Space Engineers

Space Engineers

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AKoverlord Jul 18, 2015 @ 9:56pm
VTOL engine woes (Cannot merge ships! Some blocks would occupy the same space after the merge!)
So i tried to create a VTOL engine for a transport ship that doesnt rely the command chair task bar to turn on and off using merge blocks. Unforunatly the rotor is a 1 x 1 x 2 block, and when trying to merge an engine into a new position, the merge blocks refuse to connect because the rotor cap is technically inside the base rotor block.

Does anyone know how to get around this?
Why is this a thing in the game anyway?
Keen please fix.
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Showing 1-14 of 14 comments
E-Man720 Jul 18, 2015 @ 10:37pm 
I think i know what you are trying to acheive, i will give it a go myself when i get time.
Prof. hulk Jul 19, 2015 @ 2:05am 
best of luck hope it works
E-Man720 Jul 20, 2015 @ 6:08pm 
I tried it and see what you mean, you should post a thread in ideas and suggestions or bugfixes. Hopefully this would be easy to fix and they will fix it.
cy-one Jul 20, 2015 @ 7:12pm 
could either of you post a screenshot? I'm kind of at a loss what you exactly mean. Would like to give it a try as well.
E-Man720 Jul 20, 2015 @ 7:21pm 
I deleted mine but heres the gist. it works like a normal vtol setup using rotors, but it has merge blocks to lock the different grids together. So in the VTOL position it should respond to the up command, then you disengage the mergeblock and reverse the rotor, and use another merge block to lock it into the horizontal flight mode making it respond to forward control because it is once again a part of the same grid as the cockpit. However it doesn't work becasue the game gives us an error and the merge block won't connect.
cy-one Jul 20, 2015 @ 7:26pm 
as I'm currently starting my game anyway, I'll give it a shot. I have a design in mind that might work, we'll see... at least I don't see a problem with it.

Edit: But yes, I'd like Keen to remove the "ghost hitboxes" of things. if I like to limit my airtight hangar gate to one block expansion, I should be able to ;)
And if something (gate, piston) moves further than it "can", it also should be able to be placed that way beforehand. Just make things go boom if they press against something in the way.
Last edited by cy-one; Jul 20, 2015 @ 7:27pm
AKoverlord Jul 20, 2015 @ 9:27pm
here is the WIP VTOL i made, and the disapointment that followed
E-Man720 Jul 20, 2015 @ 9:36pm 
Originally posted by AKoverlord:
here is the WIP VTOL i made, and the disapointment that followed
SE Toolbox planet?
AKoverlord Jul 20, 2015 @ 10:07pm 
EXO PLANET is the map, was just using it to test the VTOL prototype. As we all know, it went wrong for an unexpected reason...
EvilVictor Jul 21, 2015 @ 10:07pm 
The trick is to connect the rotor to the rotating engine part with landing gear so that while rotating it is considered a different ship entirely, not a different subgrid of the same ship.

This will complicate the design substantially so be prepared.

To save you some time in this discovery process here are some tips:

Don't forget to add batteries to the engine piece so the merge blocks on it will have the power they need to merge in their new position. Since they'll be locked by landing gear, and thus a seperate grid entirely, they won't be on the main power grid of your ship when rotating.

Keep it as simple as possible, if you start trying to add things like connectors you will see some spectacular explosions.

Don't forget to unlock the landing gear after the merge is complete to reduce the chances of random death spiral maneuvers.

Almsot forgot... I recommend having the landing gear lock on to blast door sections since they won't deform. This will delay the inevitble (but spectacular) failure you will experience.

I hope you like messing with timers :)
Last edited by EvilVictor; Jul 21, 2015 @ 10:10pm
AKoverlord Jul 21, 2015 @ 10:10pm 
Originally posted by EvilVictor:
The trick is to connect the rotor to the rotating engine part with landing gear so that while rotating it is considered a different ship entirely, not a different subgrid of the same ship.
Heres why i was using merge blocks, its considered a different ship and therefore needs to be controlled via the hotbar and is prone is multiplayer ship desync issues.

implying it worked, merge blocks would let you control the thrusters naturally and prevent the dreaded CLANGCLANGCLANG sound
EvilVictor Jul 21, 2015 @ 10:14pm 
You can still merge, in fact you'll probably want to to avoid more than an annoying banging sound. Just think like this:

rotor -> landing gear -> complicated part with merge blocks

You power off the merge blocks, the rotor spins the landing gear locked to the part you want to move NOT the part itself. This meas the part, engine in your case, is not a subgrid while spinning, it's a ship in and of itself but only for a couple seconds. Then, when the spinning is done you power up the merge blocks to lock it in place and turn off the landing gear.

Play around with it (on a ship, not a station) and you'll figure it out :)
AKoverlord Jul 21, 2015 @ 10:17pm 
OK, i understand now. thanks
idesertfuryi Nov 7, 2015 @ 2:45pm 
I don't follow what you mean on how to fix the problem. My design is very similar but on a small ship instead. I have 2 merge locks connected to the main ship so i can lock the vtol styled engines on two sets of axis when in both vertical and horizontal positions. the merge blocks just give me same error though.:steamsad:
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Date Posted: Jul 18, 2015 @ 9:56pm
Posts: 14