Space Engineers

Space Engineers

Dual Head 1x1 Advanced Rotor
116 commentaires
Rysten 1 mai à 10h00 
Anyone else having issues with this and the new CTC? I was attempting to use it but the CTC kept bouncing the turret between both attached guns rather than the reference gun.
BIV 1 déc. 2022 à 0h01 
Another great idea you've posted here that will improve the game, I'll be intere3sted to see how many 'left field' ideas will stem from this block. Good onya mate.
nukeguard  [créateur] 28 avr. 2022 à 13h53 
not planned, but could
MikeCDAMMIT1990 28 avr. 2022 à 13h11 
HAY! :) are you planning on removing the the small head advance rotor now then i take it?
condottiere 30 mars 2022 à 6h21 
@Sarianos: A workaround is to grind off the entire rotor, build a new rotor with included rotor head, then use the Advanced Welding mod so that you can use weld pads (basically, easy 0 thickness merge blocks) to merge whatever subgrid you want to keep.
[RTB] Sarianos 25 févr. 2022 à 18h26 
Hopefully, but either way I figured I'd just let you know, it's not a critical issue but it does limit survival usability a fair bit.
nukeguard  [créateur] 25 févr. 2022 à 18h21 
it is likely due to the physics of the head that interfere with reattach, it might be fixable
[RTB] Sarianos 25 févr. 2022 à 18h15 
Mostly for survival situations and some creative freedom situations, every now and then in survival I find myself needing to detach a rotor for access or re-attach a component after a messy crash or fight and often rebuilding everything just isn't practical, it's actually a pretty crippling limitation given how useful the 'attach' and 'detach' functions of vanilla rotors actually are.
nukeguard  [créateur] 25 févr. 2022 à 15h48 
why are you placing a dual head base without the head? the head should be attached when placed
[RTB] Sarianos 25 févr. 2022 à 5h40 
@nukeguard I'm having the same problem as Lelo, clicking 'attach' on the rotor does nothing even when almost perfectly aligned.
nukeguard  [créateur] 22 févr. 2022 à 15h59 
this does work with the new update, I submitted a ticket for keen to add these to game for warfare update
Soul_XP 22 févr. 2022 à 1h03 
this work ok with the new update?

Also, you going to add a large conveyor small grid version like you said way back?
nukeguard  [créateur] 21 févr. 2022 à 16h18 
hey, what?
Soul_XP 21 févr. 2022 à 8h31 
hey
Hoovy Simulator 2 14 févr. 2022 à 4h46 
That rotor idea is actually what I would like to have too! With the new update I wanted to get really good at tank design, but making a compact turret is really hard. I also Aim for realism, the "breech" of the vanilla cannon would look nicer if it wasn't connected from the back but from the side.
posthy 20 nov. 2021 à 3h03 
Yes exactly.
RH7N0 19 nov. 2021 à 13h18 
I was thinking something like this:
https://share.sketchpad.app/21/2fb-1ee4-1e22ef.jpeg

Not sure if you can view that link. The Xs mark conveyor ports. A rotor like that will allow more compact arms for drilling or scaffolding, while allowing conveyor transport.
nukeguard  [créateur] 19 nov. 2021 à 11h44 
you mean a dual head with 3x3 ports?
posthy 19 nov. 2021 à 9h36 
Can we have another small grid version with the 3x3 conveyor ports?
RH7N0 15 avr. 2021 à 9h15 
I was wondering if it was possible to add another advanced rotor type? One that is like the dual head rotor with only one head. In other words, where the conveyor port is inline with the side of the rotor. It has always bothered me that you had to use another conveyor block under advanced rotors in order to connect it to the conveyor system. Makes things clunky and oversized. I have yet to find an advanced rotor mod that does this.
Lelo 28 avr. 2020 à 14h54 
The mod is amazing, but there's one major issue I'm having with it. When you place the dual rotor down, then the large head separately, if you go in the rotor's menu, it will not let you click "attach". You can click the button but nothing happens. So the rotor and the head remain overlapped and not technically connected. If anyone has found a way around it, please let me know!
Slimeradio  [dév.] 9 avr. 2020 à 15h03 
@nukeguard Hi! Can I add your mod, inside my modpack? Can we talk about this in discord? slimeradio#8842
jarhead 30 mars 2020 à 13h17 
quick fix for small head on large grid

