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So this mod can be considered broken, at least on my end. I do not know if others will have the same problem.
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?
No.
Check out Rotor Variety mod. It offers both large and small ship versions.
but your gonna have to firgure out how fast these gyros wil be turning yourself
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".
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.
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.
the link for those that are interested in looking at it
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.
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.
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?.
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.
Not without resorting to prohibitively expensive collision-based seal computation.
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.
Currently I do not have plans to make a 2x2.
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.
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.
See this blueprint on how to make spinning portion accessible. It cannot be incorporated into the block itself because of hard physics limits.