redo your piston test rig ... but this time align the control panels on one set of pistons to be in the same orientation ... one to have them move one around for each consecutive piston ... and of cours align another pair by the pipes with 2 each on top and on side BUT align the control panels on one so they match for each orientation ... and on the other make sure they are NOT aligned exactly the same ... except by the pipes ... PERHAPS you can use the nonsymmetry to your advantage I am no Splitsie as far as SE goes but he hasnt mentioned that nor anyone else ... so this is the first I am hearing how the pistons are not symmetrical I wonder if W4sted Space has noticed this ... he has even more experience with the game than Splitsie
I bought this game after watching you play it for a while. I played Satisfactory quite a bit in 2024 with a bit of downtime from the announcement of 1.0 to the release. Unfortunately, what SE and SF share, as primarily building games, is extreme frustration throughout the whole building UX process: control, selection and flow. SF made some QOL improvements in 1.0 but after a few weeks I gave up trying to work around the unsatisfactory experience and rage quit the game. You know you're not having fun when you spend more time screaming at the screen than enjoying the view. In SE I'm trying to enjoy the game but it just feels unpolished. My biggest gripe is that the game uses 6 DOF movement in a gravity well. There would never be a case that "engineers" create a jetpack that doesn't allow you to fix orientation to down in planetary gravity. The idea that you roll when turning left or right in flight is extremely frustrating especially when your placement pointer is jumping around causing lots of accidental placements or, worse, accidental deletions. The game is fun at times but I just wish it wasn't designed in a way that unnecessarily wastes the players time.
And I have a question. Why did you choose such a large number of pistons? the more pistons there are, the more instability there is. why didn't you position the pistons diagonally? in the direction of travel? and you will not need to gnaw out a whole layer under the pistons, but only a tunnel in the direction of movement.
This is why I watch your videos. Instead of going “that’s weird, I’ll just do something different”, you research and solve the problem, then educate everyone. Great job and nice doors!
Yeah, thanks for that Skye, you just solved a lot of headaches and Clang right there. I had not heard of this, or even thought to check. Cheers for clearing that up
You sound like me trying to learn how to program. Me: "I understand how it works but I don't get it". 40 hours later: "I debugged the entire program and made it work. All hail to me!".
I love the continued effort to dig away huge heaps of stone just to build empty spaces. It's what Space Engineers is all about. Space might be over 99% free space, but I'mma build my stuff inside the few rocky bits.
@@squidwardo7074 yeah after however many cataclysms of being buried in the mud we probably have like Stockholm syndrome to the ptsd that is underground living
Bro i have been fuckin with SE since pre release back in the day and I'm blown away that you're the first person to notice this, as far as I know, being that you're new to the game hahaha what are the odds. And the mad lad worked the science to his favor to make the doors work. You're a savage brother
I reported the bug 5 months ago, please search and upvote on the support forums: "Fight against Klang, Pistons are bent, and could use some love, attention and straightening"
Yea it's because his basis is incorrect. The pistons aren't curved. Each segment of the piston, including the head, has a little bit of "floatyness" to it. Imagine for example a shaft going into a hole that's just a tiny bit larger in diameter than the shaft. There's a little bit of room in there for the shaft to wiggle about. The game engine generates this behavior. So pistons sagging while being extended is a long known thing, and the more pistons you stack, the more they can sag, or float about off center of their axis. *Source: Been playing the game for 11 years and over 4500 hours on steam.
@@professorthree lolz.. i have a friend who is currently addicted to piston chains and the result of what happens when you push the speed up... to say they destroy voxals.. is an understatement
Skye, it's perfectly natural, everyone's pistons have a bit of curve to them, some more than others :p Also, just remember that keen called this a complete game years ago, and now want you to pay for the same game on an updated engine...likely with the same models and associated problems
That curve thing is probably a product of the engine. Ya know, the engine that got an upgraded version for that game you are choosing to hate despite it barely being in an alpha stage? Shame. Edit: oh I see what the curve comment meant. Oh no.
@@JasonW. There is not pills to fix the curve. It can only be fixed with an invasive cutting, welding and other metalwork. The pills you are talking about only helps the hydraulic fluids to flow through the piston better to make the old and tired hydraulic pump still able to fully extend the piston. That solution should not be used in fresh and new pump, or in excess, because it can cause the pump to overload its capacity and cause structural temporary or even permanent structural damage on the whole piston.
its not just the same game tho at first it may be even less of a game as its in early access but the building is updated completely there will be npcs there will be a campaign mode alot of the survival mechanics are set to be changed and models are different for alot of blocks if u check their gameplay
An even better spot for those would be the areas in the middle on either side, which have no hangar doors underneath them regardless of whether the doors are open or closed.
