Space Engineers

Space Engineers

Large ring rotors with central tunnel
57 条留言
j_south 8 月 8 日 下午 3:04 
NO LONGER WORKS
Woboosh 7 月 21 日 上午 11:29 
@KarlThorsten89 Found a fix!
Just enable unsafe torques in world settings and it should work fine :3
KarlThorsten89 6 月 18 日 上午 7:54 
Seems to be a bit broken now. I can't adjust the torque manually with the slider, and right-clicking on the slider puts it at a number too long to even be displayed, which then breaks the rotor - any rotor from this mod in use - and sends parts flying at the speed of Clang.

So this mod can be considered broken, at least on my end. I do not know if others will have the same problem.
Ebonhand 1 月 29 日 下午 7:30 
video set to private.
LeoCraft20 2024 年 5 月 31 日 下午 11:50 
updating the texture/model would be great as far that i know its the only ring motor mod wich should be kept up to date
Woboosh 2024 年 2 月 22 日 下午 12:15 
Still works...
HotshotJimmy 2023 年 10 月 4 日 下午 3:11 
Might be old, might be out of date but it still works. Will always be a favourite of mine.
Knsgf  [作者] 2023 年 5 月 4 日 下午 12:23 
Not possible.
silver_crawl02 2023 年 5 月 4 日 下午 12:02 
if your still here, can you make a piston version?
Mr. Z 2022 年 1 月 19 日 下午 10:27 
I can confirm he absolutely will strike the moment you turn your back, I made a big ass rover with some fancy stuff, looked away for a moment, and I hear some horrible noise, I turn around again and half of my creation is gone, the other half is in the ground, in a large hole which I assume the missing half was sacrificed to make via impact.
2005Guyver02 2020 年 10 月 30 日 上午 1:45 
@av.wright The rotors can do what you ask, they are just a big/huge version of the normal rotor, just watch out for Clang, it Likes to strike when you are not watching.
av.wright 2020 年 10 月 30 日 上午 12:27 
I want to use this rotor as the basis of a platform rotater and Im looking to solve a problem. Here's the scenario.
A platform is mounted on 4 pistons which are in turn mounted on top of this rotor. ships can land on the platform and connect to a connector for power and loading/unloading.
What I want to do is to be able to rotate the the platform and then have it connect to either a cargo pod or conveyor to unload whatever ship is on top of the platform. Is it possible to set up the rotor to do something like this?
Knsgf  [作者] 2018 年 6 月 25 日 上午 2:51 
Chaoskid:
No.
Chaoskid 2018 年 6 月 24 日 下午 5:03 
is this steel be updated?
Knsgf  [作者] 2018 年 6 月 24 日 下午 2:49 
Badcrumble:
Check out Rotor Variety mod. It offers both large and small ship versions.
Badcrumble 2018 年 6 月 24 日 下午 1:22 
Is there any way to make these available for small ships?
Irakonul 2018 年 6 月 21 日 下午 12:56 
Thank you for this! I have been wanting something like this for so long, and having just found it, I'm super excited to use it
Kinami 2017 年 11 月 27 日 下午 3:23 
Yay! For once a SE update FIXED a mod instead of breaking it!
HotshotJimmy 2017 年 11 月 21 日 上午 5:21 
THIS MODS BACK BABY! All my current/old builds with this mod work again. She's stable with at least 3 people in the same game and only one of them saw shaking (bad internet connection). This mod is back in service! =D
Kinami 2017 年 11 月 4 日 下午 1:14 
Broken. Horribly broken.
Diminius 2017 年 8 月 6 日 上午 3:40 
you could also have a couple of gyros spinning in opposite direction if you only want a single rotor.
but your gonna have to firgure out how fast these gyros wil be turning yourself
Knsgf  [作者] 2017 年 8 月 5 日 下午 11:21 
Nattcravvler:
The only way to prevent the ship from turning is to have another rotor spin in opposite direction. Unlike linear movement, rotation in SE is subject to "space friction".
Nattcravvler 2017 年 8 月 5 日 下午 2:44 
Hi there, is there anything special i need to do to stop my ship from rotating? for some reason when my rotor is turned on, even at 0.30 RPM, my ship is slowly rotating the opposite way..
i hate you rara 2017 年 3 月 26 日 上午 10:41 
i think i'd be asking for too much if i said i want updated models
D3ATHCOM5 2016 年 10 月 18 日 下午 8:24 
This is not server friendly. Just a heads up to anyone who is thinking of using this in a server. I created a whole ship with it and imported it into my server. Any arms attached to it will jump back and forth insanely fast. If you can fix it that would be nice, but at the moment I will remove it from my server.
Knsgf  [作者] 2016 年 5 月 14 日 下午 1:30 
Nomnivore1:
Locking rotors that carry other rotors or pistons is currently a big no-no. If you absolutely must have those, then always lock big rotors first, and only then the smaller ones. And when you unlock, always do small rotors first then the bigger ones in that order . This all goes without saying that you should never, ever trust and rely on automatic safety lock on such a construction.
Hypergolaholic 2016 年 5 月 13 日 上午 7:42 
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=683464319 yeah i toggled the lock a couple of times on this and one of the rings just spotaneously detached. idk if this is jsut rotor instability in general but here's the world, if you want it.
The_Scurge 2016 年 5 月 13 日 上午 3:28 
i have been using this block for my Blackstone Fortress build. its HUGE. This concept is perfect for what i need, but i have also been experiencing these issues. when i turn off destructible blocks the whole thing dances like mad. it is crazy to see. the game crashes when i try to lock it, but im guessing thats down to its size more than any thing. i'm a fan of this block, would love to use it more.
Hypergolaholic 2016 年 5 月 12 日 上午 11:43 
i would, but the ship has been exploded. you won't learn anything from it. i'll rebuild the ship and let you know what happens.
Knsgf  [作者] 2016 年 5 月 11 日 下午 11:28 
Nomnivore1:
Upload the world with the ship in question on the workshop and I'll take a look. On my end safety locks work without problems.
Hypergolaholic 2016 年 5 月 11 日 下午 6:53 
anyone else having trouble with safety lock feature? i lock and unlock the rotors and my entire ship is torn to pieces upon unlock. i will try playing with torque and stuff but this is really debilitating to any mobile use of these rotors.
Diminius 2015 年 12 月 3 日 上午 8:38 
Diminius 2015 年 12 月 3 日 上午 8:25 
EUREKA, well sort of if you use the offset forcefield tiles, you can build some sort of a airtight box that wil keep the air in, it does not look airtight but it is
Knsgf  [作者] 2015 年 11 月 26 日 上午 9:14 
This idea kind of works . The reason I say "kind of" is due to the fact that Shaostoul's mod only includes flat force field blocks -- there are no corner pieces to seal the rotor completely.
Sechesin 2015 年 11 月 26 日 上午 8:21 
I... think I found a way to make these airtight. But it requires a block that doesn't exist. ...yet. It may require some dialogue between Knsgf and Shao, but from what I've poked at, it CAN work.

