
Resource management Find the best project team and forecast resourcing needs.Intelligent workflows Automate business processes across systems.Governance & administration Configure and manage global controls and settings.


Team collaboration Connect everyone on one collaborative platform.Smartsheet platform Learn how the Smartsheet platform for dynamic work offers a robust set of capabilities to empower everyone to manage projects, automate workflows, and rapidly build solutions at scale.

Because of the torque and displacement settings on rotors (and the way they appear flexible about these in a way that pistons are not) you can merge as many rotors together onto a single joint as you want (within reason). The game engine doesn't appear to be able to handle this at the current time. When you add more points of attachment it becomes rigid, and the piston synchronisation needs to be perfect. When you attach a door by 2 points, (or a platform by 4 points) it allows a degree of variance in the piston positions. However there is enough variance for the game to care about it. They are close to perfect, and you'd be hard pressed to tell by eye. The pistons are not 100% precise when they move.

But even if it does work, it seems to cause problems over time with use - mostly broken pistons and deformed blocks. Sometimes it works for me, sometimes it doesn't. I've always had problems merging more than 2 pistons on a door or 4 on a platform.
