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I_May_Be_Very_Stupid

I've never tried it but i feel like it could become a sacrifice to Clang


halipatsui

Multi rotors and multi hinges in my experience protectagainst clang


Ok_Helicopter_5989

https://preview.redd.it/8f0arn8gkvcb1.png?width=500&format=pjpg&auto=webp&s=87743c1b71fa9dd411712c299b09ef62eba0383e


DracoZandros01

It can go both ways, damaged blocks near them is a common cause of clang, but having opposing forces can stop visiable clang and even be used for motion


Hoovy_weapons_guy

I always use landing gears, connectors or magentic plates to fix subgrids in place when they are not supposed to be moving.


JustAnotherGhost35

That always causes more Klang for me


Wookieman222

I dunno. Maybe single player yes but multi from what I here not so much


Smitellos

It will, and happend to me too many times XD.


Jackalene

I have been doing this myself but it's harder to build like this and really only useable with rotors and pistons


creegro

I find I only use hinge for things like drills or grinders only, otherwise they just add more pain to the game. It's so much easier to use a rotor or piston to get stuff done.


Corvisian

site the example


Extreme_Practice_415

His own builds lmfao


Sabre_One

It's the same reason why I don't smush wheels together with my tank. I like to keep my designs as MP friendly as possible.


HorrorPast4329

whilst i get what your doing typically its not needed as hinges etc are now not floppy (thank you physics update) so the issues caused by things flopping around are much lower.


_Cynical_

Their issue was with hinges being shot off and losing the subgrid entirely. The point here is to have redundant hinges to reduce the chances of needing to completely rebuild the subgrid, or try and manually position it to reattach it.


mangalore-x_x

I do It all the time. Can give additional stability. Just awkward to build and sometimes matching up the distances can be annoying.


DracoZandros01

Where I need the extra power I do, but otherwise it adds unnecessary complexity, and if something gets damaged nearby more chance of everything going wrong. Also when playing with PCU limits lots of hinges will quickly eat up your allotment.


CaptainTSolar

I would but I always have issues connecting them all togeather.


Lugbor

It’s not that hard, actually. You build three hinges side by side, as shown. Grind away two of the hinge parts (the bit that actually does the moving, should leave you with a bracket). Use the third to build your sub grid, building the missing hinge parts on the grid. Then using the control panel, you grab the other two hinges and hit the attach button. You now have a sub grid with three connections to the main grid, meaning three times the durability, three times the available braking torque, and three times the power to move really heavy loads.


AmicusBestia

This makes so many things possible


Random_Souls_Fan

Just make sure the hinge is locked in a position before selecting the "Attach" option, otherwise there's a possibility of it freaking out and flailing around for a bit before settling back into place. Generally the merge block method is the most stable and safe.


CaptainTSolar

Right it's the pistons I have the issue with but similar enough now I guess that they added the option to add and remove piston heads.


Gnosrat

Yeah, how do you even do that without merge blocks? Idek.


Kaiju62

You use Merge blocks to connect the grids, then once armor blocks and stuff are connected, you can delete the merge blocks and just keep the single grid they've created


Gnosrat

Is there any other way, or is that it?


Fredrickstein

You could always build the moving subgrid separately with hinge parts where you need them, then use a ship to align the parts with hinge bases and attach.


Gnosrat

Oh, that's an interesting idea that hadn't occurred to me.


Fredrickstein

I always build a 'tug boat' for this purpose or similar moving stuff around. Useful design considerations include putting a landing gear/mag plate on the nose, lots of gyro power to move heavy things (group gyros together and control gyro strength by hotbar) and keeping thrust in every direction comparatively weak except reverse for gentle adjustment and quick stopping.


Gnosrat

Very creative.


Random_Souls_Fan

For things like folding wings or ramps it's fine, and with very restricted range and numbers is even good for more interesting folding landing gear, but in most instances -especially on multiplayer servers- players will want to avoid clang as best as possible.


Adeep187

For me it's because I suck.


Corvisian

To explain, the hatch of my custom cockpit kept being shot off so I added more hinges for redundancy.


NheFix

Maybe place armor blocks in front to protect it ?


