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Well, this module was created long before there were hinges added to the game .
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.
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
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.
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.
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.
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.
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.
The one named "Move Roof - Trigger now" ?
Turn on 'Unsupported station' to avoid tumbling
Turn off 'Subgid Damage' to avoid clank
Just think about it.
That hangar is nearly 150 updates old.
I would be a minor miracle if no update ever broke it.
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.
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'
Please read the 2nd and 3rd oldest comments in this thread. I had explained it already there.
10/10
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
0/10.
Unless I'm a retard and there's some way to convert from big ship to station parts.
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.
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.
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?
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.
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.
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.