Space Engineers

Space Engineers

Modular Stations: Large Hangar
50 Comments
Obunga_Requires_Toes 22 Apr @ 3:24pm 
yeah I figured, but I also figured id let that issue be known.
Ekuah  [author] 22 Apr @ 9:53am 
@Obunga_Requires_Toes
Well, this module was created long before there were hinges added to the game .
Obunga_Requires_Toes 22 Apr @ 9:21am 
even this late in 2025 this is still an excellent addition, only problem is one of the hangar roof doors likes to break and fly off once placed.
Eddy The Liar 17 Apr, 2019 @ 7:11pm 
@Ekuah, Whoops my mistake, had the thing set to ship, apologies. Love all your modular station stuff BTW.
Ekuah  [author] 6 Mar, 2019 @ 12:51am 
@Dr.Rictofen
Just tested it.
It works fine.
Sorry if I ask, but did you attach a power source to it?
Because without, nothing will move, naturally.
Eddy The Liar 4 Mar, 2019 @ 1:20pm 
Hey man, just wondering if the hangar roof and platform aren't supposed to me moving, because they aren't.
Ekuah  [author] 5 Feb, 2019 @ 9:18am 
@KnuckleDragger
Since you have so eloquently accused me, which pages do I clutter up?
And by the way, this not a mod. It is a blueprint.
SO THERE IS NO WAY TO PUBLISH A SET OF BLUEPRINTS.
And as long as you come up with some constructive suggestions, STFU
KnuckleDragger34 5 Feb, 2019 @ 6:07am 
Is there any way you could put all of those into ONE mod? Your cluttering up the pages with this one building pice at a time bullshit.
Ekuah  [author] 4 Aug, 2018 @ 1:23pm 
well... the module is so old, it dates back before you could name the buttons.
Babbayega 4 Aug, 2018 @ 11:49am 
yeah, i found them after digging around. it threw me that hte buttons were not saying what did what. so i had to poke around in the contraol panel to see what they did.
Ekuah  [author] 4 Aug, 2018 @ 12:04am 
there are button panels at pillars near the platform. The lower one activates the platform lift. And the upper one controls the gates at the top.
Babbayega 3 Aug, 2018 @ 7:12pm 
is there a control station on this module. or a junction list? i assume the rotor/piston motion is complex, just dont see a way to know how to open the doors.
Ekuah  [author] 2 Jan, 2018 @ 1:51pm 
As I said somewhere else, the modules date way back.
It wasn't possible to rotate station-blueprints back then.
So we had to publish them as ship-blueprints (with the known spinning problem)

I haven't touched these mudule for nearly three years now.
Got a lot of hate mail for them clogging the first pages of most liked workshop objects for a few weeks.
Not planning of ever repeat that.
Thats why I won't publish most of my stuff anymore.
gnjac0rp 2 Jan, 2018 @ 1:00pm 
The breaking of the game engine came afterwards, further into your modules i got and the more i bolted on. At the time i attached them in the early stages i was going to worry about troubleshooting bits like the hangers doors/floors later.

Im thinking it was due to internal mech damage caused from what you told me needs to be changed (Unsupported Stations). When i finally attached it there didnt look to be any damage done inside or out so i continued with it and when the floor worked after your options tweak i assumed the internals were fine as well.

I've just tried adding a new Large Hanger out in space away from the station and its just sitting there working beautifully and hasnt spun once. I do think it'd be worth sticking that bit about Unsupported Stations into your write up cause that has stopped all spinning issues (at least for me) which in turn didnt cause mechanism issues with the moveable parts.

Again great work and cant wait to see what you come up with next.
Ekuah  [author] 2 Jan, 2018 @ 11:13am 
Well, when you break the game engine you can't really expect that everything on my modules work.
gnjac0rp 2 Jan, 2018 @ 11:03am 
Slight problem with that, I didnt listen to the warnings the game blaired at me late last night about exceeding grid limits and breaking physics.... I broke the physics and nearly all of the station has no mass and you can fly straight through and cant interact with it. Not to forget the random letters and numbers (see my screenshots) hover around under the station. (i doubt this is an issue for the doors opening as i hit that issue before tripling the size of the station yesterday)
When I get chance I'll recreate it a world to host with a few of the modules and the large hanger so you can see.
Ekuah  [author] 2 Jan, 2018 @ 10:00am 
Well I loaded the blueprint from the online workshop,
added a reactor, pressed the button.

