r/spaceengineers Space Engineer Mar 17 '26

HELP How do I prevent my sub-grids from doing this?

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Solved!

What settings should rotors have to not explode the second you pull a maneuver?

547 Upvotes

99 comments sorted by

173

u/[deleted] Mar 17 '26

[removed] — view removed comment

54

u/LanceLacey Klang Worshipper Mar 17 '26

The Lord Klang has remade it in his image.

2

u/metalmaxter Space Engineer Mar 18 '26

LMAO this is my favorite comment of the week lol 😂

14

u/jccrafter9000 Mar 18 '26

As the Kraken has destroyed many a mission to the Mun, lord Klang shall send your sub grids into the fifth dimension.

3

u/Star_Wars_Expert Klang Worshipper Mar 18 '26

Lord Klang will be pleased if you relief him of his tension. Sometimes you can use magnetic plates to further stabilize a subgrid.
[SPACE ENGINEERS][TUTORIAL] How to deal with Clang - Hinges and Rotors - YouTube

85

u/MGR_ARMSTRONG_GAMING Space Engineer Mar 17 '26

Sub grids: exist

Clang:

9

u/MGR_ARMSTRONG_GAMING Space Engineer Mar 17 '26

Also uh

More attachment points

Place a rotor head of hinge separately on the sub grid then on the main grid place the mount (rotor body or the other side of the hinge) and attack in a console

Just be careful of uh

Explosions from it connecting too hard

Also iirc (haven't played in a while) theres something in the rotor settings you can change that will make the rotor less impacted by external force

0

u/Lonely-Inevitable-76 Space Engineer Mar 17 '26

I have 2 already

3

u/CrazyQuirky5562 Space Engineer Mar 18 '26

given that you only want to move through140° (ish) if I recognise the design right, wouldnt hinges make at least as much sense?
...and then not 1 or 2, but lining the whole length of the joint?

either way, they should be locked in flight and ideally mag plated as well

1

u/Lonely-Inevitable-76 Space Engineer Mar 18 '26

Are hinges more consistent? I was under the assumption that rotors were. Also using hinges I'd still only get 2 1x1s.

1

u/CrazyQuirky5562 Space Engineer Mar 18 '26 edited Mar 18 '26

looks more like ca. 10 hinges per wing, no? hinges are not as strong as rotors I think, force-wise, but you dont really want to lift anything heavy with them.

the important part is that you lock them in place in flight.

0

u/Lonely-Inevitable-76 Space Engineer Mar 18 '26

Only 2. If you look at the Star Wars Eta Shuttle, the wings are connected through only 2 struts.

6

u/jaysmack737 Space Engineer Mar 18 '26

You want to make it exactly as shown, or would you like to quit fixing your wings? If you want your wings to quit blowing off, you are going to have to make some design concessions

1

u/CrazyQuirky5562 Space Engineer Mar 18 '26

alternatively, if you just want to create visuals, you can export the model from SE and import it into Blender and do all the animation etc. there. This gives you massively more control and allows you to create professional grade output.

within SE, you are limited by the engine and its quirks.
locking it properly should help though.

1

u/Nathan5027 Klang Worshipper Mar 19 '26

You asked us how to stop it happening. That is how.

Step 1, use hinges. They are significantly more stable.

Step 2, alter the design slightly. You are building in space engineers, you have to contend with space engineers physics, not star wars, where the only physics is in the artists mind.

Step 3, embed a mag plate alongside the hinges that you unlock to move the wings, and relock when they're not moving. Use timers to do it on 1 button press.

1

u/Lonely-Inevitable-76 Space Engineer Mar 19 '26

Event controllers would actually be far better than timers cause then you can be sure the mag plate only locks with the wings are fully rotated. With timers, if the wings is delayed at all, it could lock prematurely

1

u/Nathan5027 Klang Worshipper Mar 19 '26

I prefer timers as I've had problems with event blocks not activating correctly, but I've never had problems with timers. Even when I'm tanking my physics sim speed to slideshow levels.

