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Though you talking about displacement makes it sound like you want them to work like https://i.imgur.com/ygoB4ob.png (facing each other in opposing orientations) then you just use -0.2 as offset (-20 cm).
And are both attached to the same grid? And that grid has power?
As @plaYer2k says, screenshot would be helpful.
The displacement offset shouldn't make a difference to whether the rotors will turn or not. The only need to change it to -0.20 is to eliminate any undesirable spinning if the grid is dynamic (a moving grid).
On a static grid it wont matter & you can usually leave it set to default.
Normally a double-rotor setup will cause you problems if both the rotors are trying to turn at once, even if they're both turning in the same direction at the same velocity.
One needs to be a drive rotor & the other a dummy, IE Velocity, Torque & Braking Force on one of the rotors should be set to 0.
If the power of one rotor isn't enough to move the arm then you'll need to augment it with a piston and have the piston doing all the work while both rotors are dummies. If one piston isn't enough then use 2.
Also you should make sure your rotation limits aren't conflicting. For opposite facing rotors, rotation limits should be inverted.
EG: if rotor A has a max limit of 30° and a min limit of -50° then rotor B should have a max limit of 50 and a minimum limit of -30
Rotors would "argue" over which one was doing the work - like they couldn't sync perfectly. Normally it resulted in both refusing to move.
Never had any problem with displacement preventing rotors from turning though. That's a new one!
Guess the boys at Keen have been tinkering again. Will have to do some testing & find out what else they've changed.
It's pretty cool to see people using & passing on the -0.20 trick though... I was actually the first to discover that one. Feels like my baby has grown up! Hehe!
Overall, i never had issues with two rotors on the same axis either. I even had 10+ rotors along the same axis anchoring the same two grids and it worked fine for me.
So i guess the issue for peoples problems with that was either wrong settings or clangs spontaneity to whack the hammer O_)O
That said, there isnt really a need to set one On and the other Off in order for it to work as after all both apply a moment at the constraint between both grids. It sure is all a black box to us due to havok handling it and not keens code, but it "should work", right? /s
Interesting that our experiences have been so different. I've always had problems with multiple rotors trying to turn at once. Could only ever get it to work by having one end un-powered. Known lots of others over the years say the same too.
Could be a Clang thing I guess. Who knows!
I mean it's not important - if it works it works. Just curious to note is all.
Can I ask how long you've been building stuff with double rotors both powered? Would be interested to know how long I've been unnecessarily avoiding the problem.
You're right of course, in theory 2 rotors acting together *should* work if their settings are correct. I was always surprised that it didn't.
Saying that, I never tried building anything with double rotors on a static grid - nearly everything I built was dynamic, hence went looking for a way to stop the spinning thing & found the trick.
Maybe that difference is a factor somehow?
Also I have had SE since 2013 as well.
I remember you from way back then... or a long time ago at least. Hard to believe it's been 6 years eh! Where does life go?!
Not many games hold players for as long as SE has. Hell of a testament really. The only other one I've played for that long is Skyrim at 8 years & I'm now starting to flag on that. SE will keep me for probably another 5 at least!
Totally though, I'm all for saving a ton of headache!
Must be a pretty massive arm if one rotor can't move it on its own. I've built some heavy arms but nothing that needed 2 rotors to move.
How big is this thing @jboute?
I blame the mods to be honest. Its the community that keeps the game going for both SE and Skyrim. I do not miss the SE dark ages between 2015 and 2016. Back when Keen lost all interest in the title for their other games. But I am glad they returned to finish the game.
You're right. Mods & community content have kept both games up longer than they might've survived on their own. Probably would've ditched Skyrim after a couple of years had it not been for mods.
Can't say the same for SE though - I think I'd still be playing even if Keen had quit in 2016. Just never seem to run out of new ideas for it.
I too am glad they pulled it back though - and so many new players since the Survival update!
Is great to see the game doing well.
https://www.youtube.com/watch?v=h9PqWMp7gww
Just do not use rotors while a ship grid is moving while in multiplayer. That causes the problems.
Not true. On a server, sure, it'll have a noticeable performance hit and may be more unstable due to the fact it needs to be synced across multiple machines.
In SP though you've got no worries at all, as long as the rotors are set up right. I've been building ships with double rotors for years & have yet to have any of them get clangy.
The only real problem is stopping things in space from spinning. It's not a problem for ground vehicles and less of a problem in natural gravity but in space it can be pretty annoying. The -0.20 trick works mostly for that but there'll always be a tiny slow spin that can't be stopped.
Double rotors are even stable with small grids now, which frankly is amazing to me after so long of them being magnets for disaster!