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@ Saberwing40k: One can actually take the two halves of a Technic Turntable apart (using a butterknife slipped in between the two surfaces) -- see

. It's not a "bug". In fact, efferman used this characteristic to make this unique wheel assembly.

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@ Saberwing40k: One can actually take the two halves of a Technic Turntable apart (using a butterknife slipped in between the two surfaces) -- see

. It's not a "bug". In fact, efferman used this characteristic to make this unique wheel assembly.

I'm perfectly aware of this fact, except in LDD you can not normally seperate the turntables. It's not actually a bug so much as an unintentional feature.

Can you share the lxf for split turnatbles?

I've uploaded it to my brickshelf.

Edited by Saberwing40k

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We could put it as a request to the LDD Team to have them as separate halves. It has become easier with these sort of requests now that LDD is disconnected from DbM, (i.e. less important to keep it a kids tool).

Question is as always and in any case - will they ever be likely to appear as halves in a real set? The small 2x2 turntable has done so (plenty times), but it's also easier to snap those two pieces apart. The big turntable is much more difficult. If there can be some good examples (also of MOCs) that the parts should be abled to use separtly, it's always easier to take at dialogue with the LDD Team. At least that's my experience.

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We could put it as a request to the LDD Team to have them as separate halves. It has become easier with these sort of requests now that LDD is disconnected from DbM, (i.e. less important to keep it a kids tool).

Question is as always and in any case - will they ever be likely to appear as halves in a real set? The small 2x2 turntable has done so (plenty times), but it's also easier to snap those two pieces apart. The big turntable is much more difficult. If there can be some good examples (also of MOCs) that the parts should be abled to use separtly, it's always easier to take at dialogue with the LDD Team. At least that's my experience.

While you're at it, can you have them make linear actuators and shock absorbers separate parts as well?

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While you're at it, can you have them make linear actuators and shock absorbers separate parts as well?

Since those aren't parts that are intended to be taken apart, I think it'd be more effective to treat them as one part in the parts tray, but have two separately movable components much like the various electrical cables. Perhaps also include some condition to ensure that the two components are always connected to one another.

Speaking of which, while I was looking at electrical cables I realized that one of them (58118) does not have this functionality-- the two ends always move in tandem. This makes it useless for a lot of applications.

Edited by Aanchir

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Speaking of which, while I was looking at electrical cables I realized that one of them (58118) does not have this functionality-- the two ends always move in tandem. This makes it useless for a lot of applications.

Yes, that one was known. I was told that the reason it has not been fixed is that cable functionality is implemented in the SW, not in the brickset. So a new version of LDD is needed.

Building the set 6987 - Message Intercept Base I found what is probably a bug. The Hose 73590c01b don't connect properly to the underlying 6x2 plate among studs.

Was it known?

Nope, but it is now :classic:

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Not sure, if it's a real bug or rather some sort of minor glitch: As seen in a review of the new set "Town Square" (60026), the bicycle (73537 in LDD) is supposed to fit between the studs of an angle plate (I guess it's 44728). However, currently the bicycle's kickstand does not attach to any plate or brick, neither angular nor regular.

imag1690.jpg_thumb.jpg

(click image for a larger version)

Although scaffolding does the trick, LDD should support the bike's kickstand snapping automatically to its base, since this technique is used in several official sets for at least 20 years: Apart from the 2013er set 60026, you might think of 3184 from 2012, 7639 from 2009, 1198 and 1199 both from 2000, 9364 from 1993, or even 6411 from 1992.

If you want to avoid scaffolding, you might use this blueprint: Copy the code below, paste it to notepad or any other editor, save it as a plain text file, rename its extension to LXFML and import it to your project.