I usually watch your videos because your enthusiasm about that game that has worn me out after 4k hours. I am well impressed of your own findings and now being taught something new by a self-proclaimed "noob". Well done, Sir ❤
Skye, I am very sorry to say this, but I love it so much when you get angry at potential schmucks. Incredibly entertaining. Love your dedication to perfection btw. The hangar door looks insane. Cheers ❤
Skye, you call it a flaw, but maybe it's a feature. Once you understand how the pistons work with all their quirky bendiness, you can clearly utilise that to your advantage. No gap hanger doors are possible because of this.
What a majestic product of Skye’s brilliant engineering! I wouldn’t even hold it against him that his pistons aren’t perfectly straight because he managed to overcome it and now uses them absolutely perfectly.
Hey Skye love your videos please keep doing them and I understand your pain when stuff doesn't work out like you want but as for the emblem on the hanger floor I would try and put you Skye emblem their I think it would look cool
@@iangarmo2293 they work in the way to protect the ship so that you don‘t have to make sure not to scratch anything- but of course, a slight „down“ thrust is required
i recently started watching your videos, and i gotta say i am hooked, i've watched ever Space engineers vid you posted so far, and patiently waiting for every new vid posted
I feel like they solution should be to invert or rotate every other piston to counter their crookedness. The only thing is if you're using an odd number of them, you'll have that slight misalignment.
well done on figuring out the piston rotation :) space engineers is still in alpha XD you get used to the glitches and unfixed issues. and hey Space Engineers two is out soon so there's always that mess to contend and make content with in the future :D love your content, I have no idea how you go about figuring the stuff you do out but it's always an enjoyable experience seeing you get their! good luck with staying (mostly) sane :D
since this is in space, makes more sense to have the "runway" above the door stretching out vertically, instead to its side stretching horizontally. But it might not look as well
Woah that looks so good! The only reason I can think that people really don't notice the piston differences is that people will usually just write off collisions and stuff as Klang. Also people will tend to use merge blocks to lock grids in place with large doors and stuff which forces alignment. As for why its in the game, this sort of thing is usually related to floating point innaccuracies but it's still inexcusable. I reckon you should experiment with the weldless paint and warning stripes for some of this :) Definitely some warning lights too for the doors opening and closing!
probably the only one to dig enough to figure it all out... who would have thought the model of the pistons would be the problem. its probably why the hanger doors on the planet cause people problems too.
What an annoying issue! Well done on figuring it out though Skye, I do love seeing how you figure out these problems. And those doors are excellent, such a satisfying boom when they close
Reported the bug 5 months ago, please search and upvote on the support forums: "Fight against Klang, Pistons are bent, and could use some love, attention and straightening"
I found this out a while back trying to build hidden pew pews, the turret kept sticking on one side! Love the way those doors look! How sturdy are they? Maybe add a “lock” that pops out and magnetizes under center?
I noticed the pistons were exactly the same as each other, and I just figured it was a sub grid thing. Anytime I have sub grids I don't count on them to be perfectly aligned. I never looked into what did it, so thanks and hopefully it will get added to the wiki to ensure everyone has access to your findings. If you want the doors to be air tight you can use some hangar door 'teeth' under the lips of the sliding doors. You drop a single block down across the front edges (where it meets the other doors) 2 blocks back. Then alternate hangar doors and a solid block, ensuring that the block is opposite a hangar door on the other door. Technically you could stick all the hangar doors on one of the sliding doors, but I think it looks better having the zipper effect. Then if the back edge is over a wall of the hangar then hangar doors can raise into it to finish the seal, and lower before sliding to allow for the gap needed for the door and pistons to move through.
Custom doors? Sure. Custom multi direction diagonal doors? You are a madman Skye. Well done. I think it looks beautiful, but if the shaking really bothers you and sharing inertia tensor for the internal pistons (all but first and last piston of each line) replacing the block connecting the pistons in the corners with a hinge might be a good solution as It would let you stiffen up and precisely set the suspension and tension. But imo unless it really bothers you, I would leave it. It works and looks amazing as is. Can't wait to see what you come up with for the elevator design!
