Space Engineers

Space Engineers

Two-ended Motors
102 Comments
YungPro 29 Jan, 2023 @ 1:00am 
Is title saying two ended rotors? Instead of motors?
Solraven 12 Mar, 2018 @ 2:01pm 
how about advanced versions
Captain_Crooked 29 Oct, 2016 @ 10:38pm 
Well this combined with the new script for perfected VTOL would be amazing.
https://www.youtube.com/watch?v=rSpKW5uP5O8
Morgan Le Fey  [author] 24 Oct, 2016 @ 3:08am 
I did, but I lost my models before doing anything with those. DX11 came at the same time and all my mods are stuck with black textures and no new features
I have a DX11 modding setup and new base models, therefore I might do something about it. No time estimate though
Captain_Crooked 23 Oct, 2016 @ 2:35pm 
So I take it you never got around to making an advanced/conveyor version?
Sparko 1 Dec, 2015 @ 8:59pm 
@SEModder4 you are amazing dude; you've taken into yourself to update so many mods to DX11
SEModder4  [developer] 1 Dec, 2015 @ 2:28pm 
I am uploading the DX-11 version shortly.
BadAdmiral 14 Nov, 2015 @ 8:30am 
Would love too see an update for this mod!
Roman Cat 13 Nov, 2015 @ 2:15am 
Time to update for dx11. Right?
Sparko 8 Nov, 2015 @ 12:34am 
From what I can see the attachable parts are a little lower than what they should be to allow the Collision boxed not to overlap
Sparko 8 Nov, 2015 @ 12:02am 
Hi Nila great mod I love it I have one situation though (no it's not that it is not DX11 compatible I don't care about that) the problem is when I play the rotors on a grid, I really can't place anything else on the Stators because it collides with the block underneath or above. Do you think I am doing something wong??
Eff09 27 Sep, 2015 @ 12:02pm 
Textures are black... It would be the coolest if you could update that, pleeease! There is no other mod like this!
entspeak 24 Aug, 2015 @ 12:08pm 
I'm assuming these aren't DX11 compatible?
737✈Garrus 14 Jul, 2015 @ 5:10am 
This mod seems Legit.
gripenblau 29 May, 2015 @ 9:46am 
gone do DX11? Like your mod :)
DerpVonOben 7 Apr, 2015 @ 9:44am 
It is in the works it says
That Cat 6 Mar, 2015 @ 10:29am 
Conveyer version please.
ZexMaxwell 23 Feb, 2015 @ 9:42am 
what about advanced version of this block??
VeroBot 19 Feb, 2015 @ 9:22am 
these are great, i've wanted these for awhile now, now i can make ships with rotating cylinders or rings, also useful for turrets if you want cannon on either side of them and having the rotor hidden in the middle

no clue how the tunneled pieces work though >.> how do you attach them to ships and stations?
Rafdal 18 Feb, 2015 @ 7:56am 
Great mod!!! Very Useful!
acejones4567 17 Feb, 2015 @ 6:44pm 
im having truble controling the twin rotor with a remot control it has a gyro, antenna, remote control, and conveyers on a large to small rotor and the rotor works when i set the volocity but not with the control sorry for spelling
Maegil 9 Jan, 2015 @ 12:45am 
Yes, please!
I've long been wishing for a clevis and tang to make proper single width hinges! It's basically what you already have done, but the rotor must flare on one side to attach laterally to wherever you want it, and the stator flare out to the opposite side, connecting to a door/panel/piston/robotic arm.

See this as a model: http://img-asia.electrocomponents.com/images/R350043-05.jpg

Thanks!
MattPlaysSimulations 31 Dec, 2014 @ 2:09pm 
like this pack but any chance of making one that is 90o to eachother?
Lynnuxx 20 Dec, 2014 @ 9:35am 
Great mod !

