Space Engineers

Space Engineers

Modular Stations: Medium Hangar
17 Comments
Ekuah  [author] 1 Jan, 2018 @ 5:16am 
Okay, fixed it.

Please remeber this Module dates back to the stone age of Space Engineers.
I started it with Saladin back in 2014.

So to keep it classic I didn't change any blocks, just tweaked some values.

Known issues so far:
1.
I had to set the pistons nonAxis max Impulse to a quite high 1 MN (20x the default value)
This leads to a 'Unsafe Grids" Warning.
I need those values to keep the plattform working (or had to redisigning the whole thing)

2.
You have to use the following valeus in the 'Advanced World Settings' menu:
Check 'Unsupported stations' (this avoids the spinning of the module)
Uncheck 'Enable Subgrid damage' (this avoids potential clank)

P.S.
Happy new Year.

P.P.S.
you have to add a powersorce before you can use the module ;-)

gnjac0rp 31 Dec, 2017 @ 10:50am 
@idlecat @ekuah that video is all well and good but if the block your trying to import is widly spinning that video wont help at all like with the Large hanger for a start, only successful way i have managed is thrusters and maglocks and do a proper docking procedure.
gnjac0rp 31 Dec, 2017 @ 10:44am 
Door doesnt open?
Tokehgekko 19 Dec, 2017 @ 10:28am 
@volgraza, im having issues with placing this, it just starts spinning, so i cant place it close to where i want it and build between to connect it to the station, please help
Alvargon 10 Apr, 2016 @ 9:29pm 
A great mecanical design for the door, very good job.
Ekuah  [author] 26 Jun, 2015 @ 9:53am 
@idlecat
This module (and all other of this series) were made well before the 01.084 update.
Back then there was no way to rotate a station. So all the modules had to be made as large ships. so you could rotate them into the right orientation before connecting them to a station block. (Explained it several times all over the different module comments)
About the connection of blocks there is a nice video made by Volgraza which shows exactly how to put the modules together (I had made several links to this video all over the comments)
idlecat 25 Jun, 2015 @ 11:53pm 
It seems like this particular module was saved while it still had some velocity so now whenever I place it to attach it to my new station it starts drifting off into space. It's made this block unusable -- unless I'm missing something that could help me attach it?

Unrelated side note: I really could have used a video tutorial for how to get these modular pieces to "snap" together. It took me several hours of watching various unhelpful/out-of-date YouTube videos and trial and error before I accidentally figured out you can "grab" a module by a certain block (I always choose a conveyor block since those need to be connected to be useful) and cut/paste it onto another module in order for it to snap on.

Thanks for these, btw! They're super awesome!
Vinier McNuggNugg 26 Jan, 2015 @ 12:21pm 
mmm
ok
Ekuah  [author] 26 Jan, 2015 @ 1:13am 
@theclucker
As I said in several other threads. You can't turn and rotate stations. So if I would publish the parts as stations, you wouldn't be able to change the orientation of module to add.
Several of the modules are not rotational symmetric. So I would have to provide up to 24 versions of the same module in different orientations. Just imagine how much the workshop would be flooded by that!!!

One possible way out, is that you create a "Station Root Block" where you want to place the modular station (You know that single, large light armor block, created with the "New Station" button in the G menu.)
After that you go into the Blueprints an chose the first module you want to use.
Now you can orientate this module and paste it (with Ctrl+V) onto the rootblock. It will be converted into a station itself. After this, the rootblock is obsolete and can be deleted.
Finally you can paste all the modules onto this now stationary root module.
Voilà: You have a fixed station.
Vinier McNuggNugg 25 Jan, 2015 @ 8:45pm 
and i like how it says 440 visitors and it has ober 1300 subs.
Vinier McNuggNugg 25 Jan, 2015 @ 8:45pm 
@Ekuah well what i ment was that you cant make a station with a large ship. and you cant paste it on in creative like you can with stations. but i see that you can add this on with projectors but most of the time its to hard. and can you belive i typed this all in the dark rarely looking without at the keyboard?
Ineptus Mechanicus 25 Jan, 2015 @ 3:38pm 
Alright, well thanks for the swift answer. I'll just have to wait until the new ones come out or re-blueprint them in a separate world. Thank you.
Ekuah  [author] 25 Jan, 2015 @ 2:59pm 
@theclucker
Sorry, I have been a bit confusing with my answer. I'm not a native English speaker. So I had a little trouble with translating your question.

@Obnoxious_Gamer
I have an answer for it, and it's somehow my fault.
You see, the modules were first created on a single large grid with a single pivot point.
When there were cut into parts and then into single modules, the pivot point stayed the same. This was why the pivot point of the modules is of by miles.
I'm already reworking the modules to move the pivot point to center of the the top left module port. But the problem is, that I can't access the blueprint workshop. If I would publish them now, they would be published as new workshop items. And having been reprimanded for "Flooding the workshop" once is enough.
Ineptus Mechanicus 25 Jan, 2015 @ 12:51pm 
So, uh, do you have an answer for why my projector spawns these modules a kilometer to the front or rear of it? It makes it the slightest bit impossible to build stations in survival.
Vinier McNuggNugg 25 Jan, 2015 @ 11:12am 
ok
thx...?
Ekuah  [author] 25 Jan, 2015 @ 3:08am 
Sorry, somehow I fail to completely understand your question.
But somehow I get the hunch that the comments on this module could help you:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=374737381
Vinier McNuggNugg 23 Jan, 2015 @ 4:45pm 
how the hell am i expose to make a station WITH A LARGE SHIP. let alone paste it on the large ship.