Space Engineers

Space Engineers

(outdated) Storable large hangar bay doors (28x14)
30 Comments
Parabellum  [author] 4 Jan, 2019 @ 11:41am 
Just mentioning: this is a known bug:

https://support.keenswh.com/spaceengineers/general/topic/unsupported-station-works-like-enabled-when-is-disabled
https://support.keenswh.com/spaceengineers/general/topic/1-187-2-merge-blocks-and-stationship-grid-conversion

The hangar design is sound. Most people may not have issues at all using this build, but some will (including myself, sadly enough).
Parabellum  [author] 27 Dec, 2018 @ 5:37am 
@dave.lister.2 Keeping it in mind. I'll try to find some time anywhere in the coming days.
Spacewolf2 27 Dec, 2018 @ 1:24am 
@parabellum, Merry Christmas! if you like I should still have my save available, I can show you that mine doesn't need to be converted if you like. send a request if you want.
Parabellum  [author] 24 Dec, 2018 @ 6:49am 
@dave.lister2. : That option is off in all my saves. I tweaked around with it, but it did not solve it.
As soon as the hangar, that is in station mode, connects the doors, the problem occurs. I neatly close the doors, open the doors again and bring the arms up for attachment. As soon as I detach the hinge blocks, the doors keep on floating. If I slam a cockpit on the doors I see the problem: station mode. Putting it back to shipmode instantly reconnects it to the arm.

For now, the only option is to keep it out of station mode in my save (so in ship mode), which we arguably shouldn't want, as it also restricts building this design on asteroids...

Anyone that can present to me a definitive solution: I will reupload the doors in new improved versions (yes, also wider ones :D) and list you as contributor to the build ;) .
Spacewolf2 24 Dec, 2018 @ 6:00am 
I really don't know what he meant, as I've stated, I think it's just the unsupported stations option, if you're going to redo it, could you make it taller and wider? A lot of the ships I'd like to use either don't fit on the original or barely fit, even with my modification.
Parabellum  [author] 23 Dec, 2018 @ 8:17am 
@Jalapalos. Sorry fo the late reaction: for some reason Steam did not give me a popup. I do not fully understand: did you mean here that I should connect the 'hinge block' (so the block that is next to the storage doors and physically connected to the entire hangar) with a piston? It seems rather unlikely, as the grids would still be misaligned in my view.

Could you explain it once again? I know it is some time ago already, sorry for that, but I want to fix it and reupload it to the community, so that everyone can use these doors again.
Jalapalos 11 Nov, 2018 @ 2:23pm 
Supporting the station merge block with a piston stops the doors from turning into station blocks. Has worked for me so far.
Spacewolf2 10 Oct, 2018 @ 2:37am 
I don’t know why it’s only the bottom door that does it, I’ve also tweaked the design a bit, I gave it two doors swinging from the top to make the bay taller, now I’m planning on making it longer and wider as well, longer is easy, wider will take a little work syncing all the new doors to the groups, also considering a double bottom door to make it extra EXTRA tall, if you want to see it I can invite you to a session.
Parabellum  [author] 9 Oct, 2018 @ 6:41am 
@dave.lister.2: Weird, that never happened to me.

Also, interesting to hear that the doors do not conver to static grids for you, as that did happen to me, and to other people. Has Keen fixed it maybe?
Spacewolf2 3 Aug, 2018 @ 7:20pm 
I don't have any issue with the doors converting to static grids, I think as OJ said unsupported stations turned off should fix that at least, my issue is the bottom door, sometimes I have issues with it, it won't always go through the floor opening, occasionally turning on share inertia tensor will fix it, other times I have to grind down some of the lower doors, luckily I put this on a projector and locked it so that it's always there for quick rebuilding
Soba || Flo 20 Feb, 2018 @ 5:55am 
"top-" and "down- door rotor" must be put on -10.0cm rotor displacement. then u havent a problem with the door block connector :)
Parabellum  [author] 20 Jan, 2018 @ 10:43am 
EVERYONE READ: the doors are broken at the moment. See the description as well. If anyone is knowledgeable enough to solve the problems I described there, please step forward. I cannot, as it stands.
NoOneKnowsWho 19 Jan, 2018 @ 9:02pm 
wait, i might be dumb. i spawned it in on a planet, the gravity might have been too much for the rotors, but even then, the merge blockes still wont connect, says that blocks would be in the same spot after merge
NoOneKnowsWho 19 Jan, 2018 @ 9:00pm 
@parabellum will do man
Parabellum  [author] 19 Jan, 2018 @ 2:02pm 
@NoOneKnowsWho

That should not happen! It never happened to me: the rotors were always powerful enough to easily move the doors.

