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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2965022823
I asked the devs for the exact positions of piston and rotor offsets, its helped me a ton in reducing phantom forces.
SE is so frustrating, isn't it? With its inane Merge Block and Grid rules that don't allow merged locking of a simple hinged wall, or even moreso allowing clang in the first place (poor feedback dampening of physics, floating point weirdness that generates phantom forces out of nothing).
I struggled mightily with clang while building these multi subgrid builds and I thought I had a good grasp on best practices (i.e. make sure none of the subgrids are touching, lock everything down with landing gear, save blueprints in a state with the least buildup, fiddle with inertial tensors, etc.) But with every update, they tweak the physics a wee bit and it throws everything off again.
I will definitely use your technique in newer builds too! Appreciate it.
With the new event block, you could probably add some simple logic/timers that disconnects the hinge or rotor thats causing the buildup while its in its merged state. that would likely alleviate the clang buildup.
Example:
Closing:
Event block: Merge block merged -> Trigger Disconnect hinge or rotor causing the massive buildup.
Opening:
Timer block 1: Attach hinge or rotor causing the massive buildup + start timer 2 ->
Timer Block 2: Start opening sequence.
One (terrible) solution is to disable the merge blocks holding it shut and "vent" the excessive build up of clang forces, then re-attach them while the ship is at full stop, preferably in deep space.
I've haven't extensively tested hard-landing the ship on solid ground since I designed it to land on its float booster with Jakaria's water mod, so thank you for doing this. I'm taking what I've learned about clang and am working on new designs, and I hope they will be more maneuverable too.
I really appreciate that you checked out my big, clangy baby
Update: I can to some extent keep these hinges from coming apart, simply by not landing on a planet. It seems the stress of the landing causes too much stress for the subgrid linkages?
what a huge mountain of changes since last i saw i. Im clearly repasting this blueprint next time im on to see the changes, cant wait!
Ps: remember to every now and then paste the cloud version from the workshop to verify that everything works, ive had situations where after the BP is pasted, its different from the one im working on locally in save. (had a crane where the crane lift fused itself to itself and evrything exploded when pasting the workshop file.)
I'm also prepping some functions of the ship to be simplified with the upcoming AI grid update blocks. I'm really excited about them!!
I'll be more diligent about the changelog from now on. Here are some of the major changes to this blueprint since last year:
1. Re-engineered the dorsal solar panel array to fan out and collect more energy.
2. Added a small folding shuttlecraft in the starboard bay, and a docking claw that helps it launch in a tight space.
3. Replaced some conveyor junction blocks with reinforced conveyors so the fewer connection points simplify the conveyor calculations.
(cont'd 1/3)
4. Added more downwards hydrogen thrusters on the lower booster to help with lift when the ship is filled with ice/ores.
5. Regrouped the hydrogen tanks and created a visual fuel status display in the bridge.
6. Added a script and Power Graphs displays to automatically manage the reactors and hydrogen engines.
7. Replaced "pretend" LCD-based heat vents with heat vent blocks.
8. Added more small-block furnishings to the upper deck promenade (the large windowed area just before the bridge corridor)
9. Added more ion thrusters for electric-only space maneuvering.
10. Updated the rear engine nacelles with survival kits on the service walkways and subgrid hydrogen tanks that add more detail to the large grid blocks.
11. Added a custom sensor turret on the dorsal starboard surface to feed target data to the Whip's Turret Radar system.
12. Minor improvements to armor shaping as new official slope blocks are added.
(cont'd)
I'm really happy that people are still interested in this hunk of junk! Are there any features you wish it had? I'm very open to your suggestions, or if some function or part of its design could be made more clear or less frustrating.
As always, please feel free to make modifications and make the ship feel lived-in for you too.
(Halloween bonus: There's a spooky easter egg hidden within this ship since when it was first uploaded. Try investigating the pile of junk in the corner of the portside crew break room for some clues!)
Thanks again for being interested in this blueprint, it really means a lot to me.
From the workshops update log:
Update: 25 Oct @ 3:42pm
Update: 24 Oct @ 10:56am
Update: 19 Oct @ 1:07pm
Update: 17 Oct @ 5:30pm
Update: 16 Oct @ 6:38pm
Update: 16 Oct @ 5:43am
Update: 15 Oct @ 11:07pm
Update: 14 Oct @ 1:41pm
Update: 11 Oct @ 3:26pm
In the meantime, the driver usually respawns back inside the cabin with the passengers if they initially accessed the cockpit from the tiny door on the back, underneath the small reactor. (We must hire very tiny shuttlepod drivers.)
I will continue testing and learn safer building techniques that won't summon Lord Klang in the future. Please let me know if the physics bug re-appears, or if you have any ideas or requests.
As always, please feel free to modify this blueprint!
Press Flight Seat Cockpit [2] to turn it on or off.
Use the Flight Seat Cockpit LCD panel in 1st-person view or the the blinking amber corner lights in 3rd-person view to tell if you are in "Yaw Steering Mode", which automatically overrides gyros to help you rotate the ship side-to-side. You don't have to constantly drag the mouse anymore for large turns!
No matter what steering mode you are in, few gyros will keep autoleveling the ship.
Plus, you can drift! Yeehaw!!
Thanks for putting up with the poor steering, and I hope this helps a little with your enjoyment of your cruise.
@Starprime For passengers, Banyuangi Space Tours takes any form and combination of Medical, Travel Reimbursement, and Catastrophic Loss of Life Insurance!
I haven't tried Supergridding any of my builds before but from what I've read it may be a good idea to try it :o I've been wanting to rework the interiors of my ships for some time now, I'm really amazed at how well everything is on the interior of your ship, it literally flows so well and looks completely natural. Personally I find doing the interiors and painting to be the most difficult things when building a ship.
Thank you, I'd like to learn what is acceptable PC strain for future builds. I don wanna make things difficult for other people's PCs, so your feedback is super important 2 me.
I have a GTX 1660S and 16GB RAM
My CPU is AMD Ryzen 5 3600X, and I was completely unable to play Space Engineers until the AMD Ryzen fix a few months ago. I've found that my PC struggles with this ship too from CPU bottlenecking when I have videos and browsers open while playing SE.
I wanna learn how to "Supergrid" so the small grid detail blocks don't have to be rotor subgrids, because I think their physics eats up the most processing power, but I'm still trying to wrap my head around da vanilla supergrid mod.
I'll try to keep everyone else's PC specs in mind in the future and do things like turn the spotlights off by default, or be smarter with lighting. Thanks.
Doesn't just look good, it looks believable. Really well done
Outstanding!
I like all the different areas and the extra detail using small blocks, It brings a Star Citizen vibe.
I'm truly sorry about the slowdown; I think I overdid the lighting. Most of the exterior spotlights are decorative, and I will remove them if it helps with PC strain.