Beautiful. I have been thinking the connecting edges of doors should be opposing triangles or pentagons so they “lock” when it’s shut. Could be a nice aesthetic option
The last case you showed suggests that there's also a tiny rotation between the two ends of a piston. The right one seem to have a slight clockwise rotation so that the leftward beam shows increasingly large deviations when you look further left.If you then add more pistons at 90 degrees, you will get the deviations you notices with the two doors not aligning up.
Maybe the devs did it on purpose for such a situation, wether it was on purpose or a silver lined accident lol, glad to see you worked through the caused madness and made something pretty cool
Freaking awesome Skye! Glad you kept trying, the results speak for themselves! 40 hours gaming in about 2 days.... I remember those days... addicted alright! Enjoy 😉
It was worth it for that final door sound. Would love to see you make a tutorial for people so we know which direction to face the pistons if we wanted to make something similar. Keep up all the great content. I am new to the game, so its fun to see what you can do in vanilla.
First off, spectacular sir! Amazing, excellent work! But.. have you considered, levels. Yes, many many levels! Imagine this, if you will, the hanger doors begin sliding open and what do you see below them? More hanger doors, then they start sliding open and what's this? More hanger doors! And they start opening too!! Can you believe it? Now all of a sudden it looks like stairs are forming, a big inverted pyramid is forming as each level slides open. Then after all the hanger doors slide open, forming your inverted pyramid staircase, what's this I see at the peak of the pyramid? A public restroom! Such a magnificent sight indeed, space taco bell just came out with a new zero g crunch roll supreme and you just had to be the first to try it, but you don't dare unleash the taco wrath on your bathroom in such a small confined ship, so running down the thousands of steps you go. Finally relief is in sight [Out of Order]. You look up to the base of the inverted pyramid and realize, it's that same incompetent employee from the S.H.A.G.G.E.R. Deep base that sent you down the mile long tunnel to an out of order restroom. He smirks then turns and heads for the time clock, his shift is over and you have the long, arduous task of making it back up the stairs. I'm too old for this, you think. I should've just called 1ae00-taco-repo, the friendly, speedy out house delivery service that brings the restroom straight to youuuuuu. So you can eat space taco bell all you want with none of the unpleasant cleanup! Available 73/212/758 (Intergalactic calendar base 3) just call 1ae00-taco-repo today! Hesitated to long? Ask about our new space time distortion service where we can deliver your out house yesterday! Now available in 3 different scents. That number again is 1ae00-taco-repo, call today!
this is why i use the new square pistons wow i did not realize that difference that is so incredible thank you for your research on this i love the door system great job hell yeah keep going
Nice doors! The pistons not being straight feels like a bit of realism. I can't count the number of times I run into this with construction. Two pieces with the same specs being out of alignment is infuriating, but it does happen. Very nice on the trouble shooting.
Sometimes it takes a bit of headache in order to create something truly incredible. I think it looks amazing, and I'd bet Picture would find it pretty awesome, too.
That’s a huge hangar door, i love it, i was going to say maybe use merging block on the end of the deck like that u are on the same grit. But like always, a good and joyfull video. Hope u doing fine and love to see the next video of the hangar
Something just crossed my mind... what are your thoughts about 'Space Engineers 2' ? Would you give it a try when its out? What are the thoughts of all of you other people? I'm quite interested about your opinion. I for myself am quite excited about the graphic uphaul it got... and the Undo- Function seems pretty handy.
Should you keep going? Definitely!!! The scale you have in mind is quite beyond what I would ever dream of, let alone try. I can also seeing you need another holiday asap when you come across another of Clang’s mischief. No better game to be testing your patience.
Thanks for the video. Love the door! At a later point, maybe try making an Iris-door… may take some engineering, trial and error… but might be doable with just hinges.
that is looking proper bangin! and you sir are a genius for figuring out that issue, perhaps be a beta tester for space engineers 2, test the game feedback to the dev and promote the game, everyone wins, but loving the red and black theme looks soo slick!
