To be fair, in an actual combat scenario, you're going to be rolling the ship to line them up. I'd say you're also looking at a minimum of 8 crew for this ship, one for each turret and a pilot. With full player control, that ship would be a monster. I could see a nice retrofit to this would be moving that "Comms Array" and forward facing artillery cannon array, to make room for a decent sized fighter bay. Either AI fighters or fully crewed ones. Maybe even a some larger missiles that you can fire on the move.
Definitely a fan of the super-firing turret layout scheme above and below. Basically a post-HMS Dreadnought battleship but with the realization that you can put weaponry down below! If anyone told me that a warship had over 40 railguns in give or take 7 turrets I would be sweating bullets! Unrelated note: The railgun fire reminds me of the 3D Captain Harlock movie which is a nice touch.
@@WardenWolf As much as I wanted to say that in my comment, especially since the South Carolina was in a race to be built before HMS Dreadnought yet was completed after (thus giving Dreadnought all the glory), I honestly couldn’t pack it in XD. Glad to see another fellow history buff.
the abysmal performance of the ship against nearly unarmed targets just shows the importance of proper fire control systems. it doesnt matter how big your guns are if they cant hit proper targets and miss ideal targets half the time.
I can see this being an absolute monster if you have a player independently controlling each turret. Would be tempted to try and Retrofit the front Comms Array into a fighter bay or larger missile bay.
Multi crewing a ship in SE is defiantly a challenge and the idea of making a fighter bay at the front is a great idea perhaps the creator could make a carrier variant.
@@shoyahaaruniI mean, I was also bringing it up because, even if you set the AI to target the largest thing, you have 7 turrets, each with a mass amount of railguns. If you have a player controlling each turret, then they can each target a different ship. The combat effectiveness of the ship increases dramatically if, instead of only being able to fire at one or two things at a time, the ship can instead independently target seven different capital ships at once.
Perhaps, but I think it would work better if the ship had more small guns and/or an escort of lighter ships to deal with fighters and drones. Big guns for big enemies, small guns for small enemies.
Even so, thats a lot of targets for such a slow reload. It would have likely fared far better if it had assault cannons at least, or ideally autocannons
This feels more like a seige ship then a ship of the line. The idea is you park just in railgun range and shell the base while launching missles at anything that tries to respond.
tbh Ship of the Lines / Battleships were not actually designed to go 'Head to Head' vs any other Ship. Its primary purpose was to provide Bombardment Support to level out an area. The entire concept of a Battleship is to provide long range bombardments. This is something many people misconcept about the Battleship. The Dreadnaught on the otherhand, Its purpose was to essentially be a Be all End all Naval Vessel, however was horrible in practice and design because of its lack of agility and lack of overall performance which birthed the concept of the Battleship. Your Cruisers/Destroyers/Submarines were the primary Naval Supremacy before Carriers. and the Only reason a Carrier overtook that Supremacy was because of the Fighters aboard her being able to be versatile for every naval situation. #TheMoreYouKnow...
@@noxiousvex The dreadnaught was a battleship. The difference was that older battleships tried to have every gun for every situation while the dreadnaught was solely focused on killing other battleships while also being faster than any other battleship. Yes the dreadnaught became outdated during the ensuing arms race as nations created better and better ships, but it still revolutionized naval warfare as we knew it. And since it primarily focused on big long range guns the dreadnaught was more effective at long range bombardment than its predecessors.
Well that's officially the scariest thing my carrier has faced off against now lol. If you had players targeting the railguns I think it would have been over pretty quick. The blast radius of all the rail turrets combined is larger than the entire side of the carrier. That said the Courser can be quite quick in space when it wants to be as it has 30 large Ions on the bottom. If you want to use it for testing again later on I would recommend downloading it again as the latest version has AI properly implemented. You can scramble all 30 fighters with one button press or launch them individually from the control bars on the front cockpit.
The way this game functions, it really seems that AI Drones/missiles/torpedoes are the way to go. Ironically the powerful guns in this game are better suited as a spinal mount on a drone, not in a turret. So I think for SE your design is more practical.
I don't see Homeworld, but definitely BG and many others. For Homeworld, I think this is way too detailed and not enough large and simple geometric shapes, possibly excluding the area around the narrow section between the engines and main body.
It is unfortunate that the big railgun turrets seem to miss so much. Part of it is that they have not depression (i.e. aiming downward), so there is a horizontal blindspot right where you would assume would be ideal for broadsides. Worse they try to shoot anyway. Maybe the turret controllers are not set up properly, or maybe it is the camera and the guns are too far apart, or maybe Keen just never tested the turret controller with guns that big. Though if I had to guess, something about the vertical rotor or hinge allows the turret controller to think the gun is depressed when it is not.
The builder can set a maximum allowable deviation from the target point for firing, and I assume the issue is that this is left at the default value of 5 degrees, so they will fire even if the target is a full 5 degrees below their limit!
