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Playez...Haa-alp... Rotating Parts Connected to a Hinge Rotator?!? [Sliced Fuselage Bug?]

4,347 Formula350  3.1 years ago

"Corbin Dallas, mool-T-pass! MOOOOOLLLL.... TEEEEE.... PAASSS!"
_"Yes... sh... *yoink** she knows it's a Multi-Pass..."

Kudos to anyone who knows what that's all from lol


Srsly though...

How does one rotate stuff when it's connected to a Hinge Rotator, and in turn have the parts then end up where they should be when actuating the Hinge Rotator while playing??!?

Using Mool-T-Select (MultiSelect) on the Hinge Rotator first, and then the to-be-Hinged-parts, leads to the to-be-Hinged parts being way out of place... All thanks to the Hinge Rotator model's center not being the same location as where its arm pivots around. *sigh*

Context is the Door for my Landing Gear, which being I've never made doors before, I came to find out that ideally you want these in their "Gear Down" position from the start. Problem is, I built it all with them in the "Stowed" position, since that's how I knew they would look when closed... :sobs:
It probably wouldn't be so bad, if the doors were ONLY having to close against the curved body... alas, no, there's also another small piece I had added that they need to mate up to. :\

So... what's the trick to this conundrum?
The doors when closed are up against a rounded surface at a non-90deg angle, and... EDIT: and I don't know why my message was cut off (or exactly what I had typed last night). Something to the effect of:
...and the part used to make the door panel is the same piece from the plane's Fuselage, made just a bit smaller.

The door is wider than the Landing Gear part, to account for the extra space it clips through on the body, so I've had to offset the Pivot placement; however, using Rotators of all flavors in the past has never produced these kinds of results..

Is it perhaps a bug that stems from the fact my door is made from "Sliced" Hollow Fuselage??

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    4,347 Formula350

    What The Actual ****?!?!

    As I was putting together a build for upload to try and get help with... As I set it up to test out... now. it decides to work as intended?!
    What am I on now... hour 5? And it just decides to randomly do as it was supposed to..... :sobs:
    Not funny, SimplePlanes. Not even a little bit. :(

    3.1 years ago
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    4,347 Formula350

    *grumbles* I dunno, I think SP just hates me :( (naw, I know it's cuz I'm a just an idiot who can't get his brain wrapped around this...)
    I'm still having a similar issue with the damn Small Rotator as well....
    .
    I mean the system functions, that's not the issue. it's me getting the parts in the correct placements.
    .
    These are my steps, on just ONE of my failed attempts over the last hour...
    1) I start off with the Doors I made, in their "Closed" position.
    2) I place the Rotators into the position where I want the Doors to pivot around.
    ---(NOTE: This is slightly inboard, and higher than the Door, so it's technically "hovering" over the Door, about 1/5th in from the Door's pivoting-edge.)
    3) Using MultiSelect, set to "First Selected" for movement, I select the Rotator first, then the Door pieces.
    4) I input a value for Z of 105deg, as that's not only what looks best, but also functions how I'd like for it to open, by extending wide enough to clear the Wheel of the Landing Gear.
    5) I set up the Rotator's settings to have a Rotation of 105deg (and all the other pertinent stuff to operate; as I said, that aspect works fine).
    6) I make connections from Rotator to Door, and Rotator to plane's main Fuselage.
    7) Spawn in, and toggle LandingGear...
    The gear part moves in and my Door rotates to its Closed position...
    Except... the Closed position is somehow offset from where I originally had it before Step 3.
    .
    Which by "offset", it isn't that the Degree of Rotation is not enough or too much, it's physically too far away from the trim piece that it's supposed to sit flush against.
    And I have all the Door and related parts' disableAircraftCollisions set to true, so it's not that they're colliding with anything and it's causing displacement... :\


    All my ""engineering knowledge"" tells me that if I put a hinge (or a shaft, aka 'rotator') at the location I have it, and rotate it around that pivot location, that it will close to the exact same place that I started...
    However, I think it's time I make something IRL out of cardboard and coathanger wire, to determine if it's me or the game at fault! lol
    .
    EDIT: Well, at least I have peace of mind in knowing it isn't my engineering of it! :} It functions just as intended, and how it's perceived to while in the Designer and rotating the entire thing around the Z axis, which displays it closing flush as intended.

    3.1 years ago
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    4,347 Formula350

    @ZeroWithSlashedO ....... :epic_thinking_face:
    I...
    Suppose I could do that... couldn't I o_o ?? lol
    Thank you!
    .
    Not sure why I didn't think of that last night, as even now it took me typing a response on why it "wouldn't work" for this, before I realized that it WOULD work. So I don't think I could blame the fact it was late on me not coming up with it! :}


    That being said, if anyone else happens to have a 'trick' on how to turn _('rotate') multiple parts to a new Angle which connect to a Hinge Rotator, and still have the Hinge Rotator return them back to their correct place -- and not creating a roughly 0.1 distance gap -- when actuated... I would still be interested in knowing, as that'd be handy info to have!

    3.1 years ago
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    wdym? couldn't you just use the rotator? (not the hinge, the normal one)

    +1 3.1 years ago