Space Engineers

Space Engineers

Large Block Torpedo Parts
rottielover 22 Feb, 2015 @ 10:22pm
Having trouble welding the side panels
I'm having trouble in creative mode. I made up a torpedo, and made a blue print and I'm working on a welding system to weld these up automatically.

The problem is that the main body parts all weld up just fine, but the side panesl, like warheads, gyro's, etc, just remain "ghosted" and never weld.

Any ideas?
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Volg  [developer] 23 Feb, 2015 @ 4:00am 
you are welding as a blue print?


if so remember the payload blocks are actually sitting in the space off to the side of the torpedo as far as the game is concerned. thus to weld them you must either weld on the spot next to the torpedo or se a welder that welds with a big eneugh radius to hit blocks near it.
Volg  [developer] 23 Feb, 2015 @ 4:01am 
can you post your world file and i will have a look?
rottielover 23 Feb, 2015 @ 8:04am 
Ah. Thank you. I solved it by putting the welders on Pistons and moving them back a block after welding the main body.

I gotta say, my little project is coming along nicely. I've created an auto loading system using timer blocks and the maglock mod.

Phase 1- Kicks on the welders and creates a torpedo (my Mk-79 ADCAP using your parts). Once the torp is welded (custom adjust the timer blocks based on creative or survival), then uses a hard point on a piston to merge the torp and lower it to tube loading position.

Phase 2- Loads the torp into the tube by executing these actions: Maglock engaged to hold the torp and the hard point disengages and moves out of the way. The inner tube door opens and the ram loads the torp into the chamber and holds it steady. While in firing position a set of doors in the bottom of the tube opens and a hard point on a piston rises to merge with the torp to hold it, the Maglock disengages and the ram retracts, inner tube door closes.

Phase 3 - Where the fun begins. You must select a fire mode for the torpedo, either "dumb" (missile mode:passive) or Active remote control.

Phase 4 a - passive mode : torp guidance is set to gyro override (to keep it tracking straight) and the warhead safeties are disengaged. Outer door of the tube is opened.

Phase 4 b - active mode : torp antenna is activated

FIRE Tube 1 - Upon pressing the fire button the following actions occurr: Hard point is disengaged and the piston starts moving out of the way. 2 seconds later the tubes grav gens and the mass block on the torp activate to accelerate the torp out of the tube (simulates using compressed air to push a torp out of a tube) meanwhile the Torp's main thruster turns on.

In passive mode it will fly straight (you can use the cam on the torp to aim it down the tube. This is not all that unlike a submarine in WWI or WWII.

In Active mode you would select the ship from your menu click control and then use the camera. Active mode is best for known targets at up to 50km away and as close as 10km if your a fast clicker.


Is this an over complicated mess, yup, but it's fun, and it works beautifully. I went to the extra trouble of the tube doors because of the keen blog post about atmospheres eventually. No need to vent all your oxygen to space just to fire the main weapon.

rottielover 23 Feb, 2015 @ 8:25am 
I snagged a buddy of mine and we did some live fire testing. The torpedo will obliterate most of the cargo ship spawns and tears the military ones up badly.

We also tested it vs a couple of custom built and workshop large ships, mostly in the 1.5 mil ton range. Most of these are torn in two if hit broadside. I sent one down the nose of my buddy's mining hauler and it obliterated the bridge, along with the bulk of the ship down to the drone bays.

I own my own dedicated server and plan to build and test this there as well :)
Volg  [developer] 23 Feb, 2015 @ 12:41pm 
I am glad you like it. Nice to see someone who grasps the concept and runs with it. If you do not mind I would like you to make blueprints of your designs and post them to the Work shop. I am starting a "gallery" of sorts to give people links to working designs using this mod so they can get an idea of what is possible.
Volg  [developer] 23 Feb, 2015 @ 2:01pm 
Also if you can write up what you feel is needed for balance. eventually i need to go through this and adjust the cost to make them, and the functional values such as thrust, power usage, etc. i would like input from people who have actually made designs with these and what they think needs nerf and or upgrade.
rottielover 23 Feb, 2015 @ 7:01pm 
Absolutly, add me and I'll send you a write up. With these new LCD panels I think I can put notes in there to help people use it. I'm working on polishing it up and then I'm going to make a video.
Volg  [developer] 24 Feb, 2015 @ 5:03am 
very good
rottielover 18 Mar, 2015 @ 11:59pm 
I've published the world as a WIP. It's not done but it works to the point of loading a torp into the tube. You have to setup the timer's to fire yet.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=410208858
Volg  [developer] 19 Mar, 2015 @ 6:46pm 
Nice... very good demonstration.
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