Space Engineers Airtight Cargo Door Concept
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- Опубліковано 1 жов 2024
- Steam Workshop:
Steamlink: steamcommunity...
Mod.io:
spaceengineers...
Since ive made so much progress in my landing gear concepts, i guess it was only fitting i start prototyping a large grid large rover ramp to go with it.
making it airtight was a massive pain, but its functional. If airtightness isnt an issue one could always remove the "seal" along the borders to make it less "klangy" when deploying and retracting.
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I had to watch this video multiple times trying to figure out how it could possibly be airtight and then I spotted that cheeky merge block in bottom right corner of the ramp. So you merge the ramp with the ship and use the angles of the blocks to form an airtight seal without them actually merging together, well done. I've thought about playing around with a similar idea but I always end up going a different direction once I realize exactly how much work and effort something like that is going to take.
Spot on, it took blood sweat and tears
@@Kennet0508 I have a similar door ( not as cool) I made on my own quite a while ago. I was wondering, did you use landing gears and pistons to attach and detach the merge blocks or is it a straight fixed rotor with merge blocks? Because I could only get mine to work with landing gears as the merge blocks wouldn't attach while also connected to a rotor. Is there a certain angle? I believe I tried all three angles.
@@Kennet0508 also the merge blocks connect even with the hinges and pistons also connected at the same time?
@@jasongoodrich1i would highly suggest you pull the gate up in one of your worlds and then deconstruct it, thats the best way to see what's actually going on.
There are several was to merge grids, the issue you had with merging a single rotor arises as the rotor head part would exist inside the rotor's hitbox. As you may be aware, you can't have two blocks existing in the same block space.
You need to stack so that there's a subgrid separating the hinge/rotor from the hinge part/rotor head.
If you tear down my rover gate, you can see that i stacked an advanced rotor (with offset -20cm to makes it flush) on top of an anchor hinge. You could also have two hinges stacked on top of each other, or a hinge on a piston (that's extended to 4.84 as that would be the first safe flush position for a merge)
You can not however stack a hinge on top of a rotor, this is because of the size of the hitbox of the rotor would still coexist inside the hinge part.
@@Kennet0508 awesome, okay thank you for good breakdown. And also I never knew about the trick with stacking. Do you supposed that might have something to do with the phase shifting device that one guy made but never explained or shared?
8 sec. for opening thats pretty fast! Plus a extra ramp. To make the sloping wall airtight, that must have been very difficult
Indeed, the pistons are the force required to seal it, with just the rotors, it doesn't have nearly enough torque. I could easily make it operate faster aswell but it's setup to be hard to break with, safety redundancies. the ramp won't open if the door is closed. you can't close the door if the ramp is deployed, and it all has a dual function as a hangar deck or deployed ramp
If you remove the safeties and just change it to run open door/close door, it can easily shave off 4-5 seconds.
@GodNotReal they are just helping the rotors to start rotation, and they move about the same speed as the rotation of the rotors, also, through luck and pinpoint eye measurement
Love the subtle "bonk" as it comes off the ramp
Ngl, i cut the video right before it exploded and took half the ramp with it 😂
@@Kennet0508 lol I love space engineers
Clang had its due
How is this airtight? I cannot see how you could pressurise inside once in space! Do you mean visually almost airtight? Nice Though!
It's literally airtight yes
It wasn't easy, but through a combination of some unusual block combinations, merge blocks, and blood sweat and tears i made it fully airtight
The merge block merges the door with the hull. The slanted pieces on the sides make sure the door won't merge permanently, but seals.
@@KaffiRawr you sir are correct!
Very cool, is there something special I need to do to make a merge block work with a hinge? I remember it not letting me "connect to the same grid", or something of that nature
There are several was to merge grids, the issue that arises when you try to merge a single hinge is that the hinge and the hinge part would exist inside eachother. As you may be aware, you can't have two blocks existing in the same block space.
You need to stack so that there's a subgrid separating the hinge from the hinge part.
If you tear down my rover gate, you can see that i stacked an advanced rotor (with offset -20cm to makes it flush) on top of an anchor hinge. You could also have two hinges stacked on top of each other, or a hinge on a piston (that's extended to 4.84 as that would be the first safe flush position for a merge)
You can not however stack a hinge on top of a rotor, this is because of the size of the hitbox of the rotor would still coexist inside the hinge part.
Tldr.
What's ok/not ok to merge to your main grid.
OK:
Double stack hinge
Stack advanced rotor (-20cm offset) on hinge
Stack hinge or rotor on piston (set to minimum 4.84 (2.34 works but will be broken when copy pasted.))