#1 build vanilla rotor on ship/station and swap its head for small
#2 build this dual head small rotor on the vanilla small head
nukeguard  [créateur] 27 mars 2020 à 22h54 
they are just one rotor, with a pass through rotor
Vatruvius 27 mars 2020 à 21h07 
Simple rename of the block with "elevation" or "azimuth" somewhere in the name. My specific question is if these script will be able to recognize that this one block has two rotors and can control them correctly? Unless this block is simply a pass through piston and both sides do the exact same rotation.
nukeguard  [créateur] 27 mars 2020 à 20h13 
I don't know that answer, I'm guessing you would need to have the subtypeid for the scripts, or do these scripts just require you to name the block in terminal?
Vatruvius 27 mars 2020 à 8h56 
Can this block be used in scripts? Will it be recognizable to custom turret scripts or will modifications to those scripts be necessary?
Casia Loopy 28 janv. 2020 à 21h20 
I was banging my head against a wall trying to make a rotor turret for a tank, and this made it so much simpler. Thanks again.
nukeguard  [créateur] 27 janv. 2020 à 20h01 
yes, was just using these today for a small mining rover
Casia Loopy 27 janv. 2020 à 8h51 
nice
BoilingOil 12 juil. 2019 à 15h19 
Such a shame that you have that music in the video recording. With all that racket, I cannot make out a single word you say.
abuseJUNKEY 3 mai 2019 à 16h14 
I was just talking about cheesing a large grin head onto a small grid one. it would for sure look funny. maybe not practical either.
nukeguard  [créateur] 3 mai 2019 à 5h10 
not currently, would require designing a new block to make it look nice for attaching a large head. Now whether you mean a large small grid head(3x3) or a large grid head, idk.
abuseJUNKEY 2 mai 2019 à 15h49 
oh my can you drop on a large head ?
McTec Ind. 14 avr. 2019 à 8h48 
oh this is sweet.^^
seronis 12 avr. 2019 à 1h36 
Xurik, thats what this does. The center is rotating separately from the two caps.
Xurik 11 avr. 2019 à 5h34 
How about a rotor that rotates around the center block?
EvilForestman 18 mars 2019 à 2h55 
Great work!!! It's very helpful mod!
Dave 16 mars 2019 à 4h21 
this is awesome
JDaremo Fireheart 2 mars 2019 à 17h44 
Oh, man. What a cool idea. I love this.
nukeguard  [créateur] 23 févr. 2019 à 11h13 
there shouldn't be an issue to just subscribing to the mod and server downloads it
Kodi4444 9 févr. 2019 à 8h04 
it works thanks
nukeguard  [créateur] 9 févr. 2019 à 3h51 
that was some nice wobble, I use gyroscopes to control that wobble, that's klang.
Kodi4444 8 févr. 2019 à 17h39 
i will put it on the discord because it will be easyer to upload a Gif of it wabbling
nukeguard  [créateur] 8 févr. 2019 à 4h23 
show me a pic so I can replicate
Kodi4444 7 févr. 2019 à 17h53 
I think there is something wrong with this mod when I put a bunch of solar panels on it and I reload the game it starts shaking
Molten Carnage 5 janv. 2019 à 19h14 
Already subscribed and uprated this one too. Is it possible to add an option to link and delink the rotor heads so they can either rotate linked or rotate independantly or is the dual rotor head one piece?
VS-lockon 27 déc. 2018 à 10h01 
wow nukeguard what the odd like 4 month a go be for Sep 28 i needed some like this now i don't but what is the odds
nukeguard  [créateur] 23 déc. 2018 à 12h54 
O right, I forgot about the larger 3x3 small version
agentzachary05 11 déc. 2018 à 15h39 
I don't understand why isn't this in vanilla.