<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<LXFML versionMajor="5" versionMinor="0" name="Bike from 60026">
<Meta>
<Application name="LEGO Digital Designer" versionMajor="4" versionMinor="3"/>
<Brand name="LDDExtended"/>
<BrickSet version="1033"/>
</Meta>
<Cameras>
<Camera refID="0" fieldOfView="80" distance="69.28277587890625" transformation="0.48415634036064148,0,-0.8749815821647644,-0.32087230682373047,0.9303317666053772,-0.17754930257797241,0.81402319669723511,0.36671891808509827,0.45042601227760315,56.397777557373047,25.407304763793945,31.206760406494141"/>
</Cameras>
<Bricks cameraRef="0">
<Brick refID="0" designID="73537">
 <Part refID="0" designID="4719" materials="11">
 <Bone refID="0" transformation="0,0.9999997615814209,0,0.99999982118606567,0,0,0,0,-0.99999994039535522,-0.47999992966651917,0.85000085830688477,2.3999998569488525">
 </Bone>
 </Part>
 <Part refID="1" designID="64248" materials="40,26" decoration="0">
 <Bone refID="1" transformation="0,0,0.99999994039535522,0.99999982118606567,0,0,0,0.9999997615814209,0,-1.6299996376037598,0.85000097751617432,2.6649999618530273">
 </Bone>
 </Part>
 <Part refID="2" designID="64248" materials="40,26" decoration="0">
 <Bone refID="2" transformation="0,0,0.99999994039535522,0.99999982118606567,0,0,0,0.9999997615814209,0,-1.6299995183944702,4.3000006675720215,2.6649997234344482">
 </Bone>
 </Part>
</Brick>
<Brick refID="1" designID="44728">
 <Part refID="3" designID="44728" materials="2">
 <Bone refID="3" transformation="0,0,-0.99999994039535522,0,0.99999982118606567,0,0.99999994039535522,0,0,-3.0699985027313232,2.7700004577636719,2.8030002117156982">
 </Bone>
 </Part>
</Brick>
</Bricks>
<RigidSystems>
<RigidSystem>
 <Rigid refID="0" transformation="0,0.9999997615814209,0,0.99999982118606567,0,0,0,0,-0.99999994039535522,-0.47999992966651917,0.85000085830688477,2.3999998569488525" boneRefs="0"/>
 <Rigid refID="1" transformation="0,0,0.99999994039535522,0.99999982118606567,0,0,0,0.9999997615814209,0,-1.6299996376037598,0.85000097751617432,2.6649999618530273" boneRefs="1"/>
 <Rigid refID="2" transformation="0,0,0.99999994039535522,0.99999982118606567,0,0,0,0.9999997615814209,0,-1.6299995183944702,4.3000006675720215,2.6649997234344482" boneRefs="2"/>
 <Joint type="hinge">
 <RigidRef rigidRef="2" a="1,0,0" z="0,-1,0" t="-0.26499998569488525,0,0"/>
 <RigidRef rigidRef="0" a="0,0,-1" z="0,-1,0" t="3.4500000476837158,-1.1499999761581421,0"/>
 </Joint>
 <Joint type="hinge">
 <RigidRef rigidRef="1" a="1,0,0" z="0,-1,0" t="-0.26499998569488525,0,0"/>
 <RigidRef rigidRef="0" a="0,0,-1" z="0,-1,0" t="0,-1.1499999761581421,0"/>
 </Joint>
</RigidSystem>
<RigidSystem>
 <Rigid refID="3" transformation="0,0,-0.99999994039535522,0,0.99999982118606567,0,0.99999994039535522,0,0,-3.0699985027313232,2.7700004577636719,2.8030002117156982" boneRefs="3"/>
</RigidSystem>
</RigidSystems>
<GroupSystems>
<GroupSystem>
</GroupSystem>
</GroupSystems>
<BuildingInstructions>
</BuildingInstructions>
</LXFML>

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Not sure, if it's a real bug or rather some sort of minor glitch: As seen in a review of the new set "Town Square" (60026), the bicycle (73537 in LDD) is supposed to fit between the studs of an angle plate (I guess it's 44728). However, currently the bicycle's kickstand does not attach to any plate or brick, neither angular nor regular.