Looks amazing Skye, instead of a small ship hanger what about a control room set into the rock behind the deck that can see approaching ships for docking. And do you need a runway when you have a deck that raises and lowers? Approaching/landing lights would look awesome and I’d love to see all your ships in one giant dock including the smaller ones all going through the main docking bay. Not doing a dear Skye only a suggestion because I love all your builds it’s the reason I think your channel is the best it’s because you don’t do easy you go for it. 👍🏻💙
I guess you need to use the 2X4 method of framing with those pistons , inverse each piston bow opposite the previous Piston ? I love you finding these anomaly's Nice analysis and nicely done!
Put a piston facing up with a max disance of like 2 meters, so you can shift the floor up, so its level with the floor. That way you can build out the platform and have the doors drop to fit under them.
So basically at full extension one has to compensate for a bit of curve. Well at least now you know and have learned to adapt so you're pistoning is smooth and effective even with a bit of droop. In fact it's borderline elegant now.
Loving the content Skye. As for piston, I'll say two things. For one, I never noticed myself, despite hundreds of hours in the game, in part because TBH I never attempted massive builds like this, but also because I always align pistons consistently with the numpad the correct way up (it's a minor OCD thing I guess :) ). In any case, since you did fix the issue I guess the second point is a bit moot, but you did mention that you got all the DLCs for the game, and one of them adds a new (fancier) piston model. It's possible that one is better built and doesn't have the same problem (it also looks cooler IMO, though in your case the pistons aren't visible so it wouldn't matter much).
You can adjust the Piston force to make it smoother. The impulse axis is how much force the piston will use to move the subgrid and non-impulse axis is how "rigid" they are. Another option given the mass of the subgrid is to use inertial tensor on the whole stack. It makes the pistons act as one. The force is applied to the stack instead of each one. I would change the axis forces first. The more you dabble into the mechanical side of Space Engineers the sooner you will meet Klang.
Absolutely bloody worth it. The doors looks incredible and you didn't even have the time to design them yet and add everything else that's going to go into the hanger. Very exited for everything to come. Despite all the obstacles, I'm glad you still enjoying the game and having fun. Btw, where's picture? Noticed there's been no giggles since shagger deep base dropped
FULL SERIES PLAYLIST ► bit.ly/3ZoLirk
the pistons not being straight also explains the wobbel of your stationary drilling bits.
redo your piston test rig ... but this time align the control panels on one set of pistons to be in the same orientation ... one to have them move one around for each consecutive piston ... and of cours align another pair by the pipes with 2 each on top and on side BUT align the control panels on one so they match for each orientation ... and on the other make sure they are NOT aligned exactly the same ... except by the pipes ... PERHAPS you can use the nonsymmetry to your advantage
I am no Splitsie as far as SE goes but he hasnt mentioned that nor anyone else ... so this is the first I am hearing how the pistons are not symmetrical I wonder if W4sted Space has noticed this ... he has even more experience with the game than Splitsie
I bought this game after watching you play it for a while. I played Satisfactory quite a bit in 2024 with a bit of downtime from the announcement of 1.0 to the release. Unfortunately, what SE and SF share, as primarily building games, is extreme frustration throughout the whole building UX process: control, selection and flow. SF made some QOL improvements in 1.0 but after a few weeks I gave up trying to work around the unsatisfactory experience and rage quit the game. You know you're not having fun when you spend more time screaming at the screen than enjoying the view.
In SE I'm trying to enjoy the game but it just feels unpolished. My biggest gripe is that the game uses 6 DOF movement in a gravity well. There would never be a case that "engineers" create a jetpack that doesn't allow you to fix orientation to down in planetary gravity. The idea that you roll when turning left or right in flight is extremely frustrating especially when your placement pointer is jumping around causing lots of accidental placements or, worse, accidental deletions.
The game is fun at times but I just wish it wasn't designed in a way that unnecessarily wastes the players time.
Actually, it was me! speed of pistons.
And I have a question. Why did you choose such a large number of pistons? the more pistons there are, the more instability there is. why didn't you position the pistons diagonally? in the direction of travel? and you will not need to gnaw out a whole layer under the pistons, but only a tunnel in the direction of movement.
This is why I watch your videos. Instead of going “that’s weird, I’ll just do something different”, you research and solve the problem, then educate everyone. Great job and nice doors!
Yeah, thanks for that Skye, you just solved a lot of headaches and Clang right there. I had not heard of this, or even thought to check. Cheers for clearing that up
You sound like me trying to learn how to program.
Me: "I understand how it works but I don't get it".
40 hours later: "I debugged the entire program and made it work. All hail to me!".