Not OK:
Single hinge
Single rotor
Hinge stacked on rotor
Double stack rotor
Anything on a piston extended to less than 4.84
Bonus:
Pistons have some other behaviors if several are stacked on top of eachother. 4.84 is only applicable if the first piston head is merging to the main grid
Please ask if your wondering about any of these
This might be obvious, but do any of these combinations apply to small grid? I've never really messed with merge block contraptions before, in large or small grid.
@@Codebreakerblue yes, but there are different offsets to be aware of, example: a piston will flush safely on large grid at the following positions
2.34m* (Will break if copy pasted as its within its own hitbox)
4.84m
7.34m
9.84m
While small grid has the following positions:
0.468m* (Will break if copy pasted as its within its own hitbox)
0.968m
1.468m
1.968m
This is because a large grid pistons offset is 0.16m while a small grid piston offset is 0.032
Same with rotor heads
LARGE GRID Rotors:
- Regular Rotor does not allow for flush state until 4+ stacked. Avoid for most usecases as they are more likely to cause clang when used in merged setups
- Advanced Rotor offset is flush at -0.20
SMALL GRID Rotors:
- Regular Rotor offset is flush at 0.009cm
- 1x1 Advanced Rotor offset is flush at 0.0093cm
- 3x3 Advanced Rotor offset is flush at 11cm (default)
I have trouble making normal doors work lol! This is brilliant!
Thanku
Very nice.
Please someone, teach me how to play SE and play with me
Join the space engineers multiplayer community on facebook
Oh hey I have that rover I like to use it as a start
Yeah! You also find it wrecked in the snow on the frozen dlc map
Ive tried this but the hinge heads get in the way if merging grids. How did you fix this
I'd reccomend downloading this and tearing it down. There's some black magic where the hinges are.
Reason your having trouble is because no block can be merged inside another block.
Example Having a single hinge would make the grid try to merge the hinge base and the hinge head in the same space, solution would be to have two hinges stacked, so there's a subgrid in between
@@Kennet0508 I'm on console. Where can I download this
@@nobodydoesanything381 i think it should be on mod.io?
Update: link is in the description
My attempt on a similar door had my ship flying off at neck breaking speeds, flying right back and shattering into multiple pieces. I lowered my rotor speed from max to about 10% after that.
Reminds me to build a large grid ship in creative for blueprint.
Oooh this is good! 🧐
Need it
@@themidnightbanshee5927 it's already on the workshop ❤️
Clangsta's paradise?
It’s giving, dune vibes
Oh this is awesome. Effective, practical, and stylish as all get out! Is this on the workshop, and where do I find it?? :P
links in the description
Imagine if this is a pod and launch it from low orbit with a big cargo ship thats gonna be so cool bro
Dont imagine it, build it 💥
Would it be airtight if completely closed or just a concept?
100% airtight when you seal the roof
Sab grid
and Im strugling to built a normal ship...
its on the workshop if you want to deconstruct it, in my experience, tearing down other builds is a good way to expand your own knowledge :D
Excellent work Engineer .. 👌
Personally I'd just combine hangar doors with a ramp similar to this, but well done regardless!
This does allow for a lot bigger sizes tho,, so this will support far bigger rovers than the hangar door will, even double stacked
Especially given the height allows the rover to drive in with plenty of clearance.
You could probably have the bay be exposed and have entrances from the sides, having oxygen is a luxury in such a big space
cool concept
0:33 lil bonk
Ngl, i cut the video right before it exploded and took half the ramp with it 😂
@@Kennet0508 that would be so funny
Do you have, or will you do a tutorial for this please? :)
There's no tutorial, nor will there be, this thing took weeks, i would reccomend you to just play with it, everything should be pretty simple once you start tearing it apart, and i will answer any specific questions you may have
@@Kennet0508 Thank you, If I am able to recreate your design, would you mind if I post a video? (If I end up deciding to do a video)
@@ChickyBiccy for sure, if you need any help or have any questions about the setup id be happy to help
Finally, survival friendly
? It's been survival friendly for ages
@@Kennet0508 finally a survival friendly ramp*
The one we had before wasnt airtight and very hard to build and repair
@@mysteriumxarxes3990 ahh, check the date, this one is way older
Are there any phantom forces when the body is folded up in airtight mode? (Like how if you have a heavy piece as a subgrid sometimes your ship will drift in natural gravity and the inertial dampeners do nothing to stop it) If there isn't I may have to borrow this design, this would be *awesome* for an interplanetary ship
As it stands, little to nothing, this can also be further be improved with the new event blocks if you perhaps say: detach rotor and hinge when merge retract is merged. And add a timer to attach again before deploying.
While folded up, the ramp and door are merged with the main grid.
The pistons and ramp hinge conveyors will still be subgrids though, so there'll still be *some* residual phantom forces (though probably quite weak, considering how light these subgrids are relative to the main grid).
Can you make a tutorial for this ramp/ship?
No sorry, but there was another user in the comments who was going to attempt a tutorial