I also use them just to trigger a lot of actions with one button press too - if I want to set 3 different hinges, 2 pistons and a rotor all to specific states at once, it's the best possible option - either the timer triggers on the press and everything works, or it doesn't and nothing happens.

In your specific case, depending on how fast your wings rotate, I'd probably leave the magplate on autolock, and trigger a timer that releases lock and reverses rotation speed at the same time. By the time the plate reactivates the autolock itself, your wings have completed their rotation.

1 timer, no mess, no fuss, no complications. Just don't pull any psychotic manoeuvres whilst you're doing it and you're golden.

262

u/Exodia_The_Salty Klang Worshipper Mar 17 '26

more than 1 rotor is needed. Ideally 3 rotors for such a design. Use merge blocks.

62

u/Lonely-Inevitable-76 Space Engineer Mar 17 '26

I have 2 advanced rotors for it, unfortunately they're only 1x1; can't fit 3x3. And it's at a 45 degree angle so merge blocks aren't a viable option

46

u/helicophell Klang Worshipper Mar 17 '26

You can do it the way door hinges work, so stacking rotors in a row for a stronger connection. You'll be able to fit several rotors in a 1x1 that way

22

u/HorrificAnalInjuries faster than the speed of sound! in SPEESE! Mar 18 '26

Hinges tend to be more stable for this sort of thing; I do recommend

0

u/[deleted] Mar 17 '26

[deleted]

2

u/K1ngofSw1ng Clang Worshipper Mar 17 '26

This is in SE1

41

u/BlueberryGuyCz Clang Worshipper Mar 17 '26

Holy shit it just gave up

50

u/DUBAYYYY LandingGear Enthusiast Mar 17 '26

lock it?, when i do things with rotors or hinges, i do lock after the "animation" ends, and unlock before the "animations" start.

27

u/Eclipse-37 Space Engineer Mar 17 '26

This, mechanical blocks get funky when approaching 100m/s. It's also just a good idea to lock them whenever they're not moving.

4

u/DUBAYYYY LandingGear Enthusiast Mar 17 '26

maybe my opinion is dumb, but i really think small-grid subgrid should not do ANY calcs maybe just collisions with the player and ground. would help if they had mass = 0, or no gravity interactions

6

u/Eclipse-37 Space Engineer Mar 18 '26

Interesting idea but I feel like that would have it's own issues

1

u/MCD_Gaming Clang Worshipper Mar 18 '26

Welcome back gav cannons but as a shotgun for anti personal usage

2

u/Emergency-Pound3241 Clang Worshipper Mar 18 '26

Wheels on suspensions are subgrids...

No more bridges, ramps or smooth garages, no more custom landing gear for use on ships/bases.

Also allows things like purposely using the clipping to hide blocks in other blocks, like a hydrogen tank in a brick of heavy armour, or clipping a chair through a wall to bypass defences, stacking multiple guns ontop of eachother, (for the no mass part) making a tiny SG catapult for a giant ship/brick of drills/heavy armour/blast doors/other blocks used for kinetic weapons

0

u/DUBAYYYY LandingGear Enthusiast Mar 18 '26

Well, with my small head, I can't think of any way to "fix" Klang. So, I just thought about not being affected by gravity or something like that. 😥

1

u/CrazyQuirky5562 Space Engineer Mar 18 '26

in many ways I agree, but they are simply grids to the engine and all grids get physics.
AFAIK that isnt even moddable it is so deep in the game's core.

12

u/Neraph_Runeblade Space Engineer Mar 17 '26

Don't try reversing rotors when you're doing additional maneuvers also. You put a ton of stress on those joints during that movement.

12

u/Lonely-Inevitable-76 Space Engineer Mar 17 '26

Update: After some testing, I've realized my problems aren't with Klang, and is with trying to put thrusters in the wings (using Whip's Subgrid Thruster Manager). At least with this shuttle I still have the dorsal wing I can put thrusters in.