@@themutesiren5542 The defense AI block is wicked easy to set up for getting the turrets and custom turret controllers to engage at max range. The process is 1. Build Defense AI Block. 2. Turn Defense Block AI On. 3. Win.
Artillery has much more DPS with the same resources. And the design of this battleship is just smart picture. Normal ship without any furniture and decoration will severely damage it in the first combat
I've never been able to get railgun turrets to hit the broad side of a barn, and your video honestly shows it. The artillery turrets did far more damage in a few seconds than the railguns did the whole time.
If I recall correctly, the ship has a "main battery" of static artillery cannons facing forward. That is what you should be using when attacking something directly in front.
i had a cool idea for a sort of missile idea inspired by Astartes where its a missile that carries people and embeds itself into an enemy vessel as like a boarding device
haha, yes, I tried the same idea a while ago, but didn't really get it to work as intended. The two main issues are getting through the armoured hull of an enemy ship and then decelerating without crashing.
You can solve both of those by not decelerating. Have a stick of heavy armour at the front and crash at max speed. Thanks to SE physics the things you care about at the back will be fine and depending on how thick the enemy armour is you may have a convenient hole as well. @@wanjanechtangroeger
I really enjoyed the video and the battleship on the workshop is trully aweome. 8:23 is that drone carrier of yours features somewhere on the channel? What is the video called and can I get that carrier on the workshop?
Every time I see giant ships like this, it reminds me that the large ships I make are effectively just babies next to it, and would make a tiny dent in it's armour if I ever got close enough to attack it without being immediately erased from existence by the railguns on it
Cool, the look is really great but if the guns don't even hit the target the ship is pretty much useless. Nevertheless, well made, the ship can certainly be used as a decoration for a space doc or something similar. God job
Is there a way to set individual turrets or target settings to target specific sizes of ship material? For example, set it so that the Railgun Turrets exclusively target large ship parts, while the artillery targets small ship parts? I haven't played much Space Engineers myself, not to mention in years, so I have no idea, but such a feature would help in making sure the Railguns target the Carrier and not the small fighters drifting off the ship!
Yes. Each turret/custom controller can be set for a diverse range of targets, including large or small grid, weapons, propulsion, control blocks etc. They can also be given a setting for AI engagement range. In the case of this ship, I think I would set the railgun turrets for large grid, control blocks. The artillery turrets would go for large grid weapons and propulsion, and the gatlings would be set for small grid and missiles. This ship would probably still need a screen of lighter ships to help out with incoming fighters and drones, but I think the above settings would create a layered defence and useful fire priorities.
@@patrikhjorth3291 You are correct with the weapons/propulsion subsystem target, but the third is actually power systems, such as batteries and reactors
I found a critical design error on the 654 gyroscopes that are on this thing 500 of them are all placed with the attachment point facing to the outer hull. The hinges on the Railgun turrets do not have any limits set so they can just klang themselves off
A ship that size, it would be interesting to try a more “low tech” approach, and just mount a ton of broadside railguns and aim them manually by rolling and yawing the ship. You could use either timers or event controllers to stagger the fire for greater effect. Oh, and large railgun turrets should not bother targeting small grids - that’s just a waste of ammo and time for recharge.
This ship is beautiful! However, I would recommend the addition of more armor, so that way you crew can afford being hit without taking extreme damage.
I think there is a way to improve the aiming algorithm. As we can get the position of the target. We can get their velocity v and acceleration a. Then we can use formula 1/2at^2+vt to calculate the position of target after some time. The speed of bullet is also metter. We can then calculate the intercept point and aim to that point.
SE has this problem of the projectiles not loading properly when there are too many stuff being shot at the same time. Is this a problem with my rig or with the game itself?
It could use the smaller cannons to intercept drones and smaller ships, improve the aiming system of the energy cannons and try to increase the firing distance and the targeting system because they are unable to lock onto the enemy ship
You can fix the targeting system going off when you exit by simply adding an AI-Combat block, setting the interval to 5 seconds and enjoying the lightshow.
With all these space battles shooting ordinance everywhere and space being infinite id love to see a game that your species just got into the space age like us. So a city is annihilated by an errant nuke or rail gun rounds that have been traveling through space for decades so you build your species up get into space find old space debris, ships, satellites, etc from other species and build your space fleet to take the fight to them!
Hit one of my pet peeves in the first few seconds. Decimate means reduce by 10%. The Romans decimated legions to make them more effective (I'm not sure it worked) not to make them less so.
Love the ship, but some glaring issues. The main railgun cannons definitely do not have enough depression, and as we saw with the carrier can be easily distracted by too many targets. The phalanx turret that I saw was really cool, but has absolutely atrocious view from where it was at, and I assume other phalanx are similarly placed. Those should be placed in areas that are underdefended or has a large view as to properly intercept missiles and fighters. But overall I love the ship, those issues can easily be ironed out and will make it perfect.
