Space Engineers

Space Engineers

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Ego May 15, 2017 @ 10:29am
Small / Big grids sinc?
Is there any opportunity to combine bouth grids? perhaps in part of coaxiality?
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Showing 1-15 of 15 comments
Loues.S.Cat May 15, 2017 @ 10:48am 
Rotors can connect two grids

Not perfectly though. they still count as seperate grids and weird things may happen while you are in natural gavrity or accelerating with an of center large mass hanging on a rotor.
Last edited by Loues.S.Cat; May 15, 2017 @ 10:49am
Legas May 15, 2017 @ 10:49am 
Only using rotors (i.e. placing a small grid rotor head in a large grid rotor base), people build custom turrets that way.

It's completely impossible to have a single grid having both small and large blocks.
Jacki May 15, 2017 @ 10:57am 
Best solution for me is connector/landing gear combo. Also leaves two grids, like the rotor variant, maybe is a bit more robust. Connectors only work too (locked all the time, docking power at max..). I like that one can align things very easily this way.
But like the others said, no possibility to connect them directly in the same grid.
Last edited by Jacki; May 15, 2017 @ 10:59am
Legas May 15, 2017 @ 11:09am 
Originally posted by Jacki:
Best solution for me is connector/landing gear combo. Also leaves two grids, like the rotor variant, maybe is a bit more robust.
I disagree, Rotor + Connector is probably the most robust connection.

Reasons:

1) Landing gear and connector can be unlocked by accident (by hitting P key), rotor cannot.

2) Landing gear can sink into the block due to desync and explode (multiplayer), while rotor can also explode due to desync, it's not as easy to happen if you use safety lock.

3) Rotor forces the attached grid into perfect alignment, connectors can also do this but it can be swayed due to only being a magnetic force and not hard locked like a rotor.
Landing Gear provides no alignment at all.
Karmaterrorᵁᴷ May 15, 2017 @ 11:24am 
Pluss ya get the good old "safety lock" feature on rotors so no pulling forces from the extra grid :)
Last edited by Karmaterrorᵁᴷ; May 15, 2017 @ 11:24am
Loues.S.Cat May 15, 2017 @ 11:25am 
Originally posted by Karmaterrorᵁᴷ:
Plust ya get the good old "safety lock" feature on rotors so no pulling forces from the extra grid :)

I wouldnt count on that >.>
My ship nosed down and crashed into the planet despire safty locking the rotor over the bridge >.>
Karmaterrorᵁᴷ May 15, 2017 @ 11:27am 
Awww its been quite reliable for me so far. But i only really test for short periods in creative not for hours in survival :)
Loues.S.Cat May 15, 2017 @ 11:28am 
Like all things in SE, It may work 9 out of 10 times but it's that extra 1 that gets you :p
Karmaterrorᵁᴷ May 15, 2017 @ 11:29am 
hahah so true

Couple examples for OP....

The big rotor with small head is on the floor jus covered up with small blocks

http://steamcommunity.com/sharedfiles/filedetails/?id=850282414

Funature

http://steamcommunity.com/sharedfiles/filedetails/?id=775021513

Mini turret (easier to see the connection)

http://steamcommunity.com/sharedfiles/filedetails/?id=712026543
Last edited by Karmaterrorᵁᴷ; May 15, 2017 @ 11:38am
Ego May 15, 2017 @ 11:40am 
Solution with rotor are perfect. I am tryeing to make automatesd factory for drones. So I just need to sync axis.
big thanks, guys.
Jacki May 15, 2017 @ 11:44am 
Originally posted by Legas:
Originally posted by Jacki:
Best solution for me is connector/landing gear combo. Also leaves two grids, like the rotor variant, maybe is a bit more robust.
I disagree, Rotor + Connector is probably the most robust connection.

Reasons:

1) Landing gear and connector can be unlocked by accident (by hitting P key), rotor cannot.

2) Landing gear can sink into the block due to desync and explode (multiplayer), while rotor can also explode due to desync, it's not as easy to happen if you use safety lock.

3) Rotor forces the attached grid into perfect alignment, connectors can also do this but it can be swayed due to only being a magnetic force and not hard locked like a rotor.
Landing Gear provides no alignment at all.
ok fair point. personally i had only bad experiences if rotors or pistons were involved... that explains my bias towards connectors.. not once did I accidentally hit p... :P
Last edited by Jacki; May 15, 2017 @ 11:45am
Ego May 15, 2017 @ 11:58am 
Guys, plz, do me a favour. Could smb of you take a scrennshot of pure system of that connection. I cant get what it wants from me to start working.
Ego May 15, 2017 @ 11:59am 
So do take an impruved rotor from b-grid, and head for this one from small-g?
They dont woant to connect that way.
casualsailor May 15, 2017 @ 2:42pm 
The devs really never intended for you to mix different size grids. It has always been their intention that the two be separate and that small grid blocks would be used to build small ships which lack interiors and that large ships / stations would be built with large blocks and would include interiors.

Mixing the grids will create issues for the engine and trying to build "small ships gone large" is incredibly hard of the engine and is discouraged by the developers at every opportunity.

Loues.S.Cat May 15, 2017 @ 3:06pm 
Mixing grids is still handy for making small large ships :p
I mount my CAT Core on a rotor and it packs 12 programable blocks, 5 timers, 3 projectors, as many sensors as I need (one by default), a recieving only antenna, 3 sound blocks, 9 full LCDs, 4 corner LCDs, 4 Indicator lights, a beacon, remote control block, camera and a single small reactor to act as an emergancy power source.
It packs all that into a space less than 3 large blocks tall, and 1 wide and 1 deep. and that is including the base rotor ;)

Since it can be blueprinted on it's own and the bottom block is one of the projectors it is easy to install into any ship/station and comes with whatever scripts I fancy.

Handy to get inventory storting, power and o2 management, intruder detection and airlock control scripts installed all in one go ^.^
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Date Posted: May 15, 2017 @ 10:29am
Posts: 15