i mean, sound blocks probably has mods for that, and a quick edit to the timer blocks to play the appropriate sound at the correct time would easily be a thing, as this has timer sequenced for each stage of movement
example, deploy 1 timer triggers the rotors to fold it down, and deploy 3 i think has reverse on the hinges, so adding a modded sound or sound file to that would work i would think
Really love the design of this. Busy working on something similar. I'm not a fan of just sticking landing gear on a ship and calling it a day.I want intricate detail like this. And Including the merge blocks is just genius. Been trying to incorporate them on my builds as well.
Id love to see it, do dm me on steam if you have any questions Regarding the design. I also have a "guide" on steam with the official rotor offsets to make things 100% flush with no phantom forces
Dave from Nasa asks what do you do for work Dave Says.. Jack. i play A Space Engineer building game. Dave from Nasa Your Hired. Jack: Thank you Dave at Nasa.
Funny thing, i saw there were two creators who made a catterpillar from SC on the workshop, and i must say, it really made me want to try my hands at making a type of catterpillar type ship with theese!
Can someone explain to me how to make a rotor stop at a certain degree? I'm trying to build a ship similarly to that of Bo Katans in Star Wars, but I'm a noob but I really want to figure it out.
@@xSharpW if the rotor only needs to stop at position a and b (deployed/undeployed) it should be enough to set min+max angles to 0 and 90. If you've already done that but nothings happening it may be because your grid weighs too much, you may need to increase torque and velocity. Sometimes it may need a little help to get started aswell
@@Kennet0508 Gonna have to take a look and see if I can copy parts of the design as shape won't work for what I'm trying to do. Been struggling with landing gear on my ship, built what I felt was a cool piston / rotor / hinge setup but it dropped my frames below 40 after I installed 6 of those. Not sure if it's the issue with too many subgrids or if the game is not liking all the individual suspensions (had 12 per gear) or what :(
@phoenix5398 i generally leave rotor and hinge torque at default and rather stack more of them instead. Offsets however are very important, there's plenty of details on the SE wiki using some of the info I've posted already. Also, one of the harder parts is to understand where to activate and not activate share inertia tensor. It's better if you can be more specific about which issue your running into, i answer here, on the workshop and if I'm tagged in discord on Keens official channels.
Since automaton dropped do you think you could use sensors and that condition block to automatically stiffen or soften the suspension to react to varying mass in cargo. I have found the inertia dampers will just cause a ship/rover to bounce. this can be solved by using the condition blocks to read cargo capacity’s and using timer blocks to modify the stiffness. Wondering if you could use a similar concept for the landing gear.
That would be possible. The extension/retraction process currently only uses the height offset in a timer loop. Since strength is never touched, it would be no issues with setting up that on a separate logic. Event controller cargo greater than = timer increase strength Less than = decrease. Have 2-3 for different % capacity. A script would probably be better, as the timers only increase in increments (and the difference between 5->10% is massive), while with a script you could fine tune with mathematics and formulas.
So i think adding 3 event controllers with cargo capacity %, and 2 timer blocks for increase/decrease (linked to suspension group). Should be all the logic you need.
Someone need to figure out a trick to do it in survival, on a server, without build vision. :( Would love to be able to pull this beautiful piece of engineering without having to resort to a mod.
@@Malagan thing is that buildvision is only running commands that are available to the block, including commands that are hidden from the menu, so attach and detach should be applicable in script. However, I'n regards to behavior. What I've seen is that: if you press attach and it fails to attach (rotor head was misaligned when attach was pressed/run) you need to use detach before you can attempt attach command again. So make sure he gives you the opportunity to both attach and detach suspension. Run attach when rotor head is in correct position. If it fails, run detach, re adjust the rotor head and run attach. Hope this makes sense
@@ВсеволодУрванцев-й1т its a modular landing gear pack. 1. choose which landing gear you want. 2. Cut out and delete the others 3. paste the one you like on your own creation. 4. add the control module and follow the instructions on it. now you have custom foldable landing gear on any ship you want
Love that one at the end being pulled back up and gently going down by the forces of clang 🙏
The cool thing is hearing this with no sound, I imagine it making hidraulic gears noises
i mean, sound blocks probably has mods for that, and a quick edit to the timer blocks to play the appropriate sound at the correct time would easily be a thing, as this has timer sequenced for each stage of movement
example, deploy 1 timer triggers the rotors to fold it down, and deploy 3 i think has reverse on the hinges, so adding a modded sound or sound file to that would work i would think
Dude this looks so cool, I can't wait to incorporate this into a build!
Really love the design of this. Busy working on something similar. I'm not a fan of just sticking landing gear on a ship and calling it a day.I want intricate detail like this. And Including the merge blocks is just genius. Been trying to incorporate them on my builds as well.
Id love to see it, do dm me on steam if you have any questions Regarding the design. I also have a "guide" on steam with the official rotor offsets to make things 100% flush with no phantom forces
The clang be with you.
Dune builds are going to go crazy with this one
Dude this comment is three weeks old and I can't even remember the thought process behind this, what kind of garbage am I descending into?
one year later, love the concept i will be using it as inspiration as i build my new ships
Thank you so much :D
Dave from Nasa asks what do you do for work Dave Says..
Jack. i play A Space Engineer building game.
Dave from Nasa Your Hired.
