The Interior Turret is a new feature in the game that can automatically aim and shoot at target types, such as enemy characters, ships, and meteors. It can be configured through a rotor hack or an edited BP file. These turrets can be placed on the outside of a ship to attack only players, preventing distractions from ships. They are more accurate than gattling and can be used for defense purposes.
A separate small ship can be attached to a ship using connectors or landing gear, which can swivel using rotors, a gyro, and some other tools. WeaponCore uses its internal wizardry to detect nearby enemy grids and automatically fires turreted weapons upon them. Automatic turrets use AI to turn and shoot at chosen targets, while players can also manually control them. Static block weapons are controlled by players and are fixed and turn with the player-controlled action.
Additionally, players can interact with the inventory port under the control panel for manual reloading. The interior turret would be a game-changer for small ship designs, making it a valuable addition to small ship builds. To configure the turret’s automatic targetting behavior, users can open the Control Panel, click the “Control” button, or add the turret Control action to the toolbar.
In summary, the Interior Turret is a versatile tool that can be used for defense, defense, and other purposes in the game.
📹 Build Better Turrets IN 10MINS Tips & Tricks – Space Engineers
Do you want to build better turrets in Space Engineers but can’t be bothered watching a long drawn out tutorial. Well that’s fine …
Does a turret have to be round?
The configuration of a house roof may be circular, quadrilateral, or polygonal. Additionally, the roof may be clad with shingles or bricks surrounding the wooden structure.
How does a turret position tools?
Tool turrets are indexing tool holders for machine tools, allowing equipment to carry multiple cutting tools simultaneously and mount them in the correct sequence. They can replace manual tool posts or rotary indexers, improving processing efficiency and reducing setup costs. Tool turrets rotate along a vertical axis to bring each tool into the correct position during the turning cycle. Typically, the entire tool turret is moved lengthwise to provide a feed for the tools.
This reduces the number of steps required to process parts, resulting in shorter production times and reduced positioning errors. There are several basic types of tool turrets, including crown turrets, drum turrets, vertical turrets, and bi-directional indexing turrets. Specifications for tool turrets include number of indexing positions, turret drive, locking system, and tool capacity. Most suppliers provide tool turrets with four, six, eight, 10, 12, or 16 indexing positions, and can be driven by an AC motor, hydraulic motor, stepper motor, or servomotor.
How do you load a turret in space engineers?
The inventory port, located under the control panel, allows you to transfer ammunition from your character to the turret. It’s important to refill it as it cannot draw ammunition automatically from your base or ship. To configure the turret’s automatic targetting behavior, open the Control Panel and set it up to target characters, small-grid vessels, large-grid vessels, stations, meteors, and rockets. However, due to its low targeting range and weak damage, the Interior Turret is not suitable for these scenarios.
How do custom turrets work?
In order to engage a target at a distance of 400 yards, it is necessary to lift the turret, rotate it to the four indicated points, and then take the shot using the center of the reticle.
How many bullets can you put in a turret?
The Auto Turret has the capacity to hold up to 1536 rounds of 5. 56 rifle ammunition. However, it should be noted that this capacity is limited to standard 5. 56 ammunition. The turret has a health value of 1, 000 and does not require the use of AK-47 components to be constructed. To retrieve the turret, the player must right-click while holding the hammer. However, this action can only be performed by players who have been granted the necessary authorization. The construction of the Auto Turret does not necessitate the use of AK-47 components.
How do turret plates work?
Turrets, also known as towers, are heavy fortifications in League of Legends that attack enemy units on sight. They are a core component of the game, providing vision to their team and allowing them to have static and persistent control over the battlefield. Turrets target one unit at a time and deal heavy damage, with 11 per team on Summoner’s Rift and 4 on Howling Abyss.
Outer turrets have large stone shields called plates, which are segments of the turret’s health. Each plate starts with five, each with 1000 health, meaning they start with 5000 health. When a champion destroys a plate, they and nearby allies receive a gold reward. However, the turret gains damage resistance, making it slightly harder to destroy. Plates disappear 14 minutes into the game, and crystals embued on remaining plates flicker as a visual indicator, announcing messages 30 seconds before their removal. Toplane and midlane outer turrets receive a Fortification bonus for the first five minutes of each game.