Wow, that is weired.

Are you sure? I'm not in front of LDD right now, but I was pretty certain that connection worked.

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If I remember correctly, this missing connection was already revealed some times ago, when another user asked here how to place a bicycle on his MOC.

There we noticed that the technique to replace one of the tile whereof the road was composed didn't work because the bicycle didn't connected to the plate.

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If I remember correctly, this missing connection was already revealed some times ago, when another user asked here how to place a bicycle on his MOC.

There we noticed that the technique to replace one of the tile whereof the road was composed didn't work because the bicycle didn't connected to the plate.

.

@Calabar: correctly so. It was discussed here and we concluded that it was a bug or at least a misconnection. Should definitely be on the bug list: IRL you can connect the bike between the studs on a plate/brick.

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Wow, that is weired.

Are you sure? I'm not in front of LDD right now, but I was pretty certain that connection worked.

I double checked it in LDD 4.3.6, brick version 1033: Any sort of holders snap to the frame and the handlebar, round plates snap to the front light, minifigures' lower parts snap to the saddle and a pannier snaps to the carrier - but no plate or brick snaps to the kickstand.

Maybe it worked well in a previous version, and this is a regression occuring in the current version?

It was discussed here and we concluded that it was a bug or at least a misconnection. Should definitely be on the bug list: IRL you can connect the bike between the studs on a plate/brick.

Oh, I'm sorry. I was not aware that this issue was already discussed. I searched, however, only the "LDD bugs" threads and didn't find anything there.

Maybe this one is a new bug:

As shown on page 31 of the instruction of the 2007er recycling truck 7991, two hinge plates 30383 are supposed to fit between the bars of the sack truck 2495. However, even with scaffolding I did not manage to place the sack truck atop the finger of one single hinge plate, not to mention two of them. Is this built generally illegal or are the bars of the sack truck too close together in LDD, so that it can count as an LDD bug? Has anyone ever managed to do this technique in LDD? In the thread "Official LEGO Sets made in LDD" by the way, the sack truck is put aside.

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Maybe it worked well in a previous version, and this is a regression occuring in the current version?

No, I don't think it ever worked. I was just wrong, simple as that :classic:

Maybe this one is a new bug:

...two hinge plates 30383 are supposed to fit between the bars of the sack truck 2495.

I'm not sure if it's legal or not. But could well be legal actually.

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This isn't a piece bug, but a functionality bug: try to rotate the pieces attached with the robot arms on the tail of the shrimp... vehicle... excavator, and look if you can keep the main body stay horizontal, I had to rotate the pieces by detaching them and then put them in the right position.

LXF file

Since a similar connection appear on one official set, I would like to see if the entire palace explodes if you rotate one of the lasers above the door (my creation did it once :D)

9516_alt3.jpg

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This isn't a piece bug, but a functionality bug: try to rotate the pieces attached with the robot arms on the tail of the shrimp... vehicle... excavator, and look if you can keep the main body stay horizontal, I had to rotate the pieces by detaching them and then put them in the right position.

It works quite fine for me.

The rear pieces will move and the body will stay still. Please remember that you need to click on the black pieces many times. Each time you click you will change the rotation point.

If you have selected the right rotation point, the rear pieces will move nicely until they collide with another brick (marked in blue in the image), and then LDD will try to rotate around the "obstacle". Personally I think a better behavior would have been if LDD didn't try to be "smart" here and just stopped rotating when pieces collide.

PS: Nice little model. I like the insect like look of the...thing :classic:

post-4755-0-99022700-1369602369_thumb.png

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On both my computers (home and work), when I try to rotate one piece, doesn't matter if I try to rotate the body part or the tail part, everything rotates, not just the piece I selected.