I love the continued effort to dig away huge heaps of stone just to build empty spaces. It's what Space Engineers is all about. Space might be over 99% free space, but I'mma build my stuff inside the few rocky bits.
Must be in our instincts to be inside a cave
@@squidwardo7074 yeah after however many cataclysms of being buried in the mud we probably have like Stockholm syndrome to the ptsd that is underground living
Bro i have been fuckin with SE since pre release back in the day and I'm blown away that you're the first person to notice this, as far as I know, being that you're new to the game hahaha what are the odds.
And the mad lad worked the science to his favor to make the doors work. You're a savage brother
Same here... I was totally shocked that I've NEVER seen anyone talk about this issue in like 10 years time. WOW!
Not only that, but in a few hours found a viable solution for something that has plagued players for YEARS!
I reported the bug 5 months ago, please search and upvote on the support forums: "Fight against Klang, Pistons are bent, and could use some love, attention and straightening"
Yea it's because his basis is incorrect. The pistons aren't curved. Each segment of the piston, including the head, has a little bit of "floatyness" to it. Imagine for example a shaft going into a hole that's just a tiny bit larger in diameter than the shaft. There's a little bit of room in there for the shaft to wiggle about. The game engine generates this behavior. So pistons sagging while being extended is a long known thing, and the more pistons you stack, the more they can sag, or float about off center of their axis.
*Source: Been playing the game for 11 years and over 4500 hours on steam.
@@professorthree lolz.. i have a friend who is currently addicted to piston chains and the result of what happens when you push the speed up...
to say they destroy voxals.. is an understatement
That satisfying boom when it’s closed is worth every effort.
You could paint it with the Union Jack, based on the shape of the hanger doors and the way you have them opening.
Skye, it's perfectly natural, everyone's pistons have a bit of curve to them, some more than others :p
Also, just remember that keen called this a complete game years ago, and now want you to pay for the same game on an updated engine...likely with the same models and associated problems
lol ;)
That curve thing is probably a product of the engine. Ya know, the engine that got an upgraded version for that game you are choosing to hate despite it barely being in an alpha stage? Shame.
Edit: oh I see what the curve comment meant. Oh no.
There are pills for that
Especially if the piston is bent so much it won't allow access
@@JasonW. There is not pills to fix the curve. It can only be fixed with an invasive cutting, welding and other metalwork. The pills you are talking about only helps the hydraulic fluids to flow through the piston better to make the old and tired hydraulic pump still able to fully extend the piston.
That solution should not be used in fresh and new pump, or in excess, because it can cause the pump to overload its capacity and cause structural temporary or even permanent structural damage on the whole piston.
its not just the same game tho at first it may be even less of a game as its in early access but the building is updated completely there will be npcs there will be a campaign mode alot of the survival mechanics are set to be changed and models are different for alot of blocks if u check their gameplay
Some defensive turrets should pop out in the corners in the open area, when it's open, just to prevent undisired guests.
I like the designs that use a custom ball turret that pops out from a door block. Super compact and always looks great.
An even better spot for those would be the areas in the middle on either side, which have no hangar doors underneath them regardless of whether the doors are open or closed.
Well, that was some interesting piston science.
Glad you figured it out in the end!
Asteroid base hangar doors are awesome. Glad you persevered through the piston chaos.
I usually watch your videos because your enthusiasm about that game that has worn me out after 4k hours. I am well impressed of your own findings and now being taught something new by a self-proclaimed "noob". Well done, Sir ❤
Skye, I am very sorry to say this, but I love it so much when you get angry at potential schmucks. Incredibly entertaining. Love your dedication to perfection btw. The hangar door looks insane. Cheers ❤
Glad you persevered, that issue could have piston your bonfire. Well done mate, stellar work!
lol ;)
I am very impressed you found that problem with the pistons and you have buildt the best set of hangar doors ever
Thank you very much! :)
you could try magnetic plates to stop the wabbling effect when the floors meet up
HI Sky thanks for all the content and hard work
My pleasure! :) .. and Grats on first ;)
13:10 Inertia is the term you were looking for. And it is indeed proportionnal to its mass.
Edit : Love what you did with your gorgeous doors BTW!
i love seeing new players play my favorite game ever keep up the good work
Skye, you call it a flaw, but maybe it's a feature. Once you understand how the pistons work with all their quirky bendiness, you can clearly utilise that to your advantage. No gap hanger doors are possible because of this.