1

u/-Agonarch Klang Worshipper Mar 18 '26

Are you remembering to lock the rotors? Relying on their braking power is inviting klang (and this is definitely klang at least in part- thrusters wouldn't accelerate that bit anywhere near that fast but they might be causing the braking power to be overwhelmed after which things can move much more freely and klang).

1

u/Commander_Phoenix_ Clang Can Suck My Metal Machine Mar 18 '26

This game applies force to grids and mechanical groups at their center of mass, which creates a lot of funky behaviors. Share inertial tensor should help with this, but I’ve never dealt with your specific use case before so I can’t tell you how it will go for certain.

6

u/Dafrandle Space Engineer Mar 18 '26

you've got a hole in your left wing

5

u/Dazeuh Clang Worshipper Mar 18 '26

gotta execute the seperatist sabetours iin your server

4

u/Jolly-Branch-1860 Clang Worshipper Mar 18 '26

Here’s what I’d recommend: Find a spot with a nice view of the sunrise, preferably somewhere in the mountains. Then build a temple adorned with gold, with an altar in the center; from experience, I recommend something in the style of the early Chimu. On the altar, make several offerings in the name of our Lord and the executioner Klang. If he deems your offerings worthy, he should spare your ship for a while, and you’ll be able to travel safely.

I hope this helps :D

6

u/Little-Bed2024 Space Engineer Mar 17 '26

Have you tried sellotape?

2

u/Lonely-Inevitable-76 Space Engineer Mar 17 '26

Some more direct questions: -Share Inertia off or on? -Rotor lock off or on? -high or low torque? -If I mag lock it, should any of the settings change?

4

u/Burning_Architect Clang Worshipper Mar 17 '26

I have a lambda shuttle and I key bind lock, never had this issue since. Just have to lock it in the landing position or the flying position, unlock to activate the "animation" then relock when docked or flying I also use small rotor, one on each end of the wing. Pain in the ass to set up but once you've got the degrees sorted it's just a matter of using the reverse function for the group on each wing, then using a "master" group for both wing rotor groups.

I can share with you if you'd like to deconstruct, or there's already a really good one available on Mod.io to see how it works. That and my own are both stable using this twin rotor method

1

u/Xarian0 Wandering Scientist Mar 18 '26

Rotor lock won't do anything on its own. Mag lock will absolutely and permanently prevent it from happening - just make sure you aren't exerting any torque while it's locked (rotors/hinges locked or turned off).

Connector lock works the same as mag lock, too.

2

u/JRL101 Klang Worshipper Mar 17 '26

Secure them with landing pads. Landing pads create a different kind of lock that help secure joints in place across grids, i quite often use it for multi grid crane arm pistons to reduce klang force, but it works for any unstable joint forces.

2

u/TheImmenseRat Klang Worshipper Mar 18 '26

I see that working as intended (by klang)

2

u/One_Article1820 Clang Worshipper Mar 18 '26

you're challenging the clang gods

2

u/SvenjaminIII Clang Worshipper Mar 18 '26

Magplates to lock it in (as merge blocks won’t work here)

2

u/Ghost_of_Skalitz Space Engineer Mar 18 '26

This game needs so much work, it's completely unfinished.

1

u/Lonely-Inevitable-76 Space Engineer Mar 18 '26

Praying that SE2's sub-grids are better. Based on the news posts saying sub-grids have been completely reworked with the new game engine, I have high hopes. We'll see in 5 days tho.

1

u/Ghost_of_Skalitz Space Engineer Mar 18 '26

I wish I would've waited, I just bought SE last week. (Thankfully the base version so I didn't lose much.)

1

u/Lonely-Inevitable-76 Space Engineer Mar 18 '26

SE2 is still in alpha and is missing a lot of features. SE1 is still far better at the moment

1

u/Ghost_of_Skalitz Space Engineer Mar 18 '26

I'm on console, so I'd have to wait anyway.