And it worked without a hitch.

Can you publish the world in your workshop?
Then I can try to look what's goes wrong with it.
gnjac0rp 2 Jan, 2018 @ 3:48am 
Gotta say love your work with these modules. Wish there was more but you've had your work cut out for ya :)
gnjac0rp 2 Jan, 2018 @ 3:47am 
Yea. Just sits there not doing anything. First time I thought it was due to platform going boom but now that's raising and dropping without a hitch I'm seeing the roofs doing nothing at all. Same with the medium hanger doors. Don't seem to want to drop down.
I've built such a big station now it's effecting the physics but i tried setting both hangers up separately from the main station in case it was due to "warping physics" but still the same.
Ekuah  [author] 1 Jan, 2018 @ 3:30pm 
Did you try to use the second button?
The one named "Move Roof - Trigger now" ?
gnjac0rp 1 Jan, 2018 @ 3:11pm 
That worked for the moving floor cheers! But the roof doesnt seem to open?
Ekuah  [author] 1 Jan, 2018 @ 10:45am 
Fixed.
Turn on 'Unsupported station' to avoid tumbling
Turn off 'Subgid Damage' to avoid clank
gnjac0rp 1 Jan, 2018 @ 7:54am 
Warning; always save before attempting to either open the doors or move the floor, floor just exploded on me.
Ekuah  [author] 20 Oct, 2017 @ 1:36am 
@Choomah
Just think about it.
That hangar is nearly 150 updates old.
I would be a minor miracle if no update ever broke it.
az 11 Nov, 2016 @ 1:07pm 
As an inexperienced and new Space Engineers player, I don't have all of the buttons down, and other, more complex things, down either. Is there a button that converts a large ship into a station? I know there's a button that enables station rotation, but I don't see how that would help.
GhostXIII 18 Jul, 2016 @ 5:12am 
@ Ekuah ah that makes sense
Ekuah  [author] 18 Jul, 2016 @ 1:43am 
@Nick
Sorry, I haven't noticed your message until now.
The 'hate mail' part didn't meant your message.
It meant all the hate mail I would receive if I would republish all the modules.
GhostXIII 21 May, 2016 @ 5:58am 
@Ekuah i wasnt hating. I will try that method and if it works that would be great. And arent you able to update the workshop items instead of recreating them??
Ekuah  [author] 21 May, 2016 @ 3:14am 
Ok.
First, when you tried it to connect it with a solid station block, did you turn 'Station voxel support' ON or OFF? (It needs to be turned OFF)
Second, as I explained some time in the past, this module has some inner stress. This causes the module to spin.
Due to the fact that 'Station rotation' mode wasn't supported back then, I had to publish these modules as large ships.
Because I got a large number of negative comments about 'flooding the workshop' , I won't republish these modules with the new fixes.
Sorry but I have no fancy for 'hate-mails'
GhostXIII 20 May, 2016 @ 10:10pm 
ok im sorry but this pisses me off. all of the hangers keep moving no magtter what the fuck i do. i connect to a solid block (Station block). Ive attached it to an asteroid and it blew up. I add gyros, thrusters, everything i can. ive read everything you guys are gonna tell me to read and none of it works...
Ekuah  [author] 20 May, 2015 @ 12:31am 
@Major
Please read the 2nd and 3rd oldest comments in this thread. I had explained it already there.
Garviel Loken 19 May, 2015 @ 11:38pm 
This is strange it keeps moving even with a gyro reactor and the right number of thrusters why wont it stop spinning?
Ace 2 Mar, 2015 @ 6:03am 
Ooooooooooooooooooohhhhhhhhhhhhhh.

10/10
Ekuah  [author] 1 Mar, 2015 @ 11:59pm 
No you are not a retard. Because there is nor such button.
What you have to do is to spawn it right onto a existing stations. Even a single Station-root-block would be enough. With this trick the added module will be turned into a fixed station.
Maybe this video helps:
https://www.youtube.com/watch?v=JU9ct8bMThQ#t=91
Ace 1 Mar, 2015 @ 6:27pm 
Modular station can't be put together because not using station parts, but big ship parts.