Those doors were absolute perfection in the end. So satisfying.
What a majestic product of Skye’s brilliant engineering! I wouldn’t even hold it against him that his pistons aren’t perfectly straight because he managed to overcome it and now uses them absolutely perfectly.
Hey Skye love your videos please keep doing them and I understand your pain when stuff doesn't work out like you want but as for the emblem on the hanger floor I would try and put you Skye emblem their I think it would look cool
Thank you for the time and effort you put in Skye, makes it easier for newer players whixh struggle with the same things in their playthroughs
For easier welding ship handling in these kind of situations you might add wheels to the bottom...
Do wheels work in no gravity? I think you would have to actively push the ship down constantly for it to work
@@iangarmo2293 they work in the way to protect the ship so that you don‘t have to make sure not to scratch anything- but of course, a slight „down“ thrust is required
insanely satisfying how snugly that fits both at the edges and in the middle
Definitely worth the wait. Good job on seeing it through. Can't wait to see how the whole base turns out💙
You're a madlad for solving this.
Love it.
Absolutely stunning. Gorgeous. Gj Skye!
The dedication... I can't but I love see someone do it 🙂
Absolutely insane. Top tier work!
Keep going!
i recently started watching your videos, and i gotta say i am hooked, i've watched ever Space engineers vid you posted so far, and patiently waiting for every new vid posted
What a banger! The complete package. The highs, the lows. The rants, the giggles. At the end - perfection.
Bravo!
Dear Skye!
The doors look, and function great! 👍
Totally worth it. I aplaud you on this masterpiece. 👍
keep going! Problem solving is the most fun of the game. Find a problem and engineer a solution. so fun.
Pretty cool Skye. Keep going. Looking forward to the whole base being completed.
Nice to learn about the pistons alignment thing.
Keep on going 👍
Love it. Keep at it Skye.
I feel like they solution should be to invert or rotate every other piston to counter their crookedness. The only thing is if you're using an odd number of them, you'll have that slight misalignment.
Epic build! wow, just wow.
I need the blueprint for this...What an amazing idea, execution and finish! Class A design.
well done on figuring out the piston rotation :) space engineers is still in alpha XD you get used to the glitches and unfixed issues. and hey Space Engineers two is out soon so there's always that mess to contend and make content with in the future :D love your content, I have no idea how you go about figuring the stuff you do out but it's always an enjoyable experience seeing you get their! good luck with staying (mostly) sane :D
Never knew that and looks awesome man. Great work
That was satisfying as hell. Great job.
since this is in space, makes more sense to have the "runway" above the door stretching out vertically, instead to its side stretching horizontally. But it might not look as well
It looks like a feature to me 😅
Such a banger of a hangar door, actually liking the minimal paint you did last minute.
Looks great, Skye. Sorry about your hours of woes.
Woah that looks so good!
The only reason I can think that people really don't notice the piston differences is that people will usually just write off collisions and stuff as Klang. Also people will tend to use merge blocks to lock grids in place with large doors and stuff which forces alignment. As for why its in the game, this sort of thing is usually related to floating point innaccuracies but it's still inexcusable.
I reckon you should experiment with the weldless paint and warning stripes for some of this :) Definitely some warning lights too for the doors opening and closing!
I really hope you keep the doors you made and use merge blocks to reattach them to the new mechanisms.
probably the only one to dig enough to figure it all out... who would have thought the model of the pistons would be the problem. its probably why the hanger doors on the planet cause people problems too.
What an annoying issue! Well done on figuring it out though Skye, I do love seeing how you figure out these problems. And those doors are excellent, such a satisfying boom when they close
Reported the bug 5 months ago, please search and upvote on the support forums: "Fight against Klang, Pistons are bent, and could use some love, attention and straightening"
Now try redesigning them slightly to also use merge blocks so they can be merged to the outer frame and each other to create an airtight seal
Nice setup. Once done, you can use the signal dlc like a garage door opener.
Well Sky... That is A- MA- ZING. What a stunning job.
I found this out a while back trying to build hidden pew pews, the turret kept sticking on one side! Love the way those doors look! How sturdy are they? Maybe add a “lock” that pops out and magnetizes under center?
I noticed the pistons were exactly the same as each other, and I just figured it was a sub grid thing. Anytime I have sub grids I don't count on them to be perfectly aligned. I never looked into what did it, so thanks and hopefully it will get added to the wiki to ensure everyone has access to your findings.