How to control custom turrets in Space Engineers?
To control turrets manually, open the Toolbar Configuration Screen by pressing the G key. Under All Blocks, click the “Custom Turret Controller” block and select Control as function. This adds manual control to toolbar slot 1. To view the turret camera, click the “Camera” block and select View as function. Press the ESCAPE key to close the Toolbar Configuration Screen.
Press the toolbar slot that controls the turret to change the view to the camera view. Move the mouse left-right and forwards-backwards to control the turret. Click to shoot or activate the Block tool, respectively. Press the F key to close the Camera view. To return to turret view, activate the Camera View toolbar slot.
To set up automatic turret AI, keep the AI disabled on the Custom Turret Controller’s control panel. The turret will only move and shoot when player-controlled.
Do turrets need power space engineers?
During the rebuilding of an old creation, the user discovered that certain blocks require a significant amount of power. Area lights require 60w of power, spotlights need 200w, buttons need 101w, the new controller block for turrets needs 500 watts, exhaust pipes need 200w, and the new heat vent requires none. Hinges, pistons, rotors, and parachutes need 200 watts each, and parachutes need 15w. The user wishes that these blocks would provide more information about their power usage, as buttons and lights require different amounts. The controller’s 500 watts may be unnecessary for a cosmetic console block, but it would be surprising to see no more cosmetic lights and less buttons.
How do you power an auto turret?
It is necessary to connect the battery to the switch and to link the turrets between the panels, ensuring that power flows from both panels into the battery.
What are turret target options in space engineers?
Turrets can select targets independently up to a maximum range equal to the turret’s “AI aiming radius”, which can be set manually or default. Some weapons may have a greater effective range than the “AI aiming radius”, which can be accessed through target locking. Turrets can use a Target Lock for extended targeting range and autonomous tracking and firing. The “Focus Locked Target” action assigns the current target to the turret or turret group, prioritizing the target locked by the player. Turrets continue to track and fire on targets up to the weapon’s maximum effective range.
What ammo does an interior turret use?
The interior turrets have a 64L inventory volume and can only hold MR-50A Magazine or 5. 56x45mm NATO magazines, with 320 at once. They come in various configurations such as Armor Block, Heavy Armor Corner, Light Armor Block, Blast Door, Cylindrical Column, Windows Diagonal Window, Vertical Window, Window 1×1 Face, Window 1×2 Face, Window 1×2 Flat, Window 1×2 Slope, Window 2×3 Flat, Window 2×3 Flat Inv, Window 3×3 Flat, Half Window, Barred Window, Viewport, Round Window, Doors Door, Sliding Door, Gate, Offset Door, Airtight Hangar Door, Sliding Hatch Door, and Sci-Fi Sliding Door.
📹 You Can Place Large And Small Blocks On The Same Grid
One of the lesser known exploits in Space Engineers, even though it’s technically a vanilla feature now. Got any ideas on what …
Here’s a couple of tips I prepared: 1.if you’re a sceipt user then I’d recommend using Whip’s Radar as a reticle to get and idea on where any enemies are in relation to the whole ship. 2. Put a conveyor on the small hinge and feed it into the back so the auto/gatling guns on the turret would be more “pocketed” and have better range of motion. Edit: so basically just have the guns aiming opposite from where the conveyors are facing on the hinge.
One thing I keep in mind when designing turrets is the block deformation that happens when damaged, I’ve seen many turrets get taken out prematurely because block deformation limits their range of motion. Typically you’d want at least half a block of space between two deformable blocks that are part of different grids, but if that’s too big of a gap, you can use things like blast doors or I beam pieces because those don’t deform at all and can slide next to each other perfectly fine
Here are my tips: For the bottom of a turret use nondeformable blocks like blast doors. To prevent the turret from jamming when taking fire. For weak components like hinges, rotors, and weapons add blocks with a lot of HP like gyroscopes next to them. This is to absorb blast damage from rockets. Armor everything, rockets do so much splash damage that one lucky rocket can easily knock out a turret. I highly recommend using Wips Mouse Aimed Turret Script. It will give much better controls compared to the turret controller.
