Space Engineers

Space Engineers

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Royal Industries - Boring Machine LGR-1
   
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Type: Blueprint
File Size
Posted
3.538 MB
17 Nov, 2019 @ 9:04am
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Royal Industries - Boring Machine LGR-1

Description
Long-range ground removing excavator powered by uranium and ice,

Has a capacity of 42 large cargo containers.

Extraction rate of ~550k tones of ore per one scoop/~6minutes.

Note: The wheels do turn and it can turn on a armor blocks and it works even better on a ground.
4 Comments
Jim 29 Jan, 2020 @ 9:28pm 
I think it has something to do with the specific amount of movement per tick (cpu cycle) and the division of the distance it needs to travel to the minimum extension leaving an integer that cant reach parity. So it sits at a very very slight offset to its actual desired distance and causes torque. If I could figure out how the system handles the travel of pistons I could divide the distance by the travel update tick and find the exact magic speed number to make it work but I can't find that info anywhere or figure it out myself.

Don't suppose you have any insight? Also, do you know the exact amount a piston head extends above the grid the base is on? Would like independent confirmation I have it right but can't find that anywhere either.
Jim 29 Jan, 2020 @ 9:28pm 
I have the years of experience bit, I've just still never worked out how to consistently avoid clang. That tip about rotor displacement is good though thanks! I've mostly been able to get rotor arrangements working fairly consistently. Though on small grid even half blocks and blast door block don't avoid phantom torque issues a lot of the time. Its mostly pistons I seem to have an issue with. I can never quite get the exact right minimum distance to lock merge blocks at. Because of the extra length of the piston head you get an effective extension of 1.5m instead of 2m (small block) to make this work. When the piston head is merged with the grid the base is attached to for small ship airlock doors you almost always get torque. Some times when you set it up, no torque but then after a cycle of the airlock, torque.
Eddy  [author] 29 Jan, 2020 @ 3:37am 
@Jim Years of experience and know how to. The trick is in knowledge how rotors work.
First thing, i never build in a world with blocks destruction enabled.
Second, the thing is, rotors arent aligned with grid even if you zero their height offset. It keeps changing and it can be different everytime. Currently i set rotors height to 0.0045, thats closest to be align with the grid so least stress and less uneven angled connections between two grids, which is what causing the summoning of clang queen. Building around moving parts, I use only blastdoor blocks and half blocks.If you avoid collisions with other blocks, uneven angles between two connect grids, and avoiding putting too much weight on rotors and pistons, you can build anything without exploding.
Jim 18 Nov, 2019 @ 6:37pm 
What does it do? I fell asleep during description.

Gedit? Cause it's boring?....

*cough*


Amazing build though. I honestly have no idea how people make these contraptions without disastrous phantom torque issues that seem to plague even my most simple piston rotor amalgams.