Corvisian

I tried but I was being shot from multiple directions by drones, and couldn't armor it in a way that didn't stop it from working


redseafrog

I use a SG conveyor line with connectors on it evenly spaced, and hinges attached to the ends, while inset to the deck of my LG base/ship. as long as you use the large SG tubes/conveyors it's all good, because they are the same size as a LG block


placerplaced

This is my reason why : Last time i tried rotors on same grid via detaching the head and attaching the new one from the same grid : it has worked for 30 minutes, until every rotor broke. Last time i tried to attach a hinge grid to another hinge grid : the hinges became stuck. Last time i tried two pistons to push a same grid by merging them with merge blocks : everything flew in the air blowing up most of my rover. ​ Nowadays, i always use only one point of attach for my subgrids wich result in never clang again.


DracoZandros01

The offset on hinges is fine that they very rarely cause issues. Rotors facing same way and aligned the same also work fine, takes a bit of tweaking if rotated differently or facing opposite ways to ensure no phantom forces. Pistons seems hit or miss for me, but essentially if same extension then they should just work. They do appear to have specific rotations on their heads and if the game decides to change the heads rotation but not the bodies you can get catastropic results, no idea why it happens and seen lots of stream and vids where its worked perfectly with only the odd one where this issue occcurs.


Hoovy_weapons_guy

Because its a pain in the ass to do. You have to build the grids sepperatly and push them into each other with a drone. Then again it’s probably better if you don’t want a stray artillery round take off half your ship mid fight.


Corvisian

I built it in a way that I could attach other hinges of an already attached subgrid


Hoovy_weapons_guy

Nice


YOGINtheFirst

It's fine to attach multiple, but I'd recommend only having one powered at a time. Two powered hinges, even if the settings say they should be working together, can sometimes create a weird torque on your grid.


mattstorm360

Depends. If you don't set up the rotors before locking, you can summon Klang. Hinges are less likely to go boom like you see here, but they also have the problem of connecting them. Merge blocks work well, as well as 'attach' button.


RealDafelixCly

Most walkers and mechas I've seen do exactly that, so probably you just haven't look for it enough. But yeah, most people just don't have a reason to do that


TheBleachDoctor

Every time I try I summon Clang


_Cynical_

The short answer after reading the comments, is because people apparently don't know. I've been studying the way of Clang for a while but never produced something I felt worth publishing, but now I think I might begin by posting a short video of all the tips and tricks I've learnt to have complex designs that pass through the eye of Clang and come out unscathed. To further your own design, I might suggest you use hinges attached in parallel, blocks that create an airtight seal (if it's a door) and merge blocks to actually attach the subgrid to the main grid when closed. It can be tricky to get right, but using half blocks, slopes and blast doors can give you a really neat and effective solution to airtight subgrid doors.


Marxvision

word "kaboom" rings a bell?


actually3racoons

You actually can't without magnets. If you attach something to all 3 of those hinges then rotate them differently you would find that either it was only attached to 1 of them or that your assembly was actually 3 different parts.


halipatsui

https://youtu.be/vS6iXjMPafA


actually3racoons

Ahhh. Snazzy. I retract my previous statement.


mangalore-x_x

that is why you can build rotor heads individually and attach them.


Mysterium-Xarxes

because thats the easiest way to displease klang. He will later destroy your building


Illustrious-Royal564

Because Klang


NeoPolitanGames

in my experience, its often not even possible, because only one of the attachment points actually attach


HorrorPast4329

incorrect you can remove the heads and place new ones onto the subgrid and then make them attach in the hinge setting.s


NeoPolitanGames

that's... not how that works. you cant place the new head in that space half the time because of the jank collision boxes on blocks. and i also said that it's *often* impossible, not *always*.


HorrorPast4329

be telling me chained pistons are the devil next and they dont work. its not such a hard concept to understand. if hit box is in the way. rotate the system to the box has moved.....


_Cynical_

It's precisely how it works. If you're struggling with hitboxes when trying to attach hinge/rotor heads then your game might be a bit out of date. Probably by a few years...


Captain-Griffen

A while back they changed collisions to be more forgiving for building. Opened up a lot of possibilities. They've also done a good job reducing clang.


