Discussion in 'Unofficial Modders' started by WhitePaw2002, Nov 17, 2018.
(piston thread reference)
Install this mod with TTMM2, as shown below
New concept for HawkEye piston:
Spoiler: HE Piston Images
Plans are to make it have customizable length.
From 1 to [2,3,4] and back.
I thought this short clip would be a good demonstration of your Piston Mod. Hope you don't mind.
Some fun thingys
RC Tank using Piston Keybindings (and for Local MP)
A mobile artillery demo (Can control the chassis, manually aim the turret, and fire all without having to switch Techs often)
Not posted yet as I still have to sort out some issues with the rotations.
Stratocarrier (modded) Extending Runway locks and Piston Elevator
I made a new release < ( release notes )
TWO NEW PISTONS
Thanks to @Potato for the GeoCorp piston model & to @AstraTheDragon for help with the pricing and recipes
@AstraTheDragon's Better Future cab is now in Control Blocks!
Drive around in first person, or make slim BF techs with it. And in first person.
GEEZ I WISH I COULD USE TTMM
Please do reach me on the TerraTech Discord, so I can be of better service to you
@WhitePaw2002 I know I've brought this up before, but there needs to be a set of pistons with just top & bottom AP's. The current pistons with side AP's can be hard to use in many places because you must clear a 1 block (3x3 block total) area around them to keep them from attaching to adjacent blocks, or they will not function. Or the other possibility is to make a block with only 1, or 2 AP's to place next to the piston to take up that space, but that would be less preferable. By the way, @WhitePaw2002 , @AstraTheDragon , and @Potato. Beautiful work on the new HE, and GC pistons. They really look good, and match the style of the OE blocks. Keep up the good work! -Rooster
i will sometime next week, got no access to my PC
I will sometime next week, i dont have access to the pc rn
Yes, I've come across this issue myself and I can proudly say that I'm working on such a piston! All I need is time to model it...
(P.S. I haven't modelled or developed any of the current pistons.)
I agree, there should be a piston thatonly has top and bottom APs. And I was hoping that a venture piston will fill that need (Like Astra's current concept).
As for now, the HE piston is missing two APs on the side, and even though the GC piston is larger than normal, it does have APs on just the top and bottom. Hopefully soon your requests are met.
Using code copied from the piston, then modified, would it be feasible to make a servo motor of some kind?
So, I finally got all this mod stuff to work, and Holy Crap, Pistons. Eat your Heart out, Hatchet Man. (If you dont get it, dont worry about it. if you, then i told you so.) So that out of the way, I have a bug (I think) in the Pistons. Are they Gyros? because they gyro my tech. and i can't seem to compensate the effect with real gyros. If i put more than a couple pistons on it, it will just stand up on one end and bob around just like something ballenced with gyros. this is kind of annoying as i'm trying to make a six legged walker using pistons as my legs. i have the control sequence all worked out, but then this happens. when in the build beam i can get it to move properly, but obviously, that does me no good. as soon as it hits the ground and i try to start walking, it stands up on its hind legs and just rocks there. also, i noticed that pistons themselves have no traction on the ground, so even if i can get it to stop gyro floating, the legs cant grip the ground so it just shoves it's self foreward and backward on the pistons, rather than extending the legs and then pulling the craft along. this might be a few bugs, or maybe im just expecting too much from pistons, but i am so close to getting a working Insect Walker i hate to abandon the project now. Anyone know if maybe im just overlooking something, maybe the Modders can look into it.
So one thing i noticed is that when you have a piston extended, the origonal position of all blocks attached to it are represented as floating attach points. it wont prevent you from clipping parts, but you can clearly see where it will clip, so you can build in a way that wont clip. Now from my understanding, Hinges are impossible (According to the devs) as the hinge would not take into account open and closed positions to prevent clipping. So if the Pistons can display the origonal position of attach points while extended, could the same idea be applied to hinges? Yes they will still allow clipping, but if we keep that in mind when engineering we ought to be able to design a hinge peice that will work when used responsibly and carefully. Any chance a modder could look into hinges and hydraulic articulation?
Afterthought: Also with rotational points. The devs say this cant be done because the game engine wont prevent clipping. Well, can't we just be smart enough to design things that dont clip? I mean, you really opened pandora's box with these pistons...
As far as I know, spinners are being considered by WhitePaw which could satisfy some of your desires.
Right now the pistons present shift the local transforms of all connected blocks. Originally it was supposed to move the grid, but due to my limited access to that grid and a decompiler i found this solution. Which is much safer than attenpts of moving the grid's objects were.
With this also allowed for phasing structures to exist. Which as far as I know is the current setback with this mod. And possible solutions may take more power than it does to find all that is connected. (Which now that I think of is not all that much)
I still have yet to make the swivel, but I may do it this week. I have a LOT to do, though... and I can't do it all