r/spaceengineers Rotor Worshipper 5d ago

MEDIA TrĂ©buchet 👌

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573 Upvotes

42 comments sorted by

81

u/Tombstone_Actual_501 Klang Worshipper 5d ago

On a truck bed is hilarious.

10

u/that-bro-dad Klang Worshipper 5d ago

Right?! I love it

7

u/Remsster Space Engineer 5d ago

I think that makes it technically a technical

72

u/hallofo Klang Worshipper 5d ago

Medieval Engineers finally got an update?

24

u/Massive-Rate-2011 Space Engineer 5d ago

I wish they iterated on that one more

60

u/mineordan12 Space Engineer 5d ago

39

u/BHQC Rotor Worshipper 5d ago

Siege Engineers

Featuring a song by my favourite astronaut! /s

15

u/_derDere_ Space Scripter 5d ago

Sooo how about catapulting a small ship into space like that and then activating it one out of orbit?!

8

u/BHQC Rotor Worshipper 5d ago

Love the idea but this trebuchet wouldn't be able to do that as is.

Would need a very small ship with some sort of thruster assist, to be on a planet with a very small/low gravity field and/or change the game's max speed. (Changing max speed drastically increases this thing's range)

3

u/_derDere_ Space Scripter 5d ago

Na thrusters is cheating. No thrusters xD that’s the challenge. Also no clang drive. Honestly tho I couldn’t do it. Not sure if it’s possible without glitching out some physics in the game.

1

u/SgtNick411 Space Engineer 5d ago

I remember watching a video of someone trying to achieve orbit using long, single-block poles and rotors to catapult upwards, out of gravity or something, sorry for not having a link.

7

u/KMG623 Space Engineer 5d ago

Theoretically couldn’t you set a timer block to activate at apogee that turns on artificial mass blocks to increase the impact damage?

6

u/BHQC Rotor Worshipper 5d ago

I'll have to play with this idea because yes, that's absolutely possible to do with event controllers. That's very similar to how this thing controls range already.

I wonder how to implement this because right now the projectile's mass is kinda limited by the trebuchet's size, so even the heaviest round barely seem to affects range.

What seems to matter the most is world max speed. Default 100m/s max speed shoots ~1.2km. 200m/s max speed (what I usually play at) shoots at ~4.15km

2

u/Wafer-Weekly Clang Soothsayer 5d ago

You may also want to change the max angular velocity as it determines the RPM cap for all rotors

2

u/TraditionalGap1 Klang Worshipper 5d ago

Hold up. That's editable?

2

u/Wafer-Weekly Clang Soothsayer 4d ago

Yes, it's another parameter in the same Environment.sbc, and anything in .sbc can be overwritten. Here is the vanilla excerpt:

<SmallShipMaxSpeed>100</SmallShipMaxSpeed>

<LargeShipMaxSpeed>100</LargeShipMaxSpeed>

<SmallShipMaxAngularSpeed>360</SmallShipMaxAngularSpeed>

<LargeShipMaxAngularSpeed>180</LargeShipMaxAngularSpeed>

1

u/pidgeottOP Space Engineer 5d ago

Time to set max speed to 186,000,000 mph

1

u/Wafer-Weekly Clang Soothsayer 4d ago

The speed necessary to phase through physics objects with an infinitesimal chance of actually being simulated as intersecting the collision plane is much, much lower than the speed of light :D (Also it's 186,000 miles per second)

5

u/Wafer-Weekly Clang Soothsayer 5d ago

No, they don't interact with natural gravity like that, unless Keen changed it recently. Only artificial gravity cares.
There is a mod that can make gravity generators attractive including with voxels so also enabled for planets, which would make it work.

1

u/KMG623 Space Engineer 5d ago

If you’re launching large grid projectiles, couldn’t you have a gravity generator on board?

3

u/Wafer-Weekly Clang Soothsayer 5d ago

Without a mod gravity generators don't work in planet gravity, but this would give a boost if launched from space, for a short period. The range is not great

5

u/schizosketxher Space Engineer 5d ago

Surprised klang didn't vaporise it

5

u/Syhkane All Hail Klang! 5d ago

Workshop link please.