Wonder what a ship with the armament of the Rex but in a more space-efficient (not volume, literally space) shape like a triangular prism that maximizes turrets able to shoot whilst minimizing blind spots
It does struggle against ships with the shield mod. It just doesn't do enough damage fast enough to overwhelm the shields. I built a destroyer and parked it at 500 meters just to test things. It took about 20 minutes but I destroyed this ship while sustaining no damage. Now the player built missiles would most likely wipe my ship out but obviously AI can't control those. Plus to be fair I run the exploding reactors and exploding jump drive mods so I was able to cause a chain reaction that crippled this monster.
Thats the trouble with SE ship designs. What is fantastic in one server is utter nonsense in another. Take Meta bricks, fantastic unless Railguns are removed or better weapons are added by mods.
the railguns can't depress. you might have to raise them a block or two so they can depress and converge at a distance. or focus on just top railguns. maybe you can set the bottom ones to independent fire for when it has enemies in every direction
whoever built that ship put a lot of work into it, without realizing how problematic turret controllers really are, i believe there is a youtuber who has made a script that fixes the issue turrets firing too early.
The game has this problem with the proctiles not haviing proper animation if theres too much stuff being fired at once. Is this a problem with my rig or is it the game itself?
I have had a terrible time getting the AI blocks to work correctly... I desperately want to have decoy torpedo's circle a target at 300m. It should be the ultimate electronic warfare solution for SE.
Probably easier just to use them as deployable flares to temporarily distract targeting away from your Ship rather then trying to get them to orbit continuously.
Maybe I can help. Can you tell me your exact configuration? At a guess, id suggest you give your decoy torp a single gattling gun and an offensive AI block set to orbit. Add that gattling to the AI blocks weapons.
Yeah, too much artillery with bad firearchs, almost 0 point-defence, and inadequate protection. Can be easily destroyed by 1 well designed torpedo which will easily pass through that point-defence
In the sci fi series, the Expanse, rainguns are used at relatively close ranges because of the time to reach the target. An enemy ship at long ranges has far more time to dodge the shot.
People put to much stock into zero g expanding combat range the amount of people who write stories with space battles where they're engaging at ludicrous ranges never seem to take into account that even with ai targeting and near light speed projectiles the distances they keep saying the fights take place over means dozens of seconds or even minutes of travel time for the projectiles meaning they can be easily dodged even with simple random course changing manoeuvres.
@@Kakarot64. Exactly. And Railguns don’t even come close to light speed. The art of ships lobbing metal at each other has existed since the first cannon, and will continue on past the railgun. However, with advancements in technology, it becomes easier to dodge or even negate “dumb-fire” projectiles. That does not mean they are no longer useful, mind you. They still pack a punch! But range comes into factor a lot more than one thinks even with railguns or even laser systems. In fact lasers would have even more restrictions on range due to the fact the highly energized particles dissipate over distance. Smart-Fire weapons (missiles and guided torpedoes) also have range based on their fuel consumption. They are vastly harder to dodge without counters, but even they can be negated in some way. For every offense there is defense, all dependent upon the distance of the target and available firepower.
Naval destroyer in SPACE!! Pretty, but also impractical. Firepower is great, but only if you can actually hit the target. Banks of AI-controlled, large grid railguns eat a lot of energy, have an abysmal rate of fire, and can't consistently hit a stationary target. The missile system shows some promise. Maybe streamline the launching process, and increase the warhead count and dispersal area if possible, and I think you'd have a real killer.
Destroyer??? That's a Battleship or Dreadnought LMAO. The Naval Destroyer concept in SE works fine since destroyer is the ship that launches torpedoes. In SE with proper teamplay you can do that staying far out of range of all enemy weapons and damage ships for "free". Also SE allow destroyer to "reload" torpedoes by reassembling them - feature which destroyers couldn't afford in real life at all. Unlike torpedo bombers (strike craft), destroyers in SE are large grid ships that're able to Warp and carry enough resourses to reassemble their torpedoes. About the ship in the video: The Battleship/Dreadnought concept works fine in SE if you build it properly, make a good fire control script and have a proper FCO in your clan which can use it. Also the ship must have adequate point-defence in a combination of dual purpose custom assault cannon turrets (also testing concept with small grid custom railgun turrets as both anti-ship and anti-drone ones), many custom autocannon turrets and many custom gatling turrets (for much smaller battleship with 6 twin custom railgun turrets and 8 twin custom artillery turrets (for kiting) there must be 12 twin custom assault cannon turrets and at least 16 quad custom autocannon turrets, in order to give adequate protection from torpedoes and strike craft). Also torpedoes must be placed on rear in order to be able to launch them when kiting. But the ship role would be limited to tanking some damage in large battle, damage enemy capital ships to some degree and disengage - winning some time and letting your cruisers and destroyers take good positions to launch torpedoes to damaged capital ships with weakened point-defence. Ideally torpedoes should come from multiple directions in this case so even undamaged point-defence will have problems with shooting torps down. Overall properly built Dreadnought of this concept would be practical and useful in SE, but it's role would be limited to clan vs clan battles
I just like how this game is actually Lego for an adult, and you can intertain yourself for the rest of the time. But, SE actually need new weapon sistem like in From the Depths, i really hope that SE2 will much better in this
The suicide drones and missiles kinda feel underwhelming. You see a whole swarm of them hit a target and there's kinda not much damage going on. Almost don't need point defense to deal with them.