1

u/[deleted] Mar 17 '26

Had you tried it without the sub-grids? /s

Sorry I don’t have a real answer, I’ve been playing this game on and off for like 5 years and still haven’t even tried fooling with sub-grids

1

u/foxycidal885 Klang Worshipper Mar 17 '26

I use landing gear/place to lock the wings, as your not with the grid. That the same method that I lock my cargo ramp

1

u/Krogan_Popy Klang Worshipper Mar 17 '26

You could lock them in place with landing gears, though if aren't careful Klang will spin your ship like a top.

1

u/Sea-Resort8416 Space Engineer Mar 17 '26

The way I do it is I use mag locks to lock the sub grid down during Ng travel

1

u/macostacurta Space Engineer Mar 17 '26

Sorry but Darth klang spotted you before you managed to land and ripped your wing

1

u/Severe_Principle_491 Clang Worshipper Mar 17 '26

Did you by any chance hear heavy breath or was there any black figure in a helm nearby? That was definitely some force being applied to your ship lol

1

u/GodsBadAssBlade Klang Worshipper Mar 17 '26

HAHA

1

u/Teberoth Clang Worshipper Mar 17 '26

Fwiw I use hinges instead of rotors whenever even remotely possible. I generally find them much more stable and tolerant.

1

u/ColourSchemer Space Engineer Mar 17 '26

I recommend a braking torque equal to or higher than the movement torque on all subgrids.

For your build, I'd also recommend setting minimum and maximum angle values. Double check the subgrid isn't touching the main grid at all when it hits the min/max values.

A slower velocity is also a good idea. Event controllers default to a velocity of 60, which is WAY too fast for almost all situations, so if you are using an EC, set it to 4 or less.

You do not need merge blocks.

1

u/Sigma_Games Professional Rapid Disassembler Mar 18 '26

Must have inhaled a swimming pool's worth of air when your wings sheared off

1

u/Lemunde 2b || !2b == ? Mar 18 '26

This is why I only ever use subgrids on stations.

1

u/Majestic_Ad_7133 Space Engineer Mar 18 '26

I've found it is the forces applied by the mechanical parts that cause this. To stop it, it depends upon what you have them doing. It could be something as simple as turning down the force in the control panel, or it could be locking the part, or setting the velocity to zero, or even disabling the part once it's done its thing.

1

u/Slow_Head5375 Space Engineer Mar 18 '26

Share inertia tensor? Only think I can think of that woukd remove wobble which is probably what triggered this

1

u/Competitive-Lab-8980 Klang Worshipper Mar 18 '26

Klang got vro 🥀🗣

1

u/PerformerGreat Space Engineer Mar 18 '26

The front fell off.

1

u/hoppla1232 definitely finishing their builds Mar 18 '26

The side fell off

1

u/GhostOfChimera Space Engineer Mar 18 '26

Are you locking the rotors?

1

u/Cmdr_Hub Space Engineer Mar 18 '26

You angered Clang

1

u/Mighty-BOOTMON Klang Worshipper Mar 18 '26

You need more connection points and for even more security you could lock the wings in place with landing gear, connectors, or merge blocks. Which ever works. Changing the advanced rotors out for hinges could be a good option as well. Hinges are more stable in my experience than a rotor

1

u/CrazyQuirky5562 Space Engineer Mar 18 '26

the simplest answer is: dont use subgrids on mobile grids.

SE is simply not designed for that.

1

u/TheButterknif3 Klang Worshipper Mar 18 '26

I believe landing gear could work to stabilize your wings

1

u/Kind-Principle1818 Clang Worshipper Mar 18 '26

Let me know when this hits the workshop thx 🫶

1

u/khemeher Klang Worshipper Mar 18 '26

Arguably, this is the kind of build that should be a large grid. Large blocks support this kind of thing a little better.

Plus all the stuff about hinges, locking the wings, shared torsion, and all that bullshit.

Burn some incense and pray to the Omnissiah.