Something that I have done in the past is to add small cargo containers into the ammo feed system with a conveyor sorter to pull cargo. This means that the ammo is stored close to the guns so if the feed system is taken out, the guns still have ammo. Many of my designs have the vehicle shot out from under the turret so it essentially becomes a pill box.
My thing is the welders, as ive used them and repair projectors to keep custom turrets and other components working and they are even used successfully in pvp on Aaron’s server, they DO work. Also make sure you enable braking force on your hinges and rotors so you dont have drift and over swing. Combo turrets(gatlings and cannons) can also be very useful. Thanks for the article Aaron, I learned a few new tricks.
one thing i like to do when building heavy turrets for my battlecrusiers, is to put more them one hinge, obviusly the controller only takes one, but if you put 2 of them, and turn the torque, force, breaking torque, etc of one of them to 0, the “active hinge” will still be fully controlled by the custon turret controller, and youwill have a “passive hinge” to distribute the weght, keep things atatched, and pass ammo
5:43 After many attempt, I moved away from custom turrets for one reason; hinges and rotors are so squishy! And it’s not a question of armor. Any hit on or around the turret with anything bigger than a gatling round will cause a displacement that will make parts collide with each other causing massive damage. Thit is an issue on servers especially. So what usually happened is that I shown to a fight with this thing that took 10x the time to build and I basically have one good shot before it is sheared off. Then it’s just a big piece of debrit that will cause more damage to your ship than anything the enemy could send at me if I collide with it. They look great sure, but that game isn’t stable enough to support them.
One of the ways i’ve stopped Large or Unbalanced turrets from oversteering/swaying was adding a single Gyroscope on to the subgrid that has the weapons. The best setting in practice seems to be: Override = On Gyroscope power: 5-10% At such low power it only adds a tiny amount of resistance to the turrets turnspeed while MASSIVELY Dampening any unwanted sway or wobble, allowing for accurate fire using very large or poorly weighted turrets (such as railguns)
if you put gyroscopes on your turret and select override you can not only armor it up (gyro hitpoints), but you can also use it as a simple stabilizer. it is weak when you want it as an Vertical stabilizer but it works great for horizontal. Drawback is it makes moving the turret harder. if scripts are allowed, you should consider using a stab-script. this enables you to make fast moving, but still accurate vehicles. philosophy behind this is: if youre not hit, you dont need armor also oscillating turrets work best with this
Loved the article @LastStandGamers! Can’t wait for the next article man! That Trick with the LED Panel Reticle on the Camera might be Great for a Bombsight for a World War Two Period Bomber like the A-20G Havoc and B-25J Mitchell Medium Bombers or even the B-17E, F and G Flying Fortress and B-24D and J Liberator Heavy Bombers. The Attach Command might also work for Installing the Dorsal and Ball Turrets on the Bombers as well. You’ll need to walk into the Positions in order to man and Fire the Guns, which will have to be the Gatling Guns as they are the Right size for a Machine Gun. The Custom Turret Hinges could also be used to build Flight Surfaces for the Bombers too, and probably even the Bomb Bay Doors. Let me know what you think about these Ideas and I’ll catch you in your next article man!
I painstakingly built wizard’s rover with its insane gun on top of it that you have showed year(s) ago. I have not used a better rover since then. I do have the small grid version in steamworkshop but I did not upload the hybrid version as it is hard to built and I did not know how to upload a multigrid creation. in that article you showed how the wavey armor block patttern does not obscure the gatling guns. I have not played since the last update so do not know if its patched. This method keeps gatlings shooting longer. I always found the custom turrets to be more effective compared to vanilla ones especially after the addion of the new turrets. I was messing with the idea of repairable custom turrets before I stopped playing. I built coupe drones that had a small connector thrusters (space and planet had different thrusters) a remote a camera and a projector . This of course does not work when you have projector limits. (usually 3) so you can build one Repairable custom turret. So I abandoned the idea. instead I use what I call the compact weapon systems. they are small ships that are loaded with forward firing turrets. you attach them to the ship and when you fire they all fire. and if you are running away you activate them and release. they turn into murder machines.. I am currently waiting for the new dlc to come out as I want to explore my seperate small grid ship as a turret idea more. I tried to get the mothership docking script thingy to work on my drone turrets but I did not succeed.