How is anything in space out of range? There is no gravity to drag projectiles off course, or friction to slow the projectile down. A railgun projectile in space should reach a few hundred miles in seconds.
so two medium fast ships, one from the top and one from the botom can take out this monster easy ;D, of humans want to enter onto space combat they first need to think in 3D
Your top railguns where flat to the ship the entire time so I don't think they had a good line of sight when they did fire it was most likely them barely getting a glimpse of a tower or antenna sticking up from the man body. canting the ship slightly would likely given you better angles of fire it would also allow you to stagger fire by changing the attack angle allowing say the top and then the bottom railguns to fire.
True, but are they mutually exclusive? I'm currently designing a fixed rail gun ship with rail gun turrets. It's not finished so I can't say it works. But my theory is that the turrets allow me to maintain pressure while dodging or engaging multiple ships (Which is the norm for 1v1s in SE)
Weapons are weak and there is not enough PDC's. No decoys at all and no custom missile/drone defences. You can use drones as point defence, with gatling and missile turrets (important that they not be custom turrets and they perform badly). Enough and its hard for this type of missile spam to hit the ship. Its more effective as they can move about fast. Also you can have drones or missiles that will ram close in drones or missiles. Decoy drones draw fire away from the ship. Also there should be more artillery turrets as they are really good overall. Putting the railguns in one big turret makes them less useful because it takes forever for them to target small ships and drones. The custom missiles on this ship are next to useless.
I think one issue with the railguns seems to be a lack of turret depression
To be fair, in an actual combat scenario, you're going to be rolling the ship to line them up.
I'd say you're also looking at a minimum of 8 crew for this ship, one for each turret and a pilot. With full player control, that ship would be a monster.
I could see a nice retrofit to this would be moving that "Comms Array" and forward facing artillery cannon array, to make room for a decent sized fighter bay. Either AI fighters or fully crewed ones. Maybe even a some larger missiles that you can fire on the move.
It can borrow some of mine
Lack of engineering skill*
I agree do you think artillery might be a better option.
@@LastStandGamers Probably better to have railguns on just the top side and then use the bottom side for missile and hangar spaces.
Definitely a fan of the super-firing turret layout scheme above and below. Basically a post-HMS Dreadnought battleship but with the realization that you can put weaponry down below! If anyone told me that a warship had over 40 railguns in give or take 7 turrets I would be sweating bullets!
Unrelated note: The railgun fire reminds me of the 3D Captain Harlock movie which is a nice touch.
It reminded me of that too
I have never heard that movie referenced bravo 😂 I guess I’m not the only one who knows that film exists
Now you know two other people who know that movie!
It was the USS South Carolina that gave us superfiring turrets, and set the example for how future battleships would look.
@@WardenWolf As much as I wanted to say that in my comment, especially since the South Carolina was in a race to be built before HMS Dreadnought yet was completed after (thus giving Dreadnought all the glory), I honestly couldn’t pack it in XD. Glad to see another fellow history buff.
the abysmal performance of the ship against nearly unarmed targets just shows the importance of proper fire control systems. it doesnt matter how big your guns are if they cant hit proper targets and miss ideal targets half the time.
I can see this being an absolute monster if you have a player independently controlling each turret. Would be tempted to try and Retrofit the front Comms Array into a fighter bay or larger missile bay.
Multi crewing a ship in SE is defiantly a challenge and the idea of making a fighter bay at the front is a great idea perhaps the creator could make a carrier variant.
Can't you get the AI to control all the turrets? You can and should set them to target the largest enemy
@@HaydenLau. the ai are controlling the turrets, and missing, thats why they bring up controlling them manually
@@shoyahaaruni
Set them to target the largest enemy. Use a defensive AI block to lock the target
@@shoyahaaruniI mean, I was also bringing it up because, even if you set the AI to target the largest thing, you have 7 turrets, each with a mass amount of railguns. If you have a player controlling each turret, then they can each target a different ship. The combat effectiveness of the ship increases dramatically if, instead of only being able to fire at one or two things at a time, the ship can instead independently target seven different capital ships at once.
Some of the artillery cannons seem to not be set to target small grids, they didn’t fire at the drones at all. Would probably fare better if they had
Perhaps, but I think it would work better if the ship had more small guns and/or an escort of lighter ships to deal with fighters and drones.
Big guns for big enemies, small guns for small enemies.
Even so, thats a lot of targets for such a slow reload. It would have likely fared far better if it had assault cannons at least, or ideally autocannons
I dont know if thats true. Theyre firing to the right of the carrier at the small grid fighters when he fights the orange carrier
This feels more like a seige ship then a ship of the line. The idea is you park just in railgun range and shell the base while launching missles at anything that tries to respond.