I'll try to make some time to check the doors tomorrow. So stay tuned.
NoOneKnowsWho 19 Jan, 2018 @ 6:18am 
i belive the build is broken.... the rotors are, from what it looks like, to week to lift all the hanger doors, and even when you take enough off for it to lift it, merge blocks will not connect. i think keen might have just pushed an update breaking the build sadly. please correct me if im wrong about this assesment, id love to see this thing working
Parabellum  [author] 18 Jan, 2018 @ 10:25am 
Oh, not playing Space Engineers anymore at the moment, so I cannot help with that.
You know, the mechanism of the doors above is pretty damn easy. If you download it, and study it (really, it's easy, so you'll be done quickly), you'll be able to make the same, no doubt.

Rotors are easy, but you need to get the orientation's ok.

If you really cannot find out, you can invite me to some creative multiplayer server where we can do it together somewhere in the near future. Maybe we can rush it down in 1 hour or something?
Lord Skarra 17 Jan, 2018 @ 3:14pm 
Uhhh... reads text* is like wtf is any of that mean*

:|

I Was requesting a 10 wide by 20 high door. since im to stupid to build it. and rotors are to complicated.

And ur like the only one i found with a really good pressurized door.
Parabellum  [author] 17 Jan, 2018 @ 12:25pm 
@Lord Skarra: Yes, just turn the doors 90 degrees (step 1) and make sure there's an alcove in the door where you can put the upper end of the door block. After all, as it stands now, the door is (in the example above) 3 + 1 + 3 + 3 + 1 + 3 = 12 blocks high. By letting part of it fall in the wall, you will have solved that problem.

Start experimenting! You will be able to build it, no doubt about it.
Lord Skarra 17 Jan, 2018 @ 10:42am 
Would it be possible for a 10 wide by 20 high door? for those exact dimensions?
DrasticTimes 14 Dec, 2017 @ 3:41pm 
Amazing no one could of thought of that but you. SO COOL
Parabellum  [author] 29 Oct, 2017 @ 5:19am 
@Eggi

Very weird: I did not have that problem at all, though I have to admit not logging in to SE for close to 2 months.

The merge blocks are simply supposed to merge, unless there is some kind of collision going on due to the blocks having too much friction next to each other.

What you could do is offset the rotor displacement (I believe I always had it halfway down the bar or something) and try again. It should not explode: I literally never had that issue with these doors, so I think it is going to be something along those lines.
Eggi 23 Oct, 2017 @ 12:25am 
I have the problem, that everything explodes :(
Building the blueprint i always get the message, that not all grid parts can be loaded.
Ok, thats not bad. Only the arms are missing.
I build them of course and everything looks good.

Getting the arms up, the merge blocks got to yellow. If i now shut off the hinge blocks, everything explodes. Any idea what i am making wrong ? Or is this blueprint not working anymore ?
Spacewolf2 8 May, 2017 @ 5:39am 
Love that you used the chrysaor, it's one of of my goto ships, I'll generally build the Pegasus on planet, get it orbital then build the rest, now I can build this and do the construction in shirt sleeves, or at least with the helmet up.
Death aka Silky Bones 1 May, 2017 @ 8:47pm 
Siiick!!!
DMMWolf 26 Apr, 2017 @ 8:46am 
impressive, most impressive
Shonnas 25 Apr, 2017 @ 10:13am 
nice idea!
Quait 24 Apr, 2017 @ 11:33am 
awesome xD
54Phoenix 23 Apr, 2017 @ 12:01am 
You are one of the chosen that make this game great!
Modemus 20 Apr, 2017 @ 1:57pm 
thankyou again! Happy trails!