for my battlecarrier i have 3 twin artillery deck cannons (WW1/2 style), and all of them have only 1 repair welder, but it reaches all the critical parts, like the hinge, rotor, conveyors, artillery pieces and camera, but they can only weld all of these when the turrets are in their normal position. so i use one of WHIP’s scripts that automatically returns the turrets to their neutral position if it does not have any targets
Multi-autocannon turrets can pack a hell of a punch if protected right. That being said, if you have at least one ship with custom, like, 10-barreled autocannon turrets and several tank ships to distract an enemy turret fire — the enemy vessels are probably gonna die the quickest and most painful death possible
I recently have got into turret building and Whip’s TCES script is amazing! It lets you build turrets with several independent hinges/rotors and they will work in conjunction when the turret is online, I give it very useful for both aesthetic and practical reasons, one of which being if one of the turreted weapons is shot off the other can still work, since they’re on their own elevation system and not a shared one, this makes multi-barrel turrets more feasible for me, and also limits incapacitation by deformation!
To stabilize large turret elevation and provide redundancy, there was a trick hovering somewhere to add extra hinges and lower their torque while keeping the ‘primary’ drive hinge at full torque. To really stabilize large turrets when under control by AI though I found it better to lower the Azimuth and Elevation Velocity Multipliers until you’ve reached a balance of turret traversal and desired accuracy. 3 each seemed the best for my current railgun turret design, where the slow speed won’t affect the AI’s long-range (via the Copy Target command) targeting ability. Too much. Against NPC Space Pirates.
Hey look buddy, I’m an engineer. That means I solve problems, not problems like “What is beauty?” Because that would fall within the purview of your conundrums of philosophy. I solve practical problems, for instance: how am I going to stop some mean mother Hubbard from tearing me a structurally superfluous be-hind? The answer, use a gun, and if that don’t work… Use more gun. Take for instance this heavy caliber tripod mounted lil’ old number designed by me, built by me, and you best hope… Not pointed at you. Ok so I really recommend using assault cannons and Gatling guns, for obvious reasons. Make sure to hide your rotor because that’s a huge problem for me. And I’d you are fancy you can use pistons for retractable turrets. Happy building!
MY battle speeder has a nose-gun that will EAT your 60 layers of heavy armor in 33.7 seconds.. it also uses 1 small cargo of ammo per min.. its small grid Gats 4×4 and i think like 9 turrets i belive. have not played in a while. There mouse aimed so there all to the same central point. hidden by 3 layer blast doors. Its a speeder, but is designed to TURN-N’_BURN
Keep your ammunition storage away from your reactor and/or fuel. When it’s hit and breaks, it will actually explode if ammunition is present. Best to put a small cargo container under each turret (with a whitelisted ammunition sorter if applicable, to speed up the delivery of ammunition to the turret).
A safer way to print turret pieces is to have a projector mounted as close to the hinge/rotor as possible. It can’t be 1 shot printed like that as a whole vehicle all at once, but after a printer makes the hull, attach the few pieces needed on the hinge / rotor, activate the new projector and turn the printer back on to let it weld up the piece. This is also useful for large, complex machinery. A little slower than dropping into place, but far safer and can be used outside of gravity as well.
They way I build my turrets is rotor on top of a hinge. I know many people say nah thats not working great, but you just have angle the hinge -90 and +90 on both sides and rotate the rotor 360 degree to see wich room you have to leave open for the turret to move freely. Sou you can cover up a really wide space with one turret, since it needs a lot of space to move completely free without being stuck, i tend to use this config only on one main turret, where you can aim a big blow from a big distance.
