Space Engineers

Space Engineers

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Dragnon Mar 21, 2019 @ 4:46pm
Getting two rotor to work together
Hello fellow engineers. I've just started really getting into this game and am having a blast! However, I'm trying to get two rotors to work together to help lift a very heavy arm. The set up I'm trying to get to work is as follows, adv. rotor, straight conv., multi. conv., straight conv., adv. rotor.

I had this working when connected to base but now that it's free I can't seem to find the sweet spot for the displacement to allow the rotor to function. If I shut one off it works but will need both operational when done. Thank you ahead of time!
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Showing 1-15 of 16 comments
plaYer2k Mar 21, 2019 @ 5:15pm 
Maybe post a screenshot.
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).
Last edited by plaYer2k; Mar 21, 2019 @ 5:15pm
cptsavarus Mar 21, 2019 @ 5:52pm 
The two rotors *are* both merged to the "spindle", right? You used the merge block trick to attach them?
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
Last edited by cptsavarus; Mar 21, 2019 @ 5:55pm
Dragnon Mar 21, 2019 @ 7:56pm 
Didn't use the merge block trick was able to add parts I need to center conveyer block then add the rotor head and attach it. Thank you for the -0.20 displacement as that solved my issue. Before I had it set to that the arm would just shake a little but not go up. Rotors are both active due to weight and limits are set correctly. Have not had issues with it so far but just got it build so will test it out tomorrow.
cptsavarus Mar 21, 2019 @ 8:39pm 
Curious that the turning thing seems to be working now but that displacement is causing an issue again. For ages it's been the other way round!

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!
VelxraTV Mar 21, 2019 @ 9:24pm 
If you want better stability using two rotors. Just set one rotor to off and no breaking force. That will anchor it down.

plaYer2k Mar 22, 2019 @ 8:21am 
Originally posted by cptsavarus:
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!
Oh really? When have you started using it, in 2015?


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
Last edited by plaYer2k; Mar 22, 2019 @ 8:25am
cptsavarus Mar 22, 2019 @ 2:30pm 
The game you mean? I've been playing since first release. Discovered the the trick mid 2014 ish when I built this... https://www.youtube.com/watch?v=JCmL2ukTMm4 (there's a link in the description to my workshop if you don't believe me - Aaron also credits me at about 00:15). Took people a while to figure out how I did it, as no-one much was using rotors for anything but wheels & the odd hangar door back then.

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?
VelxraTV Mar 22, 2019 @ 3:04pm 
Typically it is just more simple and more reliable to have only one rotor doing the work. When additional rotors or pistons are thrown in that is when clang occurs most. It saves a ton headache encase space magic strikes and you can no longer control your creation as it self destructs.

Also I have had SE since 2013 as well.
cptsavarus Mar 22, 2019 @ 3:21pm 
Originally posted by Geronimo:
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?

VelxraTV Mar 22, 2019 @ 3:55pm 
Originally posted by cptsavarus:
Originally posted by Geronimo:
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.


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.
cptsavarus Mar 22, 2019 @ 4:17pm 
True, there was a hole in development back then. I was one of the few who didn't really notice it, as I was too busy having more ideas for things to build & wasn't so bothered about what the updates were doing.

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.
Professor Nipples Mar 22, 2019 @ 6:42pm 
I'm from 2015...Colony in a suitcase was epic!
Wygos Mar 22, 2019 @ 11:12pm 
!!!!DO NOT USED MERGED ROTORS ON SHIP!!!!..... only on stations. because it will clang either the ship physic or the game preformance.
https://www.youtube.com/watch?v=h9PqWMp7gww
Last edited by Wygos; Mar 22, 2019 @ 11:12pm
VelxraTV Mar 22, 2019 @ 11:30pm 
If the game was back in it's 2015 state then I would agree to not use more than one rotor. But currently the game does fine if you use two rotors (with one turned off). I also feel fairly safe to say using an additional rotor or two to serve purely as locks/anchors would also work fine.

Just do not use rotors while a ship grid is moving while in multiplayer. That causes the problems.
cptsavarus Mar 23, 2019 @ 6:03am 
Originally posted by Professor Nipples:
I'm from 2015...Colony in a suitcase was epic!
Thanks @Nipples! I love that anyone remembers it! Been thinking about re-building it recently minus the mods & more practical for survival mode. Plus a proper ship to carry it this time.

Originally posted by Wygos:
!!!!DO NOT USED MERGED ROTORS ON SHIP!!!!..... only on stations. because it will clang either the ship physic or the game preformance...

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!
Last edited by cptsavarus; Mar 23, 2019 @ 6:05am
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Date Posted: Mar 21, 2019 @ 4:46pm
Posts: 16