Shaostoul has a mod out called 'force field' or some such that basically uses a non-solid block to trap air but allow solid objects to pass through. I've determined that enclosing a rotor tunnel in blocks completely does effectively seal it; if it were to be encased in a 'ring' of field blocks, it would trap air and still allow for spinning objects to protrude (with the right rigging).

http://i.imgur.com/qLM9Rde.png I could demo it ingame if needed, but basically I need a means to have diagonal field blocks, similar to the vanilla windows, with field generators on either side. A 3-block-long band/ring of field blocks WILL hold atmosphere while allowing exterior components to pass through.
Knsgf  [作者] 2015 年 8 月 3 日 下午 1:04 
Dracco0085 :
SE doesn't use hitboxes for pressurisation. It uses mount points -- rectangles on each of the 6 exterior sides of the block which tell where other blocks may be attached to. Because SE doesn't support blocks inside other blocks, mount points cannot reside in the tunnel itself, thus no seal there.
Dracco0085 2015 年 8 月 3 日 下午 12:18 
It's been a while since I modded last, and I haven't really went into SE's code, so correct me if I'm wrong.

But, is it possible to expand the model so the ring and tunnel overlap but keep the hit boxes small so ithey don't colide? Would that allow for the piece to be airtight?.
Knsgf  [作者] 2015 年 8 月 3 日 上午 10:08 
Dracco0085 :
No, due to the same reasons why blast door blocks are not airtight. The engine uses mount points to determine the seal, and I can't envelope the whole rotor in them.
Dracco0085 2015 年 8 月 2 日 下午 11:16 
Any way to make them airtight in the future? Because right now I have to build a dome around the rotors if I want to use oxygen
Knsgf  [作者] 2015 年 5 月 26 日 上午 12:20 
Shawnathan55 :
Not without resorting to prohibitively expensive collision-based seal computation.
Screeb 2015 年 5 月 25 日 下午 3:48 
With the release of the source code, could these now be made airtight? (The tunnel part, mostly.)
Knsgf  [作者] 2015 年 5 月 20 日 上午 8:02 
Garrett :
Currently there 2 ways to minimize "space friction":
* rotate slowly at no more than 1 - 3 RPM,
* make the main vessel much heavier than spinning part.
Garrett 2015 年 5 月 19 日 下午 6:19 
any suggestions for reducing ship twist/roll on the part of the ship not spinning? i really want to use this mod but its impractical on almost any ship i make because of the forces it applies.
Knsgf  [作者] 2015 年 5 月 10 日 上午 6:19 
[BH] Grimbjeorn :
Currently I do not have plans to make a 2x2.
Grimjaq Hex 2015 年 5 月 10 日 上午 4:08 
May I ask for a 2x2 tunnel version please?
Knsgf  [作者] 2015 年 5 月 5 日 上午 5:33 
WootNinja :
See this video on how to do this properly. Make sure that all merge blocks connect outside the rotor. Otherwise, you'll get an error like in this screenshot . It is also a good idea to stabilise the pistons with gyroscopes/blast doors.
WootNinja 2015 年 5 月 5 日 上午 3:44 
is it possible to send psitons down the 3x3 tunnel with merge blocks connected to them to connect the other half of the ship?
Knsgf  [作者] 2015 年 4 月 18 日 上午 2:34 
jb_aero :
Piston's collision mesh is hardcoded and cannot be modded, so hollow piston is not possible. However you can easily build a telescopic walkway with blocks.

P. S. A hollow airtight door might work, but you won'tbe able to attach anything to the moving end.
jb_aero 2015 年 4 月 18 日 上午 2:26 
How often do people ask you to do tunnelled pistons? That would be pretty neat.