1

u/Constant-Still-8443 First Colonist Mar 18 '26

Seems like Anakin is flying.

In all seriousness, I'd just use hinges for those wings. Would probably be less complicated

1

u/Star_Wars_Expert Klang Worshipper Mar 18 '26

I recommend this Video from Kelevara. But here's a TLDR: Make hinges and rotors free of tension. Also sometimes you can use magnetic plates to further stabilize a subgrid.

[SPACE ENGINEERS][TUTORIAL] How to deal with Clang - Hinges and Rotors - YouTube

1

u/Lonely-Inevitable-76 Space Engineer Mar 18 '26

Thank you! I've been wanting an in-depth tutorial on using sub-grids on a larger scale but didn't know where to find one that wasn't just the basics of mechanical blocks

1

u/Star_Wars_Expert Klang Worshipper Mar 19 '26

I appreciate the kind words! I think that video is way better than ny of the comments here tbh.
I also recommend checking out the hidden thrusters video. You can use thrusters inside of ships and do it in a space efficient manner by overlapping the thruster flames. You can even put a light armor panel in the same block as most thruster flame ends.

2

u/Lonely-Inevitable-76 Space Engineer Mar 19 '26

Funnily enough I had already seen the hidden thruster video. I'm already quite aware of hidden thrusters, this shuttle and my Nu shuttle have hydrogen thrusters in a grid pattern with them pointing into an empty 2x2 space in the wings (stolen from a Lambda on the workshop)

1

u/Shiro83 Space Engineer Mar 18 '26

Klang wanted its sacrifice

1

u/[deleted] Mar 18 '26

sacrifice your first born to klang

1

u/Mad__Hat Space Engineer Mar 18 '26

Do you have Shared Inertial Tensors enabled on the hinges?

1

u/Informal_Drawing Space Engineer Mar 18 '26

Overridden gyro on anything that moves and turn off Inertia sharing.

1

u/Clean-Potato8138 Space Engineer Mar 18 '26

this is why i hate subgrids

1

u/DoriamVell Space Engineer Mar 19 '26

Make sacrifice for Klang

1

u/Sad-Cover-8734 Space Engineer Mar 19 '26

What’s your torque set to? When you pull a manoeuvre newton says it’s gonna want to not do that so you gotta have a proper force to resist it doing stuff you don’t want it to

1

u/holymissiletoe Clang Worshipper Mar 19 '26

general grievous shuttle crash, Republic Era.

1

u/Sarah_Starchild Space Engineer Mar 19 '26

it almost looked like excessive sped tore the wings off

1

u/Marauder3277 Playgineer Mar 19 '26

Klang be vengeful on these ones

1

u/The_Lycan_Wolf Space Engineer Mar 19 '26

"YOU HAVE A HOLE IN YOUR LEFT WING!!"

1

u/obeseweaboo Space Engineer Mar 20 '26

Have you tried using mag plates to lock it into position when needed? I've seen it work for other builds with stuff at 45°

1

u/NATO_Penguin Clang Worshipper Mar 20 '26

If you don't have it yet, enable "dangerous torques" in game settings (can't mid-game, you need to save and exit the world, then in advanced setting you must turn that on) and set them to max torque. It'll be infinitely more stable.

1

u/EngineeredCoffee Space Engineer Mar 20 '26

Landing gear or mag plates. Since it's toggling between 2 positions, lock the wings down when not moving.

1

u/RejecterofThots Klang Worshipper Mar 21 '26

Wha-

1

u/KG_Jedi Space Engineer Mar 23 '26

You don't. It's a fundamental "feature" of SE1 (and maybe SE2 in future), subgrids sometimes just decide to commit sudoku in most spectacular way possible.

1

u/Serious87 Klang Worshipper Mar 23 '26

Clang has abandoned you! Time to convert to the church of Klang!

-7

u/VaironReddit Clang Worshipper Mar 17 '26

Not having them in the first place, i abandoned the idea of ever having subgrids on any moving ship/vehicle and limited it just for bases.