Control Blocks (Pistons, Swivels, MTMags, etc)

Legionite

TAC Packing
May 20, 2017
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forum.terratechgame.com
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)
20181116222759_1.jpg
Not posted yet as I still have to sort out some issues with the rotations.


Stratocarrier (modded) Extending Runway locks and Piston Elevator
Screen Shot 2018-11-15 at 9.46.33 PM.jpg
 

-=ROOSTER=-

Complete Idiot
Jul 13, 2018
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Idios Prime, the Idiot homeworld
@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
 

AstraTheDragon

A dapper dragon
Sep 9, 2017
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@WhitePaw2002 I know I've brought this up before, but there needs to be a set of pistons with just top & bottom AP's.
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.)
 

Aceba1

Aceba1
Jan 7, 2016
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there needs to be a set of pistons with just top & bottom AP's
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.
 

Mindl3ss

Mindless Dominion Fleet Admiral
Nov 5, 2015
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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.
 

Mindl3ss

Mindless Dominion Fleet Admiral
Nov 5, 2015
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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...
 

AstraTheDragon

A dapper dragon
Sep 9, 2017
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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?
As far as I know, spinners are being considered by WhitePaw which could satisfy some of your desires.
 
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Aceba1

Aceba1
Jan 7, 2016
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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