How Clang Guns Really Work

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hello everyone i've played quite a few of these piston guns in the past and you might have seen a video or two about them but i've never really explained how they work so here we go but before we explain how these in particular work let's go back a bit to a slightly simpler design this is essentially my recreation of what i think is the first piston gun ever made by elysius in 2018 or something i've only seen a youtube video i don't think it was ever on the workshop and well it has this piston here and that's of course the most crucial part if we extend it we can see this landing the gear here locks and since the piston has a super high force this only works on pc and experimental mode by the way uh otherwise you can't set this force high enough and then it doesn't work because of this super high force you can just retract the piston despite it pretty much being locked by this landing gear which is still locked as you can see and if we now unlock the landing gear the whole thing just snaps forward and this is essentially just the mechanism with which we can launch stuff piston head wants to be where the piston is business here piston is there so it just snaps towards the piss now i've made two timers uh first one unlocks the landing gear triggers the next one and the second one just unlocks this large block for some reason this needs to be on the subgrid i don't really know why but this is just a rotor there's nothing fancy about that so let's launch it and there you go it just flies off but as you can see it's super slow super weak i didn't really try to improve this in any way and to honest it was initially never really that popular because they're just better clang guns and this is this is just kind of weak you also can't put it on a ship because it just totally freaks out everything so for a long time pretty much nothing happened and then in 2020 some chinese dude just comes along and releases this monstrosity with three massive clan guns in here and let me look inside there's a ton of pistons stacked on top of each other and it even has this weird setup here with two rotors that are actually attached to this rotor head here both of these rotators are attached to the same rotate and that is the magical trick to break the speed limit i'm going to explain how that works in a minute let's test this out real quick first so i don't know how he did it but you can see everything in chinese and somehow he figured out how to make these piston guns way more effective and at the same time sketchy at the same time also break the speed limit it's been a long time trying to reverse engineer this it's pretty difficult if everything is in chinese so the basic principle of this is essentially the same we still have pistons this time two stacked on top of each other and we still have something to attach and detach it this time it's not a landing gear but a rotor instead um it just is a bit more reliable but that's pretty much the same it's also a rotor here now this basically makes this kind of way more stable and allows you to put it on a ship and not just as a station and also copy this double rota trick from chinese dude which allows this gun to break the speed limit let me demonstrate that really quick as you can see it's pretty fast so how does this work how does it break the speed limit well essentially the speed limit doesn't apply to subgrids subgrids can just break the speed limit by default and they sort of have their own speed limit which is a thousand and sixty meters per second all of the stuff it's all just subgrids and everything here can just break the speed limit however once you detach the projectile normally it should get set back to the speed limit but because it is attached through two rotors connected to the same rotor head the game still thinks that it's a subgrid after you've detached it by just shooting this with the gatling gun so i shoot just somewhere into the oh wait let me i have an idea how to show this um if i take these blocks to show them on the heart oh i think we need ten or two there we go and then fire you can see there's still mud but there's no antenna on here and the reason why they're still in my heart is because they're still part of the ship there's six warheads in the terminal and now they disappeared the reason why i disappear here is actually because they're like remotely detonated and i made a timer for that to remote detonate them after like four kilometers the reason for that is if they get too far away essentially it crashes your game because the game has to load a ton of asteroids and just everything between the projectile and the gun you have to load more and more stuff and eventually you just run out of ram and the game crashes that's that's the the only problem with this double rota attached to the same rotor head exploit but essentially it just keeps the projectile a separate of this gun and subgrid can break the speed limit it's really quite simple now because of these problems i made a new version and for this one i actually used two hinges that connect to the same hinge head so the red one is the hinge head and then this gray one and the white one these are the hinges because you can't actually place them in the same spot i had to place one of the hinges on a another subgrid which is like connected by these motors here so um all of this is one grid right the hinge and stuff and then this is another grid and both of these hinges are attached to the same hinge head everything else is essentially the same there's three pistons now so it's a bit faster and the cool thing about this is that you can actually detach one of the hinges let me see if we can find the timers here yeah it actually detaches both hinges and then after like a tick or so later it attaches them again and what this does is that it essentially turns the projectile into its object so if i go in the entity list here you can see right away it turns into its own grid and it's a bit faster which is also cool and yeah this just prevents the game from crashing prevents all this nasty stuff that happens um if you use two rotors it was a bit of an improvement and then also made a large good version and this time it actually uses two pistons which i think is the most elegant solution because a piston is long enough that you can just extend it through another piston and both of these pistons just attach to the same piston head sadly the piston doesn't have an attach button so you need to do it with a small script where is it there it's a really small script all it does is just attach this and detach it so that's again your game doesn't crash and for some reason if you turn the projectile into a into its own grid again after it has already broken the speed limit then it can just stay above the speed limit i don't really know how that works but the only way like the game resets it that's powerful the only way the game resets it to the speed limit is if it has thrusters or a cockpit i think and you could actually accelerate this projectile even further after has left the gun with artificial mass blocks and gravity generators oh yeah and as with the first design that i made this one also has all the pistons between two rotors which allows it to be placed on ships and it doesn't completely freak them out you can just really freely fly around but it does have quite a bit of recoil if i turn off the initial dampness here you can see there's quite a lot of recoil alright that's basically it if you have any questions feel free to ask them in the comments oh i should probably mention all the chippers i'm shooting at it's just a new ship i'm building it's still going to take a long time but i'll finish it eventually alright thanks for watching and see you soon bye
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Channel: Major Jon
Views: 66,524
Rating: undefined out of 5
Keywords: clang gun, piston gun, space engineers, clang, klang, exploit
Id: -a_WUQq0nIM
Channel Id: undefined
Length: 10min 35sec (635 seconds)
Published: Sat Dec 04 2021
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