Basically what battleships were used for quite alot to be honest, shore bombardment and long range ship to ship fire
tbh Ship of the Lines / Battleships were not actually designed to go 'Head to Head' vs any other Ship.
Its primary purpose was to provide Bombardment Support to level out an area.
The entire concept of a Battleship is to provide long range bombardments.
This is something many people misconcept about the Battleship.
The Dreadnaught on the otherhand, Its purpose was to essentially be a Be all End all Naval Vessel, however was horrible in practice and design because of its lack of agility and lack of overall performance which birthed the concept of the Battleship.
Your Cruisers/Destroyers/Submarines were the primary Naval Supremacy before Carriers.
and the Only reason a Carrier overtook that Supremacy was because of the Fighters aboard her being able to be versatile for every naval situation.
#TheMoreYouKnow...
@@noxiousvex The dreadnaught was a battleship. The difference was that older battleships tried to have every gun for every situation while the dreadnaught was solely focused on killing other battleships while also being faster than any other battleship. Yes the dreadnaught became outdated during the ensuing arms race as nations created better and better ships, but it still revolutionized naval warfare as we knew it. And since it primarily focused on big long range guns the dreadnaught was more effective at long range bombardment than its predecessors.
What's fascinating to me is how this combines elements of WW2 battleships with modern submarines.
Technically, all spacecraft are submarines. Space is a "fluid"(Physics course).
The waters above. The Bible called it before science did.@@ynraider
Seriously one of the coolest capital ship designs period. Not kidding when I say this is running against the Venator for me.
this is such a... unsatisfying video for this very topic.
Holy Magnolia, you did it! And it was everything I dreamed it could be.
Very nicely done!
Well that's officially the scariest thing my carrier has faced off against now lol. If you had players targeting the railguns I think it would have been over pretty quick. The blast radius of all the rail turrets combined is larger than the entire side of the carrier.
That said the Courser can be quite quick in space when it wants to be as it has 30 large Ions on the bottom.
If you want to use it for testing again later on I would recommend downloading it again as the latest version has AI properly implemented. You can scramble all 30 fighters with one button press or launch them individually from the control bars on the front cockpit.
The way this game functions, it really seems that AI Drones/missiles/torpedoes are the way to go. Ironically the powerful guns in this game are better suited as a spinal mount on a drone, not in a turret. So I think for SE your design is more practical.
0:28 Is it bad that I can spot Battlestar Galactica, possibly Homeworld, and actual naval ship design features in this?
Good spot inspiration for builds usually comes from things that people have seen
I don't see Homeworld, but definitely BG and many others. For Homeworld, I think this is way too detailed and not enough large and simple geometric shapes, possibly excluding the area around the narrow section between the engines and main body.
It is unfortunate that the big railgun turrets seem to miss so much. Part of it is that they have not depression (i.e. aiming downward), so there is a horizontal blindspot right where you would assume would be ideal for broadsides. Worse they try to shoot anyway. Maybe the turret controllers are not set up properly, or maybe it is the camera and the guns are too far apart, or maybe Keen just never tested the turret controller with guns that big. Though if I had to guess, something about the vertical rotor or hinge allows the turret controller to think the gun is depressed when it is not.
The builder can set a maximum allowable deviation from the target point for firing, and I assume the issue is that this is left at the default value of 5 degrees, so they will fire even if the target is a full 5 degrees below their limit!
Using the defensive AI block, you should be able to set your turrets to attack the largest grid in maximum range.
Could you tell me how? I don’t know how to set it up
@@themutesiren5542 The defense AI block is wicked easy to set up for getting the turrets and custom turret controllers to engage at max range. The process is 1. Build Defense AI Block. 2. Turn Defense Block AI On. 3. Win.
@@matthewgillies7509 thank you! i figured it out and made a self activating and deploying drone
Artillery has much more DPS with the same resources. And the design of this battleship is just smart picture. Normal ship without any furniture and decoration will severely damage it in the first combat
I've never been able to get railgun turrets to hit the broad side of a barn, and your video honestly shows it. The artillery turrets did far more damage in a few seconds than the railguns did the whole time.
If you are moving forward towards a target you need to nose down so the top turrets can all raise up and hit the target
If I recall correctly, the ship has a "main battery" of static artillery cannons facing forward. That is what you should be using when attacking something directly in front.
I wonder if the missiels would offer protection from the drones by acting as decoys that the drones follow.
Now that's a cool idea if the missiles could then lead the drones back to the done launcher.
i had a cool idea for a sort of missile idea inspired by Astartes where its a missile that carries people and embeds itself into an enemy vessel as like a boarding device
haha, yes, I tried the same idea a while ago, but didn't really get it to work as intended. The two main issues are getting through the armoured hull of an enemy ship and then decelerating without crashing.
You can solve both of those by not decelerating. Have a stick of heavy armour at the front and crash at max speed. Thanks to SE physics the things you care about at the back will be fine and depending on how thick the enemy armour is you may have a convenient hole as well. @@wanjanechtangroeger
This channel could create a great sci fi game or movie fr.