0/10.

Unless I'm a retard and there's some way to convert from big ship to station parts.
三 W 23 Jan, 2015 @ 12:06am 
wo ye shi zui le
Providence315 22 Jan, 2015 @ 7:34pm 
@Ekuah Could you also do Like a manufacturing module. with projectors and welders? One for small ships and one for large ships?
Providence315 22 Jan, 2015 @ 7:33pm 
@Ekuah could you do a Reactor space
Rynoth 18 Jan, 2015 @ 5:39am 
hate when it doesnt backspace all the way
Rynoth 18 Jan, 2015 @ 5:39am 
i know what you meen, took me about an hour + just to do the 10 sections i wanted, and that wanted
Ekuah  [author] 18 Jan, 2015 @ 5:18am 
@Rynoth
Ohhh, you mean that. Yeah, right that was because the modules were created on a common frame. So the pivot point is sometimes quite off.
Will try to fix that. But due to the sheer number of modules that take some time.
Rynoth 18 Jan, 2015 @ 5:08am 
actually i used your compleet pack and re worked a few with the rotors and pistons to function better with the projector, they are still there and functional, i just readjusted everything in the projection from the pivot point of the largest mass which is the main body of the station
Ekuah  [author] 18 Jan, 2015 @ 1:36am 
@Rynoth
You know that most of the stuff was developed before the have released the projector?
And secondary, projectors don't support multi grid objects. That would ban all pistons and rotors, making all modules big solid objects without gadgets. (IMHO booooooooooring)
I think if I would make a poll with the choices:
a: solid object and projector friendly
b: not for projectors but with sometimes cool functions
most voters would prefer the second choice.
So I'm sorry that I can't serve up for your taste.
Rynoth 18 Jan, 2015 @ 12:27am 
hey ekuah, was looking at your modular stuff and got to say its nice but its not projector friendly lol
Ekuah  [author] 17 Jan, 2015 @ 1:03am 
@Sanctuary
Do you want something in the basement? With the pistons gone there will be much unused room below the floor. Something like a medical station? Or assemblers? Or refineries/arc furnaces? Or cargo containers?
Providence315 16 Jan, 2015 @ 11:08pm 
@Ekuah I would very much appreciate a varient that had no moving floor. I also would like to thank you for replyingto my comment not many authors do.
Ekuah  [author] 16 Jan, 2015 @ 1:23am 
@Sanctuary:
Sorry for your problems, but the package is called modular STATION for a reason. With this (and some other) module it is an absolute must to use it as a station. That means that you have to paste it onto a block or object that is not a large ship but a station.

To explain that: Space Engineers has three different kinds of grids.
Small ship, Large Ships, and Stations. Large ships can be moved and rotated, Station are fixed onto one position and orientation.

Due to the large mass of the moving parts, I had to use several pistons or rotors to operate a single part. This causes the physics engine to enter some kind of vicious circle of action and reaction, which is exhibited in a self spinning object.
Ekuah  [author] 16 Jan, 2015 @ 1:23am 
@Sanctuary (continued):
Sadly I had to publish this Blueprint as a large ship because you wouldn't have been able to rotate it into the right orientation otherwise.

I wanted to add these relevant information to the description. But RL issues had forced me to work from 8AM to 1AM. So I was just to tired to add that information. I will try to add them today.

On the other hand, I can make you want a version without the rising floor, if you want one.
Just let me know.
Providence315 15 Jan, 2015 @ 11:08pm 
Dear Builders,
This is one of my favortie designs that I have ever found on the Workshop. However, It is also one of the most irritating designs I have ever used. whenever I try to use it it causes my entire station to just fuckin fly away spinning at an evergrowing rpm. I would greatly appreciate it if you guys would make a version of it that is either self stabilizing or doesn't have pistons I have tried to do just that but it keeps crashing my game and or just fucking atomizing into a million bits.
-Sanctuary

P.S. I really enjoy all your other modules they are spectacular and my favorite is the repair module mk 2.