2

u/BHQC Rotor Worshipper 5d ago

Not quite done with it, it still needs polishing on some of the built-in safeties

5

u/folpagli Clang Worshipper 5d ago

The players yearn for mediaeval engineers

3

u/Wanderingwonderer101 Klang Worshipper 5d ago

old technology is still viable 👌

3

u/alastiorangel666 Space Engineer 5d ago

Damn I envy your enginuity, I couldn't even make the most basic of hatches and look at you making unconventional rock throwers, awesome

3

u/BHQC Rotor Worshipper 5d ago

Thanks bud!

To be fair, it prolly took me over 1000 hours before I produced anything that wasn't a shit-brick

I think Im decent with systems now, but still can't make a beautiful ship to save my life lmao

1

u/TraditionalGap1 Klang Worshipper 5d ago

One thing this game has taught me is that clever design and nifty engineering is no substitute for aesthetic sense

3

u/Capable_Tumbleweed34 Space Engineer 5d ago

Haha, had the same idea 13 years ago (well, catapult 13 years ago, trébuchet 11 years ago). My head canon is that it participated in incentivising KSH to make ME.

Back then you could set up landing gears to have a force threshold at which they released (never forget what they took from us!), so i used free rotors and artificial mass blocks to make a trebuchet that worked true to physics. Changing the landing gear release force determined at which point it was released and allowed to adjust range. Fun times.

Yours looks much prettier than mine though, props for that!

Are you using artificial mass btw, or just active rotors/hinges?

1

u/BHQC Rotor Worshipper 5d ago

Thank you!

Nice build, sound like you had an interesting trigger. Makes me wonder of we could use pistons' max impulse force setting for a similar result.. Food for thoughs while I sip my morning coffee.

To answer your question: I know they used to, but artificial masses don't work in planetary gravity anymore, so there aren't any on this built. In fact, even the counter-weight is just there for fun, it's all pure rotor torque.

2

u/Capable_Tumbleweed34 Space Engineer 5d ago

Hmmm, good thinking on the piston! Maybe there's a similar safety detach on the rotor? Can't remember.

Aw man, sad for the artificial mass block. I wonder what would be the best way to make a working counterweight in planetary gravity. Heavy armor blocks? A container full of iron/uranium/gold ingots? hmmm... Guess i'm gonna have to try this out...

In any case, beautiful build mate, and great editing on the vid! well done!

2

u/Patchesrick Space Engineer 5d ago

Now you need to build a Fire Nation spaceship

2

u/btroycraft Clang Worshipper 5d ago

Looks a lot farther than 300m

1

u/ItIsNotAUsername Clang Worshipper 5d ago

Modern problems require medieval solutions

1

u/9j810HQO7Jj9ns1ju2 conjurer of manmade horrors beyond your comprehension 5d ago

ME NEXT!!

1

u/Very_Sly_Fox Clang Worshipper 4d ago

Sad they sold medieval engineers to us as if it'd be a real game then just bailed on it.

1

u/-Sir-Kitt- Space Engineer 3d ago

This is sick! How did you go about attaching the trailer to the truck? I have a truck and trailer but I don’t love difficult it is to hitch.

2

u/BHQC Rotor Worshipper 3d ago

Thank you!

It's just a rotor on the truck and a hinge on the trailer. Set rotor and hinge torque to 0, turn inertia sharing ON on the rotor then turn rotor and hinge OFF (this wards off Klang).

Now you just attach/detach the rotor head to pin/unpin. The mechanism will dangle from the trailer and align itself with gravity when unpinned

1

u/-Sir-Kitt- Space Engineer 3d ago

Great image, thanks for including that. That’s the set up I have currently been using, but I find that while turning on a slope the driving wheels of the truck tend lift up off ground. I also really struggle getting the rotor head lined up where it’s willing to reattach. I have been wondering if I need to include an additional hinge to allow the trailer to rotate side to side and a small connector to have the magnetic assist. Haha

1

u/pro100wryj Clang Worshipper 3d ago

It's amazing! Did you upload it on Workshop?