I really enjoyed the video and the battleship on the workshop is trully aweome. 8:23 is that drone carrier of yours features somewhere on the channel? What is the video called and can I get that carrier on the workshop?
They're actually in this comments section, @aurenian8247
Every time I see giant ships like this, it reminds me that the large ships I make are effectively just babies next to it, and would make a tiny dent in it's armour if I ever got close enough to attack it without being immediately erased from existence by the railguns on it
My ship, ze guns do nothing!
- Cpt. McBain, last words.
Cool, the look is really great but if the guns don't even hit the target the ship is pretty much useless. Nevertheless, well made, the ship can certainly be used as a decoration for a space doc or something similar. God job
Those railgun turrets reminds me heavily of the ultimate expression of the blueprint-only Tillman Battleship....specifically the Tillman IV
Is there a way to set individual turrets or target settings to target specific sizes of ship material? For example, set it so that the Railgun Turrets exclusively target large ship parts, while the artillery targets small ship parts? I haven't played much Space Engineers myself, not to mention in years, so I have no idea, but such a feature would help in making sure the Railguns target the Carrier and not the small fighters drifting off the ship!
Yes. Each turret/custom controller can be set for a diverse range of targets, including large or small grid, weapons, propulsion, control blocks etc. They can also be given a setting for AI engagement range.
In the case of this ship, I think I would set the railgun turrets for large grid, control blocks. The artillery turrets would go for large grid weapons and propulsion, and the gatlings would be set for small grid and missiles.
This ship would probably still need a screen of lighter ships to help out with incoming fighters and drones, but I think the above settings would create a layered defence and useful fire priorities.
@@patrikhjorth3291 You are correct with the weapons/propulsion subsystem target, but the third is actually power systems, such as batteries and reactors
The cannons could be overshooting because of lack of depression angle
i must admit i didn´t read the video title i just saw the red mortis, that ship is a beast.
Real Spaceships are properly armed to the teeth, meanwhile, Star Destroyers are clowns, not taking advantage of their massive wide hulls.
This video deserved the BSG music from the miniseries (the scene where they leave Ragnar)
I found a critical design error on the 654 gyroscopes that are on this thing
500 of them are all placed with the attachment point facing to the outer hull.
The hinges on the Railgun turrets do not have any limits set so they can just klang themselves off
A ship that size, it would be interesting to try a more “low tech” approach, and just mount a ton of broadside railguns and aim them manually by rolling and yawing the ship. You could use either timers or event controllers to stagger the fire for greater effect.
Oh, and large railgun turrets should not bother targeting small grids - that’s just a waste of ammo and time for recharge.
I really wish we could get some higher weapon ranges in SE. I would love to see railguns firing at targets 5km away.
For longer ranges use clang cannons
I have a mod that makes the bullets for everything more visible. Gatling guns look pretty cool with it.
This ship is beautiful! However, I would recommend the addition of more armor, so that way you crew can afford being hit without taking extreme damage.
very nice. Im so proud of this design.
Was your inspiration of the design of your ship from call of duty infinite warfare? Because from the top view that’s what kinda resembles
Go all forward on you cannons. Similar to the Richelieu.
I've never played this game, but have you thought about putting the turrets on Mounts so they can look up and down?
I think there is a way to improve the aiming algorithm. As we can get the position of the target. We can get their velocity v and acceleration a. Then we can use formula 1/2at^2+vt to calculate the position of target after some time. The speed of bullet is also metter. We can then calculate the intercept point and aim to that point.
SE has this problem of the projectiles not loading properly when there are too many stuff being shot at the same time. Is this a problem with my rig or with the game itself?
There is a thing you should know, the battle cruiser’s chassis needs to be hard to break and destroy just like the other ship like battle cruisers.
It could use the smaller cannons to intercept drones and smaller ships, improve the aiming system of the energy cannons and try to increase the firing distance and the targeting system because they are unable to lock onto the enemy ship
Is this ship available for SE on console? I love railguns and i love the look of this ship! I’d love to check it out
You can fix the targeting system going off when you exit by simply adding an AI-Combat block, setting the interval to 5 seconds and enjoying the lightshow.
"Ready railgun, we're finishing this."
With all these space battles shooting ordinance everywhere and space being infinite id love to see a game that your species just got into the space age like us. So a city is annihilated by an errant nuke or rail gun rounds that have been traveling through space for decades so you build your species up get into space find old space debris, ships, satellites, etc from other species and build your space fleet to take the fight to them!
Hit one of my pet peeves in the first few seconds. Decimate means reduce by 10%. The Romans decimated legions to make them more effective (I'm not sure it worked) not to make them less so.
The warheads on the drones looked like they didn't activate. Most of those drones just bounced off their target.
that battleship is hands down on the sexiest looking things i've ever seen in Sci fi period
OK, now i need to download this and make my own version
Did you test the forward railguns in the nose?