Jack: Thank you Dave at Nasa.
Even if you can not see it, you can hear it: The Clang
you can see it too when it's closed up ^-^''
looks a lot like a caterpillar from star citizen, and im loving it
Funny thing, i saw there were two creators who made a catterpillar from SC on the workshop, and i must say, it really made me want to try my hands at making a type of catterpillar type ship with theese!
Can someone explain to me how to make a rotor stop at a certain degree? I'm trying to build a ship similarly to that of Bo Katans in Star Wars, but I'm a noob but I really want to figure it out.
That depends, are you using the rotor suspension that is in this video? Or just regular rotors?
@@Kennet0508 Uhhh regular rotors I think...
@@xSharpW if the rotor only needs to stop at position a and b (deployed/undeployed) it should be enough to set min+max angles to 0 and 90.
If you've already done that but nothings happening it may be because your grid weighs too much, you may need to increase torque and velocity.
Sometimes it may need a little help to get started aswell
@@Kennet0508 Okay I'll try that, tysm!
Mate this is awesome! Does it lock into place with that merge block when it's stowed also to prevent the clang?
Indeed it does
@@Kennet0508 Gonna have to take a look and see if I can copy parts of the design as shape won't work for what I'm trying to do. Been struggling with landing gear on my ship, built what I felt was a cool piston / rotor / hinge setup but it dropped my frames below 40 after I installed 6 of those. Not sure if it's the issue with too many subgrids or if the game is not liking all the individual suspensions (had 12 per gear) or what :(
@@Volkaer id love to see what your making, drop a blueprint link on the page if you want
Thanks for inspiration, this is great
for a second I thought this thing actually run...
Can u make a video showing what torque settings and game settings u use to minimise the effects of klang
@phoenix5398 i generally leave rotor and hinge torque at default and rather stack more of them instead. Offsets however are very important, there's plenty of details on the SE wiki using some of the info I've posted already. Also, one of the harder parts is to understand where to activate and not activate share inertia tensor.
It's better if you can be more specific about which issue your running into, i answer here, on the workshop and if I'm tagged in discord on Keens official channels.
All fun and games untill one day you go to land and a landing gear cuts your ship in half
😂
Since automaton dropped do you think you could use sensors and that condition block to automatically stiffen or soften the suspension to react to varying mass in cargo.
I have found the inertia dampers will just cause a ship/rover to bounce. this can be solved by using the condition blocks to read cargo capacity’s and using timer blocks to modify the stiffness. Wondering if you could use a similar concept for the landing gear.
That would be possible. The extension/retraction process currently only uses the height offset in a timer loop. Since strength is never touched, it would be no issues with setting up that on a separate logic.
Event controller cargo greater than = timer increase strength
Less than = decrease.
Have 2-3 for different % capacity.
A script would probably be better, as the timers only increase in increments (and the difference between 5->10% is massive), while with a script you could fine tune with mathematics and formulas.
So i think adding 3 event controllers with cargo capacity %, and 2 timer blocks for increase/decrease (linked to suspension group). Should be all the logic you need.
Does this type of system work for small grid as well?
Yes
This is so cool
Lo has subido a la nube de steam?
Link in description
Is this for real?
Indeed it is 💥
This is vers cool
Puedes hacerlo con ruedas?
english?
@@Kennet0508 emmm... "Can use wheels on the landing gear?
It would be possible, but would need a complete redesign most likely in regards to size
Someone need to figure out a trick to do it in survival, on a server, without build vision. :(
Would love to be able to pull this beautiful piece of engineering without having to resort to a mod.
Should be doable with a script
@@Kennet0508 Hmm... Going to have to chat with scripter friends.
Thanks for the pointer!
@@Malagan thing is that buildvision is only running commands that are available to the block, including commands that are hidden from the menu, so attach and detach should be applicable in script.
However, I'n regards to behavior. What I've seen is that: if you press attach and it fails to attach (rotor head was misaligned when attach was pressed/run) you need to use detach before you can attempt attach command again.
So make sure he gives you the opportunity to both attach and detach suspension. Run attach when rotor head is in correct position. If it fails, run detach, re adjust the rotor head and run attach.
Hope this makes sense
Вот же круто...
А зачем?
@@ВсеволодУрванцев-й1т English?
@@Kennet0508no, Russian
@@Kennet0508personally, I just want to know the purpose of such a chassis. I can’t imagine where to use it
@@ВсеволодУрванцев-й1т its a modular landing gear pack.
1. choose which landing gear you want.
2. Cut out and delete the others
3. paste the one you like on your own creation.
4. add the control module and follow the instructions on it.
now you have custom foldable landing gear on any ship you want
@@Kennet0508It looks very cool… I mean, why just not to use default chassis? The matter of taste of course…
Anyway thanks for ur work
First. Also nice!
Hello, please explain how you made the connector to dock the chassis with the frame? Are rotors or motors installed there?
Did you paste the blueprint and try tearing it down to see for yourself?
Either way, it's frame->hinge->advanced rotor(-20 offset)->foldable arm
There's no connectors on the grid, but I assumed you meant how did i link the frame to the arm to make it mergeable
No, I did not install the drawing. Thank you for the explanation
I hope you will get far in UA-cam! I'll be watching :)
@@dreadkiga3920 thank you!
This is vers cool