For example if I select the robot arm, it rotates the wheel mount piece quickly around the connection point (doesn't happen all the times and every time with a different speed), if I select the wheel mount piece I end up with a sandwich most of the times because both the robot arm and the other wheel mount piece connected on the other side rotates as well.

I'll make a video as soon I have time.

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@Wolfolo

Note that sometimes a single part has two or more rotation points/chances.

Clicking more time on the part, you switch among the different rotation points.

This thing don't work ever properly, but with a bit of insistence and trying from different angles...

I usually adopt the technique "divide et impera". LDD have difficulties with multiple rotatable connections.

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Yes I know how the rotate, hinge align and flex tool functions work, I built half of the the UCS R2-D2 and the UCS Millennium Falcon using those features before my pc crashed :P

Maybe I'm not so good at telling the right problem, so I made a video which you can grab here: https://dl.dropboxus...20-08-53-14.mpg (750KB)

This video shows how a piece attached rotates freely when it should stay in position, on my MOC it rotated not just one, but 3 of these pieces at the same time!

At the end I also blocked the rotation and the only way to unlock it is to disassemble the construction :D

EDIT: fixed the link because I tidied up the dropbox folder

Edited by Wolfolo

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Or maybe I'm not so good at understanding! :grin:

Anyway your problem happens when there part has more rotation points, and I haven't find any solution than disassemble the part, rotate, reassemble. The "divide et impera" I quoted before.

Clearly the rotation tool of LDD need some improvement! :wink:

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4474.gifCOCKPIT 4X6X2 (Part#: 4474): it should stick to other bricks by itself to bricks >= 2X4 as in real LEGO, now it sticks only if applied with 4625.gifPLATE 1X4 VERTICAL HINGE (Part#: 4625) or 4315.gifHINGE PLATE 1X4 (Part#: 4315)... :cry_sad:

6104.gifDOUBLE WING 8X8 (Part#: 6104): it has wrong cutout in the middle section - right cutout should be 4x4 pins, not 3x4 (you can check it for example with SPACE 6971 - I own it myself as well as others and there is no one with the cutout that is in LDD)

EDIT: oh, now I realized it is ANOTHER PART...missing in LDD (Part#: 4475), sad

Edited by bublible

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4228.gif WINDSCREEN INVERTED 5X6X2 (Part#: 4228): it should stick to other bricks by itself when rotated upward facing its hollow back part to other bricks, as in real LEGO, cos now it sticks only if in normal position

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3700.gifTechnic, Brick 1 x 2 with Hole (Part#: 3700): other bricks of "1x1" should stick also to its "hole" as in real LEGO

EDIT: now I see bricks that are 1/3 of the size those "normal" bricks (like #6141) do stick to its hole, but others - like #3005 - don't: if I apply the #6141 first and then I stick #3005 over/upon it, then it sticks, but sadly not directly to #3700's hole itself :hmpf_bad:

Baseplates with road(s), for example 6099p03.gif Baseplate, Road 32 x 32 9-Stud Landing Pad with Yellow Circle Pattern (Part#: 6099p03): other bricks should stick also to its flat surface part(s) - maybe with the same grid pattern as in "normal" baseplate = something like "ghost" pins (sticking bricks would behave as in normal baseplate in these regions without pins using 32x32 grid "invisible/ghost" pins)? Cos in normal LEGO you definitely can put things uppon flat baseplate surface and this would solve the problem we face at this point... :tongue:

3673.gif Technic, Pin without Friction Ridges Lengthwise/Connector Peg (Part#: 3673) + all its derivates: they should "go inside" the bottom part of bricks like 3062b.gif ROUND BRICK 1X1 (Part#: 3062), just like as in real LEGO

Edited by bublible

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3673.gif Technic, Pin without Friction Ridges Lengthwise/Connector Peg (Part#: 3673) + all its derivates: they should "go inside" the bottom part of bricks like 3062b.gif ROUND BRICK 1X1 (Part#: 3062), just like as in real LEGO

Illegal combination

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