![]() ![]() If this is the case, then disconnect the merge blocks, jump into the merged ships cockpit (or a control station on the ship), open the terminal window and go to the 'info' tab. ![]() (The connector block has always physics simulation enabled, Merge block do not)Īlso i have much simpler approach to this Transfer between grids, just by add "ability/feature" to the connector for teleporting player directly to the attached ship cockpit or other grid connector. Was one of the merge blocks connected to a station grid If you merge a ship grid to a station grid, it turns the ship grid into a station and is thereafter not moveable. Players build space ships, space station. The block itself disable physics between that 2 grids trying to connect for few seconds (as without it, it is impossible to have perfect touch/alignment of 2 grids and will result in instant explosion) The " Gap" you see in Connector_block is to forbid the explosion when one of grids disconnect "while moving". Space Engineers is a sandbox game about engineering, construction, exploration and survival in space and on planets. The merge_block works fine for "modules" ideas (hydrogen_engine, ion-boosters, Battery_array.) but not sure for temporarily connections as they get random name on disconnect (new grid will be generated from disconnected blocks). essentially you need 2 subgrids, one for the door, and another that the hinge attaches to, that then is attached to the base. ![]() you can still do it, you just have to be clever about how the other side attaches to your base. G2 is measured at the output of the merge block of Figure 9 and. This mod can be a "proof of concept" to make it Vanilla version. You can just detach the hinge and the merge block will snap into place -) sumquy 2 yr. Here, we explore the design space of sorting algorithms in. There is already nice mod for this but without "airtightness" and "no-gap".
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