Space Engineers

Space Engineers

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Thedoa May 6, 2020 @ 9:35am
Space ship moving Very Fast - Hangar door
I've build a big door with 2 rotors on my Large Spaceship (90000 Blocks) and each time I wanted to close the doors, the ship started to get speed (get very fast to 100 m/s if the engines are off).
I know already that it isn't the rotors and by searching into forums, I found out that my case is very similar to this one: https://www.reddit.com/r/spaceengineers/comments/bbd4bu/physics_bug_airtight_hangar_doors_are_pushing_my/
Only difference: I've already put merge blocks on the door.
So if it's a bug or I maybe have done something wrong, if someone could help me out I would be very greatfull! (sry for my english)
Originally posted by Dan2D3D:
Thedoa,

better create "Big rotor/piston door" on Station because it is very hard to find a stable solution on ships tho some good Engineers have found working solutions (looking at the workshop)

The best is the redo and test new concepts till you find a working one.
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Candarian May 6, 2020 @ 9:59am 
there is a door drive in the workshop that do the same

https://www.youtube.com/watch?v=ErgJ049mVMw
Last edited by Candarian; May 6, 2020 @ 10:01am
Thedoa May 6, 2020 @ 10:26am 
Originally posted by Candarian:
there is a door drive in the workshop that do the same

https://www.youtube.com/watch?v=ErgJ049mVMw
Sorry but I don't speak about making the ship moving nice and straight, I m speaking about Airtight Hangar door that makes moving the ship for no (apparent) reason when they are closed.
Maybe I should also say that they are on a separeted grid beacause of the big door that I build with 2 rotors.
Ps: I m trying to fix the problem
Buzzard May 6, 2020 @ 10:32am 
Clang is happening. Two grids are trying to occupy the same position in space, pressing against each other. This makes for a nasty 'phantom force' acceleration which can quickly lead to massive damage or complete ship loss.

Those Airtight Hangar Doors really work best when they're a solid part of the main grid that you're trying to close off. There's ways to make them as part of a larger, swing-away door system, but that involves careful use of Merge Blocks to lock things into perfect alignment (and make for a single, solid, grid) for closing.
Thedoa May 6, 2020 @ 3:53pm 
Originally posted by Buzzard:
Clang is happening. Two grids are trying to occupy the same position in space, pressing against each other. This makes for a nasty 'phantom force' acceleration which can quickly lead to massive damage or complete ship loss.

Those Airtight Hangar Doors really work best when they're a solid part of the main grid that you're trying to close off. There's ways to make them as part of a larger, swing-away door system, but that involves careful use of Merge Blocks to lock things into perfect alignment (and make for a single, solid, grid) for closing.

Thanks for the explanation, I will try to put the hangar door on the ship and see if it works.
Aldan May 6, 2020 @ 6:19pm 
Don't forget about the new Gate Door block too if you find it useful!
Thedoa May 7, 2020 @ 2:32am 
Originally posted by Binsath:
Don't forget about the new Gate Door block too if you find it useful!
I m sure they are useful but the door I build is +/- 20*55 blocks
Thedoa May 7, 2020 @ 2:39am 
Originally posted by Thedoa:
Originally posted by Buzzard:
Clang is happening. Two grids are trying to occupy the same position in space, pressing against each other. This makes for a nasty 'phantom force' acceleration which can quickly lead to massive damage or complete ship loss.

Those Airtight Hangar Doors really work best when they're a solid part of the main grid that you're trying to close off. There's ways to make them as part of a larger, swing-away door system, but that involves careful use of Merge Blocks to lock things into perfect alignment (and make for a single, solid, grid) for closing.

Thanks for the explanation, I will try to put the hangar door on the ship and see if it works.

I tried it out today but still does accelerate the ship, It might be the "Phantom force" still going on but I don't know how to avoid it because my rotors are set on -20 and I did put Merge Blocks. So How do I do to close completly the door without this annoying bug?
SeniLiX May 7, 2020 @ 3:40am 
What happens if you detach the piston head after merging the gate in place?
Thedoa May 7, 2020 @ 4:29am 
Originally posted by SeniLiX:
What happens if you detach the piston head after merging the gate in place?

Yeaaah the door tend to go away, guess that means the merge blocks are not fully locked but I don't understand why, the rotors are set with a maximum and minimum of 90 degrees they should fit in...
Thedoa May 7, 2020 @ 7:50am 
If you wanna try out the Door that I m speaking about, The is ship on the workshop as : "Vaisseau mère by Thedoa and Lecassegueule 3.0"
Dan2D3D  [developer] May 7, 2020 @ 7:57am 
Last edited by Dan2D3D; May 7, 2020 @ 8:04am
Originally posted by Thedoa:
Originally posted by SeniLiX:
What happens if you detach the piston head after merging the gate in place?

Yeaaah the door tend to go away, guess that means the merge blocks are not fully locked but I don't understand why, the rotors are set with a maximum and minimum of 90 degrees they should fit in...
Its not the rotation angle, its the piston base occupies an extra block above the model preventing the two grids merging (would share the same space). Have to find a way to have the rotor head on the door side then detach it before the merge.

Theres only a few block types that will allow the merge and unmerge. Blast doors or whole blocks wont work here because they both have a mount point that will perma weld when the merge engages. Your limited to 2x1 tips or 1x1 slopes that have no mount point on one edge :)
Thedoa May 7, 2020 @ 8:51am 
Originally posted by Dan2D3D:
HI, I see a lot on the Workshop, is it this one ?
https://steamcommunity.com/sharedfiles/filedetails/?id=2085874984
Or this one ?
https://steamcommunity.com/sharedfiles/filedetails/?id=2084787816
Either one are good
Dan2D3D  [developer] May 7, 2020 @ 8:59am 
Testing done on "Vaisseau mère 3.0" by Thedoa = Bad concept


I found a lot of problems :

1 - Double rotor door on a ship is forbidden.
Because it gives a specific problem that is > "Ship moving on its own"

2 - The pistons will not help when they are extended and better keep retracted / "closed".

3 - Using locked landing gears + locked connector may give the "Ship moving on its own" problem.
(both on same ship so connector and landing gears locked in same time)
edited

____

Solution :

> Deleting the double rotor door + locked ships = Ship stopped moving on its own.

_____

Also :

The ship was unplayable in my PC, the simspeed is very low and probably because you have used too much of high PCU value blocks in your ship.

Very low SimSpeed = 0.55 and normal is 1.00
https://steamcommunity.com/sharedfiles/filedetails/?id=2088199379

I recommend :

Keep an eye on the Simulation speed when building absurdly huge ships and stop to delete the problem when you see the Simulation Speed going under 1.00

Hit Shift+F11 one time to see your world stats on screen to keep an eye on the SimSpeed when creating Huge.

That ship uses 248 000 PCU :
https://steamcommunity.com/sharedfiles/filedetails/?id=2088201396
Best in-game perfo is =

No more than 100 000 PCU on 100 blocks long ships to have a good in-game perfo and Good to Very Good Perfo going under 100K PCU.
Last edited by Dan2D3D; May 7, 2020 @ 9:41am
Dan2D3D  [developer] May 7, 2020 @ 9:15am 
I will add this information :

PCU = Performance Cost Unit

Some blocks are more demanding on the PC and we must use less of those to create playable ships, well the Simulation Speed must stay at 1.00 cause those are playable creations.
Last edited by Dan2D3D; May 7, 2020 @ 9:16am
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Date Posted: May 6, 2020 @ 9:35am
Posts: 21