Hinge
| Hinge | |
|---|---|
| Category: | Mechanical |
| Function: | Hinges can transfer items and rotate up to 180 degrees.... |
| DLC? | Vanilla |
| Fits small grid | |
| Mass: | 209.2 kg |
| Hitpoints: | 851 |
| Power: | -2.0 kW |
| PCU: | 100 |
| Size: | 1x1x1 |
| Time to Build: | 8 sec |
| Fits large grid | |
| Mass: | 1006.0 kg |
| Hitpoints: | 4105 |
| Power: | -2.0 kW |
| PCU: | 100 |
| Size: | 1x1x1 |
| Time to Build: | 16 sec |
| Data Controls: | [purge] (?)) |
Hinge blocks are Mechanical Blocks much like elbow joints that can apply torque to a subgrid allowing for 180 degrees of motion. Use Hinges when building retractable landing gear, collapsible solar arrays, foldable doors, cranes, custom turrets, Mecha legs, and much more.
Usage
Technically, Hinges are Rotors with a -90 to +90 degree limitation and the attachment point on another side.
When attached to conveyor ports, Hinges have conveyor capabilities on both ends.
Like other mechanical blocks, blocks connected by Hinges will appear in different colors in the control panel. The attached grid is referred to as subgrid and is treated differently as far as steering is concerned.
Control Options
| Control panel Screen | Toolbar | Description |
|---|---|---|
| Toggle on/off | Toggle on/off Toggle off |
When a block is toggled off, it does not fulfill its function and does not use power. |
| Show block in Terminal | If you have many blocks that clutter your Control Panel, but you never need to configure them, hide them here. | |
| Show block in toolbar config | If you have many blocks that clutter your toolbar config, but you never want to use them on the toolbar, hide them here. | |
| Name | Give the block a unique name that makes it easy for you to find it in the search with only few keystrokes. | |
| Show on HUD on/off | Show on HUD on/off Show on HUD on Show on HUD off |
If an antenna is broadcasting from this grid, you can use this to mark this block on the HUD. E.g. to highlight blocks that need repair, emergency exits, etc. |
| Custom Data | Used by scripts only. |
Block-specific options
Hinges have practically the same Controls as Rotors.
| Control panel Screen | Toolbar | Description |
|---|---|---|
| Safety detach | Increase/decrease safety detach | (Rarely needed) When subgrid gets displaced, this setting prevents it from speeding up and damaging its own sub-grids. 10cm to 5 metres (default). |
| Add Small Head Add Medium Head Add Large Head |
Add Small Head Add Medium Head Add Large Head |
After detaching, you can add a Hinge Part that converts to a different block size. |
| Reverse | Reverse | Toggles the direction of the motion by negating the current speed value. |
| Detach Head | Detach | Detach half the hinge to be able to chain Hinges and Hinge Parts together. Used together with Attach Head. |
| Attach Head | Attach | Chain two grid together. After detaching the Hinge Part on one grid, place a solitary Hinge Part on the other grid, and move both so they visually overlap, then trigger the Attach action. |
| Hinge Lock | Hinge Lock on/off, on, off | Locks the hinge rigidly in its position even if the velocity is non-zero. Usage examples:
|
| Torque | Increase/decrease torque | Sets the lifting strength of the Hinge to overcome subgrid mass and external resistance when it's powered. Default: zero |
| Braking Torque | Increase/decrease braking torque | How much the Hinge passively resists bending when it has been stopped or if there's a power outage.
|
| Velocity | Set velocity | Enter the velocity in rotations per minute, e.g. 1.0 RPM. A velocity of zero means the Hinge does not actively move. Positive numbers spin clockwise, negative numbers spin counter clockwise. This RPM value is not precisely enforced like clockwork, in game, it can be a bit faster/slower, especially with a heavy subgrid. |
| Rotate to Angle | Enter an angle between -90 and 90. Then enter a velocity in rotations per minute. Then give this setting a named label, such as “tilt 90”. Reset the speed to zero before controlling the limits manually. This resets upper and lower limit! | |
| Upper limit Lower limit |
Increase/decrease/set upper/lower limit | Set the two positions between which the hinge will move when its velocity > 0 and it's unlocked. |
Tip: Group Hinges to synchronise controls and to trigger actions on several at the same time.
How to stabilise mechanical grids
In general, it's safest to use mechanical blocks on static grids. Hinges can push grids into one another and generate vibrations that shake mobile grids apart when connected one to another to form subgrids.
On the Control Panel Screen, enable the Share Inertia Tensor setting on all subgrid hinges (except on the first hinge that’s attached to the main grid!) to equalise the virtual masses to achieve more stable behaviour.
On mobile grids, set up a
Gyroscope on override for stabilisation; or if possible, lock down the grid safely with
Landing Gear to prevent shaking.
Construction
Hinges exist for small grids and large grids. Small grids have a third Hinge variant in addition to the regular one, called the Hinge 3x3, that attaches to a 3x3 block area on a small grid.
Large-grid Hinges are quite reliable when fit inside the space of full sized armor blocks because their hitboxes are smaller than 1x1x1 large grid block, allowing for flush doors. Hinges are however not airtight.
Hinges are composed of two separate halves, a Hinge and a Hinge Part.
- When you place the full Hinge from the Toolbar-menu, the Hinge Part is added automatically. In Survival Mode, you must weld up both halves to be functional.
- The two halves are available as separate blocks in the Toolbar-menu and can be built on separate grids. For example, to build a hitch between a rover and a trailer.
- To connect the two halves, move the two grids close together so that Hinge and Hinge Part overlap, then press the Attach button in the Control Panel Screen.
- To disconnect the Hinge Part, for example to disconnect a hitch, click Detach on the Control Panel Screen.
- Tip: If you're drifting and you can't keep the two Hinge halves in place and at the same time click the Attach button, build a Timer Block that triggers Attach on the Hinge block for you, and then make it trigger itself once per second, to repeatedly try to attach.
Recipe
| Component | Large Ship/Station Required | Large Ship/Station Optional | Small Ship Required | Small Ship Optional |
|---|---|---|---|---|
| 15 | 15 | 3 | 3 | |
| 5 | — | 1 | — | |
| 5 | — | 1 | — | |
| 20 | — | 5 | — | |
| 5 | — | 1 | — | |