wether a and d should be turning or strafing
Crackpirate 11 Feb, 2017 @ 11:04pm 
Thank you!
BlackArmor  [author] 10 Feb, 2017 @ 5:10pm 
@Crackpirate
You can place 2 rotors on a grad and delete the heads, then make another grid with 2 rotor heads. Use a tug-ship to push the rotor heads on one grid into the rotor bottoms on the other grid and then attach them.
Crackpirate 10 Feb, 2017 @ 4:55pm 
how do you connect two rotor heads to same grid? i try with merge blocks and the craft spins wildly out of control.
gallant12 9 Feb, 2017 @ 1:36pm 
and one definite and hopefully inevitable shining light is the devs fixing how turrets are against missles (they rarely if ever hit) then you have the "functional over fun" option of just having conveyed legs with turrets
gallant12 9 Feb, 2017 @ 1:33pm 
and im sure if players can find a effective way to launch things without propulsion or a moving ship, you could potentially have them shoot decoys out like mortars or others ways :p
gallant12 9 Feb, 2017 @ 1:31pm 
it would literally make it a walking fortress with its little extendable blast walls XD
gallant12 9 Feb, 2017 @ 1:31pm 
the wheels, yes the hangar i dont believe is allowed on, or is ginormas AF (havent played vanillassince pre planets) but for larger ship walkers (like the goliathus planet walker) the concept can be applied in vanilla
BlackArmor  [author] 9 Feb, 2017 @ 1:30pm 
The text panels saying offline is not on my end. Thats been a bug for a while
BlackArmor  [author] 9 Feb, 2017 @ 1:29pm 
Can you do it vanilla
gallant12 9 Feb, 2017 @ 1:28pm 
and yea i noticed it XD was like woah, i think i say a bp with text not on screens too, might wanna check those as well
gallant12 9 Feb, 2017 @ 1:26pm 
indeed, but you haft to admit a 3-4 missle death range compared to a one and done is increasingly better, and it was make shift so only 15 blocks were even replaced (main body only) even your aa repulsor benifited from a good wheel or 2 :3 now imagine the durability increase if a walker has systems like this in mind "blast shields", "reactive armor" the whole 9 yards :D cuz i mean if were gonna get to leg level complicated might as well making a living creature while your at it
BlackArmor  [author] 9 Feb, 2017 @ 1:18pm 
Welp any mod usage on my stuff is not really in my realm of concern. Walkers in generally are a pretty silly idea and will always have glaring weak points at the joints, no way around it. You can't have flexibility and protection at the same time. What I'm concerned with is how the timers have been bugged, basically disabling the whole build.
gallant12 9 Feb, 2017 @ 1:09pm 
Small ship mod pack, basically turns it into the small ship equivalent (usel for alot of things) and moc as in using your creation as the basis of my research into helping improve walker durability (so a manually or turret fired missle doesnt turn every walker into the death star), basically yours is well a pretty high grade walker for Se standards and it uses way more complex mechanisms to walk then most people would think of using and that also means more prone to death star syndrome (hence a good test in defense tactics since the mechanical fragility)
BlackArmor  [author] 9 Feb, 2017 @ 12:13pm 
I'm having trouble understanding "moc testing". Also how would you put hangar doors on a small grid?
gallant12 9 Feb, 2017 @ 12:07pm 
hey black i was looking at you walker as a moc testing toy, as you might be aware one rocket center mass well devestate it, i ended up putting a bunch of hangar doors behind that bumber and around the walker, id like to se what you think of the idea; might help improve some of the weakneses of walkers in general if it can be worked into designs
BlackArmor  [author] 6 Feb, 2017 @ 7:33am 
@Matza_JEW
Thanks that is really cool to hear! This piston usage came from neccesity since the leg rotors were not strong enough to hold the weight of the machine.
Matza_JEW 5 Feb, 2017 @ 11:00pm 
Yeah i remember when this was on front page and showed it off to some friends you hadn't heard of this game yet. It's cool to hear people be complely blown away by the fact that this was *Put* together by hand and works as a functioning robot. And I personally like the fact you use pistons and have the rotors being used as pivot points than using the rotor's turning speed. It as always been weird to me that rotors spin with more force in one direction than another and you can guarantee that a piston will push and retract with the same force. Nice work =D
Verto 4 Feb, 2017 @ 9:58am 
I think i understand. I need drag -A to A?
BlackArmor  [author] 4 Feb, 2017 @ 9:34am 
You can fix the problem by going into the control panel and searching for the timer blocks. For each timer, remember the time delay value that is displayed and drag the time-delay bar until it is at that number. Do this for all timers and then the walker will work properly. However, once you copy and paste the vehicle, all the time delay bars will be reset to the left and you will have to repeat the process. That is the bug on Keen's end.
BlackArmor  [author] 4 Feb, 2017 @ 9:21am 
This was made in stable branch, and now even that one is updated
Verto 4 Feb, 2017 @ 8:45am 
can i change game version?
BlackArmor  [author] 4 Feb, 2017 @ 8:34am 
@VertoPL | Rage-Gangs | RIP 327th
Yes sorryabout that. The last update has bugged the time delay bar on timer blocks so they always get reset all the way to the left when pasting. The normal timers are not affected but the timer script I used for my walkers reads them as the minimum time delay, causing malfunctions. Will work with script author to see if it can be fixed.
Verto 4 Feb, 2017 @ 6:31am 
I'm pressing 1, nothing happend, pressing 2, nothing happend
SimplyySerenity 16 Jan, 2017 @ 3:11am 
ah. darn! that woulda been epic. but thanks for the reply. either way, keep up the great work!