11:30 Oh no! D: He didnt put sensors on the missiles so they'd detonate before impacting, thats why they are doing little to no damage :(
Definitely shows the functionality of sith imperial ship designs 🤔
Such as the harrower class
Wow!
The missiles ACTUALLY WORK!
AWESOME!
This looks cool, but it is an impractically large platform for such a... modest amount of guns
Me watching this after pausing my Battleship construction:
hmmmm interesting * takes notes *
Love the ship, but some glaring issues. The main railgun cannons definitely do not have enough depression, and as we saw with the carrier can be easily distracted by too many targets. The phalanx turret that I saw was really cool, but has absolutely atrocious view from where it was at, and I assume other phalanx are similarly placed. Those should be placed in areas that are underdefended or has a large view as to properly intercept missiles and fighters.
But overall I love the ship, those issues can easily be ironed out and will make it perfect.
You know it's good when there are hitches in the sim speed. 😅
For interceptions, interior turrets are way more reliable. Learned that with meteors
King Death... Seems like a suitable name to me.
id class the ship as a dreadnought, meant for seiging large ships/stations. not meant for engaging faster or smaller ships
think of it as a trebuchet
Wonder what a ship with the armament of the Rex but in a more space-efficient (not volume, literally space) shape like a triangular prism that maximizes turrets able to shoot whilst minimizing blind spots
It const $400,000 to fire this weapon once
It does struggle against ships with the shield mod. It just doesn't do enough damage fast enough to overwhelm the shields. I built a destroyer and parked it at 500 meters just to test things. It took about 20 minutes but I destroyed this ship while sustaining no damage. Now the player built missiles would most likely wipe my ship out but obviously AI can't control those. Plus to be fair I run the exploding reactors and exploding jump drive mods so I was able to cause a chain reaction that crippled this monster.
Thats the trouble with SE ship designs. What is fantastic in one server is utter nonsense in another. Take Meta bricks, fantastic unless Railguns are removed or better weapons are added by mods.
If you're running shields against a non shielded ship then you're playing a different game. Of course it did nothing back to you.
the railguns can't depress. you might have to raise them a block or two so they can depress and converge at a distance. or focus on just top railguns. maybe you can set the bottom ones to independent fire for when it has enemies in every direction
whoever built that ship put a lot of work into it, without realizing how problematic turret controllers really are, i believe there is a youtuber who has made a script that fixes the issue turrets firing too early.
Performed well but either needs better point defense or have AA escorts.
what is the name of the ship you were shooting at?
The game has this problem with the proctiles not haviing proper animation if theres too much stuff being fired at once. Is this a problem with my rig or is it the game itself?
Rex Mortis: King of Death
I have had a terrible time getting the AI blocks to work correctly... I desperately want to have decoy torpedo's circle a target at 300m. It should be the ultimate electronic warfare solution for SE.
Probably easier just to use them as deployable flares to temporarily distract targeting away from your Ship rather then trying to get them to orbit continuously.
Maybe I can help. Can you tell me your exact configuration?
At a guess, id suggest you give your decoy torp a single gattling gun and an offensive AI block set to orbit. Add that gattling to the AI blocks weapons.
can u pls link the drone carrier
Is this in the workshop?
Looks beautiful but sadly the aiming capabilities are that of a Stormtrooper. 99% miss 🤣🤣
I think it needs more thicker armour around the hydrogen tanks a lot more point defence and if possible a shield
Yeah, too much artillery with bad firearchs, almost 0 point-defence, and inadequate protection. Can be easily destroyed by 1 well designed torpedo which will easily pass through that point-defence
Was the ship hitting itself sometimes?
It’s crazy that a rail gun in games are always short range, it’s long range since zero gravity has no effect on the projectile.
In the sci fi series, the Expanse, rainguns are used at relatively close ranges because of the time to reach the target. An enemy ship at long ranges has far more time to dodge the shot.
missiles can follow the target, railgun projectiles cannot
People put to much stock into zero g expanding combat range the amount of people who write stories with space battles where they're engaging at ludicrous ranges never seem to take into account that even with ai targeting and near light speed projectiles the distances they keep saying the fights take place over means dozens of seconds or even minutes of travel time for the projectiles meaning they can be easily dodged even with simple random course changing manoeuvres.
@@Kakarot64. Exactly. And Railguns don’t even come close to light speed. The art of ships lobbing metal at each other has existed since the first cannon, and will continue on past the railgun. However, with advancements in technology, it becomes easier to dodge or even negate “dumb-fire” projectiles. That does not mean they are no longer useful, mind you. They still pack a punch! But range comes into factor a lot more than one thinks even with railguns or even laser systems. In fact lasers would have even more restrictions on range due to the fact the highly energized particles dissipate over distance. Smart-Fire weapons (missiles and guided torpedoes) also have range based on their fuel consumption. They are vastly harder to dodge without counters, but even they can be negated in some way. For every offense there is defense, all dependent upon the distance of the target and available firepower.
Naval destroyer in SPACE!! Pretty, but also impractical.
