Space Engineers

Space Engineers

Not enough ratings
PJG-R875-L Piston Jolt Gun [Obsolete]
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
753.178 KB
Mar 26, 2021 @ 9:48am
Jun 9, 2021 @ 12:06pm
12 Change Notes ( view )

Subscribe to download
PJG-R875-L Piston Jolt Gun [Obsolete]

Description
Vanilla / No DLC / No scripts



This Piston Gun is now obsolete, I made a new one much safer and precise
Check out the new one here

You can still check out the merge version of this one here




The PJG-R875-L is a large grid piston gun that uses piston jolting to impulse its projectiles at enormous speeds with two rotors attached to the same head to break the speed limit.
This results in projectiles firing at about 875 m/s.

It can be attached to bases, ships and turrets (last two need to have the Center of Mass on a specific zone, see Important for more details) but DO NOT fire more than one at the same time on the same grid or it will explode.
Due to being large grid the shots have a large amount of recoil, this it's cool but also bad, because the more it pushes back, the less speed the projectile will have, but don't worry, the speed will still be hella fast, (about 850 m/s on a 1000 t ship).

To fire it just search for the timer called "PJG Fire", feel free to spam it as much as you want.



Buildable?
I think is possible to build it in survival, just very hard.

To make the double rotor put two rotors next to each other, take off their heads, place a piston with a rotor head facing left or right on a block, extend the piston until you attach it to the farest rotor and then retract the piston while increasing it's Max Impulse Axis until the head is close to the other rotor and then attach the head to the second rotor.

Make sure the double rotor is fixed to a static grid while you are attaching the rotor head, both have the limits properly setup to retain the head in the same direction, share the inertia tensor and lock the rotors just in case.
For the rest do a bit of inverse engineering, this is Space Engineers after all.

Important
You must have Experimental Mode Active and when you fire it make sure to don't move the gun or the projectile (which is armed) may hit the the cannon, it comes with a gyro that prevents you to do this (also stabilizes the gun when you shoot it), but still, be careful.



ON SHIPS AND TURRETS: Make sure to have the CoM of the main body behind the twelveth block starting from the end of the barrel or behind the conveyor where the gyro is attached to. The gap between those two zones should not have the CoM.

NOTE: On massive enough ships or double rotor turrets with maxed out torque the CoM is irrelevant. (Still, the rotor on the horizontal axis will need something to stay completely still when the gun fires, like a landing gear for example, the rotor lock won't do).



If you're mounting it on a turret, you can delete the gyro and use the lock of the rotors or hinges instead (don't forget to edit the timers if you do this).



The double rotor, due it defies clang itself, makes the body of the gun and the ship is attached to, rotate slowly, it's not a problem when you are flying the ship or aiming the gun but make sure to leave the gyros on override or connect it to a station when you leave it if you don't want to find your ship upside down when you come back.

    Piston Gun Stats
    (Without projectile)
  • Mass: 241046 kg
  • Blocks: 567
  • PCU: 6173
  • Muzzle velocity: ~875 m/s
  • Range: ~25 km (at max speed)

    Projectile Stats
  • Mass: 6445 kg
  • Blocks: 7 (3 Warheads / 1 Timer / 1 Battery / 1 Sensor)
  • Countdown: 30 s

Well, that's all I needed to say, so place it on a ship or a turret and enjoy the destruction.


FIXES
- Fixed pistons not doing it's clangy magic on the 1.198.024 Update
33 Comments
OXxzyDoOM  [author] Jul 30, 2022 @ 1:02pm 
Share Inertia Tensor is the magic option. Turn it on to make it stable
Mastershipwright 117 Jul 28, 2022 @ 3:12pm 
so ive tried to replicate the whole 2 rotor one head speed breaker thing but whenever i build on the rotor the rotor head changes angle and is very unstable, an issue yours does not seem to suffer from. Furthermore I have successfully used this technique on a small grid version and it works fine. I was wondering if you might have any insight into the issue and how to fix it,
Viper Jul 5, 2021 @ 2:55pm 
I will make sure that I give credit thanks!
Viper Jul 5, 2021 @ 2:54pm 
Thanks so much!
OXxzyDoOM  [author] Jul 5, 2021 @ 2:58am 
Only requirement is to give a little credit
OXxzyDoOM  [author] Jul 5, 2021 @ 2:55am 
Yep
Viper Jul 4, 2021 @ 2:38pm 
is it cool if I modify this for an artillery cruiser?
OXxzyDoOM  [author] Jun 5, 2021 @ 8:18am 
I have good news, the merge block workaround is possible, just need to alter the projectile and some modifications, I'll link it here when it's finished.
UngaBunga Jun 4, 2021 @ 8:33pm 
Love the gun its amazing. For anyone who wants to take this to the server stone. Good luck. everything on it works except the gats. Thus the block never breaks and it never launches the warheads. I think the only way around this would be merger blocks? i found a small grid rover that launched large grid warheads that worked on stone called wuvu i believe. anyways keep up the great work.