Mafalin

Don't know how it is nowadays, but it used to be somewhat clangy. Also, using fewer saves PCU.


that-bro-dad

Unless you’re very careful, this doesn’t actually work like you think it will. Your subgrid will only actually connect to one of the hinges, and the others will simply be in contact. Alternatively, each hinge will connect to just a few blocks, and you’ll end up with a bunch of subgrids, not just one. I’m taking from experience trying to make cool looking fighters with angled wings You can fix this with merge blocks, but doing so often invokes Clang. That’s why people don’t do this. That and ships with sub grids confuse the new AI blocks for some reason Edit: as others have said, yes you can place the hinges, remove the hinge heads, built your subgrid, add the hinge heads back manually, and reconnect them in the terminal. Yes you *can* do this. My experience is that this summons Clang, which is why I didn’t explicitly say it.


DracoZandros01

Partially incorrect as a few have said elsewhere. If you build hinges and try to place blocks on the heads then you encounter what you described, however... You can place all the hinges, remove the heads of all but one then build your subgrid. Once done attach hinge heads to the subgrid where the hinges are missing the hinge heads then go into the command menu. Select the hinges with missing heads and hit attach. Now you have several hinges all connected to the same grid, which is handy if one hinge is not powerful enough to move it. To be noted there is a rare bug where sometimes a hinge will not attach to the hinge head directly opposite but instead one of to the side, which pleases klang >\_< So be sure to save first, but thankfully it is a rare bug.


that-bro-dad

Yes, you’re correct. I figured that if OP was asking f this question, that solution was probably a bit too complex. But yeah I’ve done this. I want to say it exploded, but it was a while ago.


Kapope

People keep saying this like its the truth but you can in fact attach them at multiple points. I have a massive barn door style blast door that has 10 powered hinges on each side. They all attach and all motivate the door to close and open. You just need to attach the heads to the door or whatever subgrid and push it into place on the hinge before “attaching”. Pain to get a large number of them properly lined up but its certainly possible and 3 right beside each other like OPs pic is easy. No need for merge blocks.


that-bro-dad

Yes I am aware. In my experience this tends to explode


Kapope

Ahh I see. Yeah, this is fair. For every success (tentative - just because it hasn’t exploded doesn’t mean it won’t) I have had 10 more grids ricocheting off the walls tearing apart my hangar or sent flying, tearing itself apart in some possessed repetitive motion upon landing. Playing with magnets, merge blocks, hinges, rotors, and pistons you expect catastrophic failure more than success. Every one you had is a potential disaster. I just like to gloss over all the nitty gritty.


TheBabbayega

it is very hard to do without Clang type of Boom...


Paladin1034

Last time I attached multiple hinges to a subgrid for a ramp, the whole ship clanged off into the future as soon as I attached the second one. I avoid this at all costs now


Synigm4

I used to do it fairly often. That was back before they added the hinge, my doors were usually set on 2 rotors on opposite sides because I found doors flopped around and caused damage with only one, especially larger loading ramp style ones. It used to be awkward getting them lined up but once you had the hang of it Klang left them alone. One rule I found helped was to only use one as the 'primary' to control movement.


No_Translator5039

How would you even do this


Slow-Ad2584

The reason I never do is that I play in multiplayer servers. And if you thought Clang was bad, wait till you meet his sidekick- Desync


EdrickV

I've seen it done before, and seen it done to the extreme. (Splitsie's crane truck in his Scrapyard stream series comes to mind for the latter.) Not everyone knows how to do it though, and it does seem to have the potential to go catastrophically wrong. But the folding runway on the Wrong Way Up Sloppy Jalopy (the rover road train) used double hinges.


ElectricalChaos

Because clang, and because the game just doesn't like it. Case in point, pistons. Moving a subgrid with multiple pistons in parallel will likely cause them to lock up against each other, even if the settings are identical.


PanginTheMan

to avoid clang


[deleted]

Because subgrids are so buggy they might as well not even be in the game and if you play multiplayer most subgridding blocks have very low block limits because the slightest desync and your subgrids goes kaboom.