Space Engineers

Space Engineers

View Stats:
Zero Feb 4, 2015 @ 9:55am
Double Rotor Door - Need Help
I'm working on a hangar in another ship that pops open to drop another smaller ship. Essentially it opens like a claw. I have one rotor for each door but as you might already know this causes a huge amount of wobble as the doors move. The only real solution I have seen is to put rotors on both sides of each door. This video explains how to put it together: https://www.youtube.com/watch?v=SjdLVDzQLnY

However, I am having difficulty with this as I cannot put in both merge blocks and get them close enough together for them to snap or there is not enough room to place both merge blocks. Is there something I'm doing wrong? I'm willing to open my game (as in multiplayer) to see if anybody else can figure this out.

Cheers.
< >
Showing 1-5 of 5 comments
DarkExcalibur42 Feb 4, 2015 @ 10:11am 
The reason the two rotor door goes slower is that rotors going at a negative acceleration turn a little slower than at a positive one (when last I checked).

As for not being able to place the merge blocks? Try placing them further from the axis of rotation, then rotate one door away so you have extra room to place them, then place the merge blocks and rotate them back to line up.

If you cannot get this to work, I suggest building the door separately with both of the rotor top parts on the door and then using a large ship with landing gear to drag the door into place and use the Rotor "Attach" command to attach the door.

I built something that sounds similar to your hangar concept, so if it helps any here's mine for comparison:
http://steamcommunity.com/sharedfiles/filedetails/?id=341345653
Zero Feb 4, 2015 @ 10:43am 
I feel kinda silly for not thinking of putting the one rotor out of place and then putting down the merge blocks. But when I put the rotor back into place the blocks don't merge. From some reading it only works on things that are considered two ships or something, unless I'm completely wrong here.
DarkExcalibur42 Feb 4, 2015 @ 10:47am 
I've been having trouble with the merge trick recently myself. It's left me unable to make piston-based doors and elevators work as single pieces.

People insist it still works, some have suggested tinkering with ownership to get it to work, but I've not been able to make it work in quite a long time. I suspect it's either a bug or intended because maybe the devs don't want it to work... I don't know one way or the other.
Namdoolb Feb 4, 2015 @ 11:43am 
I may be one of those "merge trick" advocates :)

But ownership has nothing to do with it.

I did find recently (December) that the rotors and pistons were interacting differently with the merge blocks, and the old merging tricks that used to work don't really anymore.

What I find now is that the direction the merge blocks connect from has become important. You used to be able to slide them over each other and have them merge that way, and you used to be able to merge on rotors just by fiddling with the displacement, these things don't work for me any more.

For pistons, I build one half, attach a merge block facing back towards the piston, and then extend that piston. Then I build the counterpart on the other piston, and when I extend that one, the merge blocks are brought into contact.

The rotors join in the same fashion. As long as you position the merge blocks so that the faces are pushed into each other they should join without incident.

The only caveat I present is that you should carefully place the blocks near to / next to the merge blocks, and if possible use blast door blocks here. I have had a couple of instances in my earlier testing where the merge blocks wouldn't join because the two halves were catching on each other.

If my pc were good enough I would upload a video. Sadly my subpar descriptive skills will have to suffice for the time being.
Zero Feb 4, 2015 @ 1:10pm 
When I had them slide over each other I had the merge blocks facing with their backs to the rotors and they wouldn't merge. It baffled me. Then I put them perpendicular to the rotors, gave it a spin and they locked. Now I still can't remove the springback of them moving (the mass is way too high) but they no longer wobble. If you want to see, send me a message and I'll jump you into the game.
< >
Showing 1-5 of 5 comments
Per page: 1530 50

Date Posted: Feb 4, 2015 @ 9:55am
Posts: 5