Space Engineers

Space Engineers

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Confused by Rotors and Blast Doors
I have an idea for a ship, designed primarily around the idea that it was modular - it would connect to different containers as needed. One might be full of cargo boxes, another might have extra engines and weaponry for combat situations. The one I was working on first was to be a personnel carrier, filled with chairs, personal cargo boxes and a rear door that could lower to become a sort of ramp for people to descend.

The problem is, I can't seem to get the door to work. I don't understand how people make swinging doors and ramps that don't have massive gaps around the edges yet don't bunch up against the walls to the point that the rotor shreds itself from the friction.

I've tried multiple set-ups and I haven't been able to figure out how to use these blocks. Is my only option to make the doors slide to one side with pistons rather than twist on a rotor axis? Every time I make a doorway that should fit the size of the door, when moving the whole door shakes and twitches like it's about to snap off at the rotor.
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Showing 1-8 of 8 comments
Blako Sep 5, 2014 @ 4:20pm 
The block titled "Blast door edge" is narrower then a steel cube on three of it's six sides and it works for sliding doors next to a door frame. If it still gives you trouble play with the rotor setting of "Offset" in centimeters.
White Rhino PSO Sep 5, 2014 @ 4:36pm 
Part of it also appears to be that the door itself leans to one side due to the center of mass being away from the rotor. So the door isn't exactly fitting into the frame provided, but instead kind of grinds itself in, like when a door is out of allignment in a house.

I tried to fix this by adding a second rotor on the other side of the door, finagling a way to make it all connect via merge blocks and some funny arms. Eventually I had the one door attached to two rotors. But I was having trouble figuring out what angles to set as the maximum and minimum for the new rotor. I tried to just leave that rotor free-moving as a guide or support and tried to open the door.

It began shaking violently and something exploded. It wasn't for a while that I realized that the rotor that had been doing all the work was now missing and there was lots of bent armor blocks around where it had been.

When I try to place a single rotor at the base of the door to try and better center the mass, then I can't seem to find a good design that both makes the door actually look closed while still fitting in the frame. This has been aggrivating me all day, and I'm not sure what to do to fix it. Currently I'm considering changing the layout of the interior to only have three chairs and build a sliding blast door with pistons instead.
ThOwkY Sep 5, 2014 @ 4:43pm 
It reads like you maybe have a measurement problem, check your rotor offsets via Strg+Leftclick to be absolute zero-point-zero while having two motors facing each other, the second possibility may be inverted rotations but you wrote that you have left one motor idle so this was not the problem.
Last edited by ThOwkY; Sep 5, 2014 @ 4:44pm
White Rhino PSO Sep 5, 2014 @ 4:56pm 
I had used merge blocks to connect a spot between the two, built some blast door sections to make sure they were all connected, changed both offsets to 0.0 and then removed the merge blocks and extra blocks I had used. Before, when setting up two rotors and trying to connect them with 0.0 offets it simply hadn't ever connected, which is why I tried something as strange as the merge block idea.
White Rhino PSO Sep 5, 2014 @ 5:36pm 
So, I reworked it some. The frame around the door is now made of blast door sections, the door itself is.. I have two rotors facing each other, each set with the right tolerances so when I reverse them, they move in tandem. But even with a 1.1cm offset, they still don't actually connect when I put blocks in between. The gap is nearly invisible.

But when the door lifts into place the right side scrapes the frame just a little, and you can see the door separate along the line between what blocks belong to the left rotor and which belong to the right rotor. But there's no other hangups.. so I'm honestly considering just running with it.

Now the issue will be recreating all of this in survival at some point.
ChilliConQueezo Sep 5, 2014 @ 6:07pm 
When using two rotors for a door, turn one Rotor off, set both torques to zero and it's stopping points to unlimited so it behaves like a hinge and use the other rover to do all the work
Namdoolb Sep 5, 2014 @ 6:43pm 
You can get blast door blocks on a rotor to.fit snugly into the appropriate sized gap. It just takes a bit of doing: Some fiddling around with the rotor offsets is required.

I know off hand that a rotor offset of -7.5 cm on a large ship will achieve approximately the right position. I don't have the offset for small ship rotors committed to memory, mainly because they are much harder to get working properly.

I'm posting from a Mobile device atm, so I can't paste the links in all that well, but check my workshop files.
In particular you want to look at the UESC exploration ship contest entry (the rear blast door, although the hangar doors at the front may also be of interest.)
And the troop ship/ personnel transport (small ship mounting a blast door in the manner you describe).

I should also add that it is very possible to operate one of these blast doors with two rotors (at least on a large ship), but that you have to set up the torque, acceleration, and angular limits carefully, and remember that the rotors are set up in opposition to each other. Such a door should only be operated using the "reverse" command.
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Date Posted: Sep 5, 2014 @ 11:58am
Posts: 8