This isn’t a tip, it’s an idea. I don’t have SE myself (cuz my pc would die if I even tried), but I’ve watched enough that I think I know how stuff works. So anyways, my idea is to put guns on a wheel, usually all the guns on a custom turret fire at once, which is great when you hit, but awful when you miss, not to mention they have lower accuracy since obviously you can’t place multiple guns in a one block space. Here’s where the wheel comes in, I’ at least 99% sure that a gun won’t fire if a block from it’s own sub-grid is obstructing it, so you make a custom turret where a cover blocks most of the guns, but there’s one little gap that allows one gun to shoot, then you use a rotor to rotate the wheel of guns so each gun gets a chance to shoot in rapid succession, so the guns don’t all shoot at the same time (making the fire-rate more consistent), and all the guns shoot at the same relative spot (increasing accuracy). Some examples would be, A: assault canons shoot at one shot per three seconds (if my memory serves me), so you could make a wheel of six assault canons to increase the fire-rate to one shot every half second (dunno ’bout you but that sounds pretty good), B: (depending on how fast rotors can spin) you could make a wheel of Gatling guns to get an insane fire-rate, which would theoretically make it better at point-defence, C: (if you’re an absolute madman) you could make a giant wheel of railguns to create a particle beam of death.
ADVICE NEEDED I have one a 2 barrel oscillating turret with a rotor to power it horizontal axis and a hinge to power it’s vertical axis for a tank. But whenever the turret gets damaged enough it summons oh thy great one to possess the whole ass tank and will proceed to John Cena itself into the dirt until it dies. I fear that this is a flaw inherent to oscillating turrets in SE, but it is the most functional design for the tank, besides the clang. I am lost and require aid…
I think custom turrets are better for stations.. For example – 4 railguns atop a fortress… Its perfect orbital defense and a station will have plenty of power to keep railguns firing at a rapid pace…. Throw in some vanilla auto cannon, assault cannon and machinegun turrets and youll have a perfect defense for all ranges… I know some people dont like using machinegun turrets for anti missile defense but honestly on a station with how wide spread your turrets can be its kinda perfect
I recommend to not build behind the a vertical axis of the turret other wise you might collide with it’s inside. (PS : I can automate the whole process without any merge block or scrypt and make a factory for those kind of thing, though it migh produce only one or two model of turret of an defined size )
On the advanced rotor of the turret, i set the braking torque to the same number as the regular torque (or slightly below). I also elevate the rotor head by 4.5 to 5.5 cm (Rotor displacement) to give it more space. On the hinge, i also set the braking torque close the number as the torque, and i check the “Share intertia tensor” check box only on the hinge, not the rotor.
as someone who utilizes ai based turrets more so i can focus on evasion and manuvers i strongly suggest you keep your custom turrets small and light cause the custom turret block suffers the same old bugs the standard turrets do, aka they will randomly decide to not shoot a target despite being in range and able to shoot it. Having them not get stuck because of weight or overloaded hinges and rotors helps expose when these bugs actually happen, in short its less to go wrong.
On tanks in particular, you can use hinges instead of rotors for your azimuth. You lose a significant chunk of your aiming arc, but you get 1000x more torque which leads to a more reliable, easier to turn turret. This leads into my next tip: Sink your turrets in. Too many times have I seen turrets that have the rotor between the hull and the turret. Better to sink it in and then armor the neck. For armoring, you can use space balls
thast last turret with the armor not rubbing at all against the sub grids is the best way to do it. i have found if you have flat/flat armor touching each other it causes massive issues. it is better to space it out away from each other. the welders are also key, but doing this you can usually fit welders in and just make sure they are turned on to assist others.
A problem i always face is making custom turrets on small grids, especially if i use a small ship large hinge base with a small hinge head because SE doesn’t allow full block coverage in the 3 block wide gap. Any tips? An exaple of this would be a turret much like you would see bottom mounted on a Lancaster bomber but when i try to encase the hinge SE just doesn’t allow it due to the block collision