Space Engineers

Space Engineers

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Sorarse May 31, 2019 @ 3:06pm
Problem with welding wall
I set up a welding wall in creative mode which worked a treat, but I am having problems with it in my survival game.

The set up is a wall of large grid welders (7 welders wide x 4 welders high) in front of which is a double piston to which is attached a rotor with a small rotor head, and a small grid projector. It is designed to work with both pistons retracting to pull the blueprint through the wall of welders to create a small grid ship/vehicle.

The problem I am having is monumental clang that is shaking really violently and either destroying the vehicle I am trying to create, or wrenching the rotor head and projector from the rotor.

I have tried locking the rotor at one extreme, to allowing it rotate freely at the other (turned off and unpowered in both cases). The latest thing I tried was to have the pistons and rotor share inertia tensor enabled, but that seemed to make the clang even worse.

I'd be grateful if anyone has any ideas as to what the problem might be and, hopefully, how I can solve it as I would like to move away from having to weld everything by hand.
Originally posted by Sorarse:
I seemed to have solved the problem by ensuring that the thrusters on the ships are all turned off when I create the blueprint.
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Showing 1-9 of 9 comments
Dankenobi1 May 31, 2019 @ 3:20pm 
i would recommend not using rotors and instead just simply use a ship with a welder wall and pull that away from the projector
Dankenobi1 May 31, 2019 @ 3:21pm 
or you could build and pray to a monument of clang for it to work
Sorarse Jun 1, 2019 @ 2:58am 
Will try turning off the thrusters and gyros trick first. If that doesn't work I may have to rethink my design.
MzEvilCanadian Jun 1, 2019 @ 8:43am 
Check the speed you are moving the piston. However, we use a ship with a projector on it and pull from the wall/platform and have found lrss clang that way
Stryderunknown Jun 1, 2019 @ 10:41am 
When you have two grids attached with something like a piston, the physics for collision detection attempts to move the grids slightly apart. The problem with this of course is what we eventually know as clang, as a piston will "wobble" from being pushed away from nearby blocks while trying to remain true to it's structural form (which causes it to pull back).

To reduce the wobbles, you need to makes sure that no blocks are close to the grid that moves. (This basically means leaving a block clear on all sides of the piston plate/block.)

While rotors operate differently, it's probably still a good idea to consider keeping their grid clear too.
Last edited by Stryderunknown; Jun 1, 2019 @ 10:41am
A developer of this app has indicated that this post answers the original topic.
Sorarse Jun 4, 2019 @ 12:11pm 
I seemed to have solved the problem by ensuring that the thrusters on the ships are all turned off when I create the blueprint.
findbaz Jul 4, 2020 @ 7:12pm 
For the last few days when I load my save-game my welders which were welding a missile onto a mergeblock suddenly stop welding. The welders are on pistons that have a clear space around them (one block around). Interestingly absolutely nothing will get welding working again once this happens, not even replacing the welders, repositioning them and replacing the projector.
If I can replicate this again I will save my world and upload for our amusement/crying.
budisourdog Jul 5, 2020 @ 9:53am 
This thread was from 2019. Report your bug directly to keen on their website, they don't watch the steam forums.
Dan2D3D  [developer] Jul 5, 2020 @ 10:01am 
Guys!

This discussion is too old because the game is not the same at all now and the OP seems to already have fixed his problem > 4 Jun, 2019 <

It is also a forum rule added to pinned important messages that is "Do not reopen dead discussions".

__

This thread is now locked because too old and don't be shy to create a new 2020 discussion so all can help only you.
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Date Posted: May 31, 2019 @ 3:06pm
Posts: 9