If you want the doors to be air tight you can use some hangar door 'teeth' under the lips of the sliding doors. You drop a single block down across the front edges (where it meets the other doors) 2 blocks back. Then alternate hangar doors and a solid block, ensuring that the block is opposite a hangar door on the other door. Technically you could stick all the hangar doors on one of the sliding doors, but I think it looks better having the zipper effect. Then if the back edge is over a wall of the hangar then hangar doors can raise into it to finish the seal, and lower before sliding to allow for the gap needed for the door and pistons to move through.
Custom doors? Sure. Custom multi direction diagonal doors? You are a madman Skye. Well done.
I think it looks beautiful, but if the shaking really bothers you and sharing inertia tensor for the internal pistons (all but first and last piston of each line) replacing the block connecting the pistons in the corners with a hinge might be a good solution as It would let you stiffen up and precisely set the suspension and tension. But imo unless it really bothers you, I would leave it. It works and looks amazing as is. Can't wait to see what you come up with for the elevator design!
It looks great Skye! 👍
Beautiful. I have been thinking the connecting edges of doors should be opposing triangles or pentagons so they “lock” when it’s shut. Could be a nice aesthetic option
The last case you showed suggests that there's also a tiny rotation between the two ends of a piston. The right one seem to have a slight clockwise rotation so that the leftward beam shows increasingly large deviations when you look further left.If you then add more pistons at 90 degrees, you will get the deviations you notices with the two doors not aligning up.
Maybe the devs did it on purpose for such a situation, wether it was on purpose or a silver lined accident lol, glad to see you worked through the caused madness and made something pretty cool
Freaking awesome Skye! Glad you kept trying, the results speak for themselves!
40 hours gaming in about 2 days.... I remember those days... addicted alright! Enjoy 😉
It was worth it for that final door sound. Would love to see you make a tutorial for people so we know which direction to face the pistons if we wanted to make something similar. Keep up all the great content. I am new to the game, so its fun to see what you can do in vanilla.
First off, spectacular sir! Amazing, excellent work!
But.. have you considered, levels. Yes, many many levels! Imagine this, if you will, the hanger doors begin sliding open and what do you see below them? More hanger doors, then they start sliding open and what's this? More hanger doors! And they start opening too!! Can you believe it? Now all of a sudden it looks like stairs are forming, a big inverted pyramid is forming as each level slides open. Then after all the hanger doors slide open, forming your inverted pyramid staircase, what's this I see at the peak of the pyramid? A public restroom! Such a magnificent sight indeed, space taco bell just came out with a new zero g crunch roll supreme and you just had to be the first to try it, but you don't dare unleash the taco wrath on your bathroom in such a small confined ship, so running down the thousands of steps you go. Finally relief is in sight [Out of Order]. You look up to the base of the inverted pyramid and realize, it's that same incompetent employee from the S.H.A.G.G.E.R. Deep base that sent you down the mile long tunnel to an out of order restroom. He smirks then turns and heads for the time clock, his shift is over and you have the long, arduous task of making it back up the stairs.
I'm too old for this, you think. I should've just called 1ae00-taco-repo, the friendly, speedy out house delivery service that brings the restroom straight to youuuuuu. So you can eat space taco bell all you want with none of the unpleasant cleanup! Available 73/212/758 (Intergalactic calendar base 3) just call 1ae00-taco-repo today! Hesitated to long? Ask about our new space time distortion service where we can deliver your out house yesterday! Now available in 3 different scents. That number again is 1ae00-taco-repo, call today!
lol ;)
Love the new doors! Keep it going, Skye!
this is why i use the new square pistons wow i did not realize that difference that is so incredible thank you for your research on this i love the door system great job hell yeah keep going
Nice doors! The pistons not being straight feels like a bit of realism. I can't count the number of times I run into this with construction. Two pieces with the same specs being out of alignment is infuriating, but it does happen. Very nice on the trouble shooting.
Sometimes it takes a bit of headache in order to create something truly incredible. I think it looks amazing, and I'd bet Picture would find it pretty awesome, too.
That’s a huge hangar door, i love it, i was going to say maybe use merging block on the end of the deck like that u are on the same grit.
But like always, a good and joyfull video. Hope u doing fine and love to see the next video of the hangar
Just insane. I wish I had so much time to play this game.