The advanced will be 3 x 3 and more robust ? I got a good use in my "Black Adder" tactical craft for your current two-ended rotor already but it's breaking on hard maneouvres. I have to fix it with maglocks which impairs steering. Also, it would be very nice to transfer stuff so the advanced version would be very handy.
MagnusEffect 9 Dec, 2014 @ 2:06pm 
so will this allow me to make a proper turret y axis point without making it overly large and complicated?
botGPT 4 Dec, 2014 @ 4:37pm 
ok, lets wait for the posibilities to do that (sorry for the bad english)
Morgan Le Fey  [author] 4 Dec, 2014 @ 4:32pm 
Unfortunately no, it wouldn't work.
botGPT 4 Dec, 2014 @ 3:14pm 
Nila, can you make this but with pistons?
Morgan Le Fey  [author] 29 Nov, 2014 @ 9:08am 
I'm working on it.
It's taking some time because it's tricky to have the model look right
FeistyTroglodyte (she/her) 29 Nov, 2014 @ 6:35am 
Can you make a advanced rotor with conveyor ports on the side? Would help my station extremely!
p3st|cIdE 23 Nov, 2014 @ 11:03am 
Tried it. I guess I still need some kind of way to attach/detach. I am about to make my own mod of a merge block anyway! ;)
Morgan Le Fey  [author] 23 Nov, 2014 @ 9:41am 
@p3st|cIdE: you mean like the block on the left in the first screen?
It's already available in the mod. That's a standalone rotor part
p3st|cIdE 23 Nov, 2014 @ 8:28am 
Can you make a version where neither side rotates? rotorpart-to-rotorpart
IIN8II 13 Nov, 2014 @ 3:55pm 
Need to be able to adjust the displacement.
ArVe 25 Oct, 2014 @ 2:56am 
I withdraw my statement earlier on, the crashes I experience are most likely caused by the new update and is not related to your mod. I came to this conclusion after reproducing the same bugs with the vanilla motors (yes i call them motors too ) like you did. Sorry for the inconvenience :).
Mojo 24 Oct, 2014 @ 5:40pm 
Dont let the Motor/Rotor debate get to you much Nila. :) Most people (even those that work in an industrial field) simply refer to both components as a motor. Much like most people refer to things like a Hot Water Heater, (which in actuality is a water heater)...if there were already hot water there wouldnt be a need for a "Hot Water" heater.. in any case, you did a great job, and haters are gonna hate. :)
Morgan Le Fey  [author] 24 Oct, 2014 @ 12:49pm 
@ArVe-89:
I can't reproduce the crash.
However, I can reproduce the k-menu issue with both my two-ended motors and vanilla motors. I don't think the hotfix actually fixed it...
I can't do anything about it, sorry :/
Morgan Le Fey  [author] 24 Oct, 2014 @ 12:24pm 
Thx for the feedback, I'll look into it
ArVe 24 Oct, 2014 @ 12:14pm 
the new update bugged your mod, the fix resolved the issue of keeping deleted rotors in the k menu for the normal rotors, but not for your's. it makes me crash whenever i try to copy and paste a ship with your motors on them, just a heads up. Great work by the way.
McDiel 24 Oct, 2014 @ 2:45am 
can't wait for hollow rotors. Will be pretty neat to build ships with rotating, walk-throughable(?) midsections :D
Morgan Le Fey  [author] 23 Oct, 2014 @ 6:51pm 
Rotor displacement issue fixed.
Some slight 'bumps' may happen to your ships if your motors were set to the previous 'true zero' of -6.84894cm. Set them to 0 (the new true zero), and everything should work fine.
Morgan Le Fey  [author] 23 Oct, 2014 @ 12:35pm 
Loading your worlds that depends on my motors is risky right now since last update broke the rotor displacement of all modded motors.
I'm working on a fix
Morgan Le Fey  [author] 23 Oct, 2014 @ 11:41am 
Yes, I'm such an "idoit".

I suggest you read the following link, especially the "Motor Construction" section:
https://en.wikipedia.org/wiki/Electric_motor
Silly Program 23 Oct, 2014 @ 11:35am 
Fuckin idoit, "R"otor" "R"otation"
Morgan Le Fey  [author] 23 Oct, 2014 @ 9:13am 
They are motors. One part is the rotor, the other the stator.
Silly Program 23 Oct, 2014 @ 9:03am 
Correction, they're rotors not motors.
Morgan Le Fey  [author] 18 Oct, 2014 @ 11:18am 
To fix this problem completely, with 0.5 block gaps, that would require two blocks long rotors, and unfortunately those behave a bit bad right now. There are compatibility problems with vanilla rotors etc. That's why I choose to align them this way, with 1 block long rotors

About the gaps, you can use blast doors to avoid having to offset the rotor and thus have a big gap on one side. Related to this, I highly recommend the Blast Sections mod
>STELS<LeadRaven 18 Oct, 2014 @ 10:38am 
Well, displacement connot be set to 0.5 cube size (to make half-cube gaps). Here always will be small gap on one side and big one on the other side. I can make 2 big gaps (1 cube size), but i'd prefer 0.5 cube size.
Summ of this gaps is always multiple (>0) cube sizes.
Morgan Le Fey  [author] 18 Oct, 2014 @ 9:18am 
I'll make a 2x2x1 stator

But, for the gap issue, you can correct it by setting a different rotor Displacement in the control panel. By default it shows 20cm on the slider but is actually around 26.85cm for real. By setting it to -6.85cm, you really move the rotor to the center
>STELS<LeadRaven 18 Oct, 2014 @ 8:46am 
Hi. It's awsome mode, exectly what i need, but:
rotating part's offset is really small. And gap betwen stationary and rotating parts is nearly invisible on one side and entire block size on the other side. This big gap looks really bad. May you make a 2-ended rotor 2x2x1 with rotating 1x1x1 part in the middle? Gaps will be half block size on both sides. It will look much better.