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https://steamproxy.net/sharedfiles/filedetails/?id=2965022823
I asked the devs for the exact positions of piston and rotor offsets, its helped me a ton in reducing phantom forces.
SE is so frustrating, isn't it? With its inane Merge Block and Grid rules that don't allow merged locking of a simple hinged wall, or even moreso allowing clang in the first place (poor feedback dampening of physics, floating point weirdness that generates phantom forces out of nothing).
I struggled mightily with clang while building these multi subgrid builds and I thought I had a good grasp on best practices (i.e. make sure none of the subgrids are touching, lock everything down with landing gear, save blueprints in a state with the least buildup, fiddle with inertial tensors, etc.) But with every update, they tweak the physics a wee bit and it throws everything off again.
I will definitely use your technique in newer builds too! Appreciate it.
With the new event block, you could probably add some simple logic/timers that disconnects the hinge or rotor thats causing the buildup while its in its merged state. that would likely alleviate the clang buildup.
Example:
Closing:
Event block: Merge block merged -> Trigger Disconnect hinge or rotor causing the massive buildup.
Opening:
Timer block 1: Attach hinge or rotor causing the massive buildup + start timer 2 ->
Timer Block 2: Start opening sequence.
One (terrible) solution is to disable the merge blocks holding it shut and "vent" the excessive build up of clang forces, then re-attach them while the ship is at full stop, preferably in deep space.
I've haven't extensively tested hard-landing the ship on solid ground since I designed it to land on its float booster with Jakaria's water mod, so thank you for doing this. I'm taking what I've learned about clang and am working on new designs, and I hope they will be more maneuverable too.
I really appreciate that you checked out my big, clangy baby
Update: I can to some extent keep these hinges from coming apart, simply by not landing on a planet. It seems the stress of the landing causes too much stress for the subgrid linkages?
what a huge mountain of changes since last i saw i. Im clearly repasting this blueprint next time im on to see the changes, cant wait!
Ps: remember to every now and then paste the cloud version from the workshop to verify that everything works, ive had situations where after the BP is pasted, its different from the one im working on locally in save. (had a crane where the crane lift fused itself to itself and evrything exploded when pasting the workshop file.)
I'm also prepping some functions of the ship to be simplified with the upcoming AI grid update blocks. I'm really excited about them!!
I'll be more diligent about the changelog from now on. Here are some of the major changes to this blueprint since last year:
1. Re-engineered the dorsal solar panel array to fan out and collect more energy.
2. Added a small folding shuttlecraft in the starboard bay, and a docking claw that helps it launch in a tight space.
3. Replaced some conveyor junction blocks with reinforced conveyors so the fewer connection points simplify the conveyor calculations.
(cont'd 1/3)
4. Added more downwards hydrogen thrusters on the lower booster to help with lift when the ship is filled with ice/ores.
5. Regrouped the hydrogen tanks and created a visual fuel status display in the bridge.
6. Added a script and Power Graphs displays to automatically manage the reactors and hydrogen engines.
7. Replaced "pretend" LCD-based heat vents with heat vent blocks.
8. Added more small-block furnishings to the upper deck promenade (the large windowed area just before the bridge corridor)
9. Added more ion thrusters for electric-only space maneuvering.
10. Updated the rear engine nacelles with survival kits on the service walkways and subgrid hydrogen tanks that add more detail to the large grid blocks.
11. Added a custom sensor turret on the dorsal starboard surface to feed target data to the Whip's Turret Radar system.
12. Minor improvements to armor shaping as new official slope blocks are added.
(cont'd)