![]() (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. 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". 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). This Space Engineers tutorial shows 4 critical things to know about using Merge Blocks to use them effectively and avoid frustration. ![]() The block itself disable physics between that 2. The mergeblock works fine for 'modules' ideas (hydrogenengine, ion-boosters, Batteryarray.) but not sure for temporarily connections as they get random name on disconnect (new grid will be generated from disconnected blocks). This mod can be a "proof of concept" to make it Vanilla version. This mod can be a 'proof of concept' to make it Vanilla version. It's almost exactly what you're after, it just requires an extra block. I'll show you how to make a simple merge block door, which is airtig. Meaning you can use merge-blocks to link the ship up, but the conveyors (while they work) will disconnect seamlessly when the merge block detaches. ![]() have downloaded your program, the S7-200 contains the logic required to. Join me as I dive into a few aspects of Airtight systems in Space Engineers on the Xbox. There is already nice mod for this but without "airtightness" and "no-gap". is designed for engineers, programmers, installers, and electricians who have a.
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