Something just crossed my mind... what are your thoughts about 'Space Engineers 2' ? Would you give it a try when its out? What are the thoughts of all of you other people? I'm quite interested about your opinion. I for myself am quite excited about the graphic uphaul it got... and the Undo- Function seems pretty handy.
Should you keep going? Definitely!!! The scale you have in mind is quite beyond what I would ever dream of, let alone try.
I can also seeing you need another holiday asap when you come across another of Clang’s mischief. No better game to be testing your patience.
Just amazing. Thank you.
It looks amazing!
Yes! Totally worth it! And thanks for finding the ’problem spots’ so we don’t get mad on our side…
It looks awesome and it was totally worth it
That hangar door is awesome!
Maybe not the best episode to say this 😂 but I just got this game because of you! Love all your videos.
The white corner marks next to the red looks like 4 stealth bombers flying towards eachother, really cool
Thanks for the video. Love the door!
At a later point, maybe try making an Iris-door…
may take some engineering, trial and error…
but might be doable with just hinges.
Love it love it your always awesomeness and funny crazy all in one
Amazing work, keep it up! 👍👍👍
Adjustable Clearance Pistons sounds like more of a feature than a bug. :)
umm actually there shouldn't be any sound in space...
but it's cool as hell so we don't care! I think you should add some on the closing too btw
17:16 Skyes "final solution" 🤣
that is looking proper bangin! and you sir are a genius for figuring out that issue, perhaps be a beta tester for space engineers 2, test the game feedback to the dev and promote the game, everyone wins, but loving the red and black theme looks soo slick!
Maybe to solve the piston gap, you can use rotors displacement settings to force the gap?
Looks amazing Skye, instead of a small ship hanger what about a control room set into the rock behind the deck that can see approaching ships for docking. And do you need a runway when you have a deck that raises and lowers? Approaching/landing lights would look awesome and I’d love to see all your ships in one giant dock including the smaller ones all going through the main docking bay.
Not doing a dear Skye only a suggestion because I love all your builds it’s the reason I think your channel is the best it’s because you don’t do easy you go for it. 👍🏻💙
Today's video will answer some of your questions .. think you will like it :)
I guess you need to use the 2X4 method of framing with those pistons , inverse each piston bow opposite the previous Piston ? I love you finding these anomaly's Nice analysis and nicely done!
Simply stated, Awesome!
Thank you for figuring out this issue I have not been able to figure it out
Great job on the doors! Keep up the good work!
if you have all the dlcs you could use the square piston or however, the alternate position is called I believe they are the same dimensions
Put a piston facing up with a max disance of like 2 meters, so you can shift the floor up, so its level with the floor. That way you can build out the platform and have the doors drop to fit under them.
So basically at full extension one has to compensate for a bit of curve. Well at least now you know and have learned to adapt so you're pistoning is smooth and effective even with a bit of droop. In fact it's borderline elegant now.
Loving the content Skye. As for piston, I'll say two things. For one, I never noticed myself, despite hundreds of hours in the game, in part because TBH I never attempted massive builds like this, but also because I always align pistons consistently with the numpad the correct way up (it's a minor OCD thing I guess :) ). In any case, since you did fix the issue I guess the second point is a bit moot, but you did mention that you got all the DLCs for the game, and one of them adds a new (fancier) piston model. It's possible that one is better built and doesn't have the same problem (it also looks cooler IMO, though in your case the pistons aren't visible so it wouldn't matter much).
You can adjust the Piston force to make it smoother. The impulse axis is how much force the piston will use to move the subgrid and non-impulse axis is how "rigid" they are. Another option given the mass of the subgrid is to use inertial tensor on the whole stack. It makes the pistons act as one. The force is applied to the stack instead of each one. I would change the axis forces first. The more you dabble into the mechanical side of Space Engineers the sooner you will meet Klang.
Tensors are on by default for all pistons I use
@SkyeStorme Try adjusting the axis force. It may help with the jitters. Pistons are one of the hardest things to set in the game.
Absolutely bloody worth it. The doors looks incredible and you didn't even have the time to design them yet and add everything else that's going to go into the hanger. Very exited for everything to come. Despite all the obstacles, I'm glad you still enjoying the game and having fun. Btw, where's picture? Noticed there's been no giggles since shagger deep base dropped
She's been busy with stuff :)