Space Engineers

Space Engineers

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Piston retracted length = 2 blocks.
How to make piston head to be in line with other blocks in grid? I need to connect|disconnect with merge blocks bottom (piston body side) and top (piston head side) grids in one, but because of piston's minimum length there's a little gap between grids and merge blocks cannot to touch each other.
I can close both sides and make merge blocks to touch with rotors (they are present in structure too), but because of distortion grid become to produce force to itself and rotates chaotically.
"Share inertia tensor" chekbox to all pistons and rotors is workaround (and stops spinning), but is not a solution.

Any way to make pistons "shorter"? (min.distance is set to 0.0 of course...)
Or only mod for piston block can help?
Last edited by 𝓓𝒊𝒎𝒆𝒕𝓻𝒊𝒐; Sep 14, 2018 @ 2:52am
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Showing 1-5 of 5 comments
Slye_Fox Sep 14, 2018 @ 5:18am 
Are you trying to link 2 grids together via multiple pistons?
If so; DON'T
It is a very bad idea that can cause clang.
ShadedMJ Sep 14, 2018 @ 5:48am 
Piston head is 0.1m so that's what you are trying to remove, but without that the grids are going to bump against each other and get damaged.

Have you tried having piston at 0.9 and building from there?
Objective: Huge airtight hangar gates.

About multiple pistons. Actually, I already done this and it works fine. Two pistons moves massive door and two rotors opens it.
When door is on the position (closed), merge blocks make this door one entire grid with hangar walls. So no clang, no oxygen lost. (for opening - reverse sequence of actions: release merge, move door).

Seems I already found solution on my own)). Move pistons to "-1 block" position and set their minimum legth to be exactly three blocks. So no more pain about sticking out piston heads.
Slye_Fox Sep 14, 2018 @ 9:04am 
It might work fine, but it causes issues in stability.
That's why Keen added warnings for it.
cptsavarus Sep 17, 2018 @ 2:56pm 
Sorry - I see this one has already been answered & is a few days old but I couldn't resist.
Cringed at the first one. Laughed my @rse off at the second...

Originally posted by Slye_Fox:
Are you trying to link 2 grids together via multiple pistons?
If so; DON'T
It is a very bad idea that can cause clang.

This is the worst advice I've ever seen.
I'm ashamed to be from the same country galaxy as anyone who would say this.

Don't try anything that isn't guaranteed 100% perfect or safe. It's a very bad idea that can cause EVERY... SINGLE... ONE... of mankind's greatest achievements... EVER!

So banish all those nasty 'orrible "ideas" from your mind and learn to be a good sheep instead.
You want to be a good sheep don't you?
Of course you do!
Now put your head down, eat your grass and never ever question the world around you or try anything remotely risky because if you do the evil shepherd will come in the night and eat you up.
You don't want the evil sheppard to come while you're sleeping now do you?
And why should we be afraid of the evil shepherd?
That's right, because someone said so once.
Baaa.
There's a good little sheep!

Originally posted by Slye_Fox:
It might work fine, but it causes issues in stability.
That's why Keen added warnings for it.

1) There's no "might" about it. It DOES work fine. More than fine in fact - it works beautifully!

2) Aaahahahahahaaa!
Pay attention! This whole game causes issues in stability! It always has & it probably always will. That's half the reason it's so much fun!
Pistons cause no more instability than they ever did. In fact they're more stable now than ever and joining 2 grids with multiple pistons actually makes them stronger & more resilient.
I use multi-piston rigs all the time & they almost never cause any problems. Ask my workshop subscribers if you don't believe me!

3) No. That's not the reason at all. Do you not see the game that's being played here? It's a corporate exercise to decrease bug reports for the same old known bugs and increase reviewer ratings & by extension, sales.

Lower customer expectations.
Raise minimum system requirements.
Pigeonhole the stuff that isn't fixed yet under "Experimental".
Fill the front page of the forums with pinnies to make things look shiny.
Pull off a load of "events" & pump out a couple of big updates to garner a ton of interest really fast.
Make it the players liability when things break for trying to build something that invokes known bugs or things that haven't been fixed.
Give them a new buzzword to be afraid of... let's call it Triangles... no wait, we'll call it PCU. Yeah, that's scary!
Complaints go down, Sales go up.
And Poof! A bean counter somewhere is made happy by some nice numbers on a piece of paper.


Last edited by cptsavarus; Sep 17, 2018 @ 3:00pm
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Date Posted: Sep 14, 2018 @ 2:52am
Posts: 5