Firepower is great, but only if you can actually hit the target. Banks of AI-controlled, large grid railguns eat a lot of energy, have an abysmal rate of fire, and can't consistently hit a stationary target. The missile system shows some promise. Maybe streamline the launching process, and increase the warhead count and dispersal area if possible, and I think you'd have a real killer.
A critical and cutthroat analysis, I love it.
Destroyer??? That's a Battleship or Dreadnought LMAO. The Naval Destroyer concept in SE works fine since destroyer is the ship that launches torpedoes. In SE with proper teamplay you can do that staying far out of range of all enemy weapons and damage ships for "free". Also SE allow destroyer to "reload" torpedoes by reassembling them - feature which destroyers couldn't afford in real life at all. Unlike torpedo bombers (strike craft), destroyers in SE are large grid ships that're able to Warp and carry enough resourses to reassemble their torpedoes.
About the ship in the video: The Battleship/Dreadnought concept works fine in SE if you build it properly, make a good fire control script and have a proper FCO in your clan which can use it. Also the ship must have adequate point-defence in a combination of dual purpose custom assault cannon turrets (also testing concept with small grid custom railgun turrets as both anti-ship and anti-drone ones), many custom autocannon turrets and many custom gatling turrets (for much smaller battleship with 6 twin custom railgun turrets and 8 twin custom artillery turrets (for kiting) there must be 12 twin custom assault cannon turrets and at least 16 quad custom autocannon turrets, in order to give adequate protection from torpedoes and strike craft). Also torpedoes must be placed on rear in order to be able to launch them when kiting.
But the ship role would be limited to tanking some damage in large battle, damage enemy capital ships to some degree and disengage - winning some time and letting your cruisers and destroyers take good positions to launch torpedoes to damaged capital ships with weakened point-defence. Ideally torpedoes should come from multiple directions in this case so even undamaged point-defence will have problems with shooting torps down.
Overall properly built Dreadnought of this concept would be practical and useful in SE, but it's role would be limited to clan vs clan battles
That is one awesome ship
Wonder what would happen if it fought the Turtle and Vengeance
You would be defeated my our plot armour ;]
Railguns should be set to fire on large grids, power generators only, and all other guns can be set to "shoot everything"
I'll add that the arty turrets don't seem as good as assault turrets.
@@kerbalairforce8802Assault turrets have about half the damage per second and 600 meters less range.
What makes you say they are better?
I just like how this game is actually Lego for an adult, and you can intertain yourself for the rest of the time. But, SE actually need new weapon sistem like in From the Depths, i really hope that SE2 will much better in this
The suicide drones and missiles kinda feel underwhelming. You see a whole swarm of them hit a target and there's kinda not much damage going on. Almost don't need point defense to deal with them.
How is anything in space out of range? There is no gravity to drag projectiles off course, or friction to slow the projectile down. A railgun projectile in space should reach a few hundred miles in seconds.
Huh.... Even the drones were weak...
Seems that even the enemy is a mess.
Beautiful
how long has this mans been playing space engineers...
Form the beginning of time itself....
2Km range seems short to me, no air resistance or gravity to affect the round
The main railguns of the battleship are out of range. Distance to the target: 2.05 km :D
What game us this
The From the depths exists... you dont need dead and feature uncomplete space engineers.
one problem. THERE IS NO SOUND IN SPACE.
so two medium fast ships, one from the top and one from the botom can take out this monster easy ;D, of humans want to enter onto space combat they first need to think in 3D
I don't think the railgun turrets have any depression. That's why half of them miss all the time.
I think your supoosed to have the ship tilted a bit so the railguns can hit
Your top railguns where flat to the ship the entire time so I don't think they had a good line of sight when they did fire it was most likely them barely getting a glimpse of a tower or antenna sticking up from the man body. canting the ship slightly would likely given you better angles of fire it would also allow you to stagger fire by changing the attack angle allowing say the top and then the bottom railguns to fire.
looks like it would get absolutely bodied by 1 or 2 smaller but mobile frigates. most of the turrets miss, or hit their own ships hull
I wish Railgun turrets were the meta. They are just so cool. But Meta Bricks are much stronger.
True, but are they mutually exclusive?
I'm currently designing a fixed rail gun ship with rail gun turrets. It's not finished so I can't say it works. But my theory is that the turrets allow me to maintain pressure while dodging or engaging multiple ships (Which is the norm for 1v1s in SE)
Weapons are weak and there is not enough PDC's. No decoys at all and no custom missile/drone defences. You can use drones as point defence, with gatling and missile turrets (important that they not be custom turrets and they perform badly). Enough and its hard for this type of missile spam to hit the ship. Its more effective as they can move about fast. Also you can have drones or missiles that will ram close in drones or missiles. Decoy drones draw fire away from the ship. Also there should be more artillery turrets as they are really good overall. Putting the railguns in one big turret makes them less useful because it takes forever for them to target small ships and drones. The custom missiles on this ship are next to useless.
None of the missiles did detonate.. You should set the detector much longer.