Control Blocks (Pistons, Swivels, MTMags, etc)

Mindl3ss

Mindless Dominion Fleet Admiral
Nov 5, 2015
576
767
505
and @Legionite I made you a new Ion Cannon. it's all skelletal because of weight limitations on the turret assembally and so people dont need to tear it apart to see how it works.
ION CANNON.png
1-outriggers
2-feet
3-Focus/Spread Ion Beam
Arrow keys control the turret
R for manual aiming
Iv got another project that this is going into for a totally different perspective on the weapon.
 

Salvick

Member
Jan 9, 2019
21
30
19
This mod is beast! There were some suggestions made that I also agree and encourage such as the anchor points issue but regardless, it is awesome.

I'd humbly suggest as well that if it could be possible to have a complex "walking pistons" mechanism in one single block, with at least two or three articulations would be something amazing to play with.

Although it isn't too complicated to achieve this with the pistons and swivels as they are right now though, but thought this sort of mechanism would be a next step on that direction.
 
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Exund

Fancy Modder
Just to clarify for all asking about the APs

The APs can only be aligned within the Tech grid due to the building system. So unless there is a different Tech the attach points won't rotate.

The problem is kinda the same for moving because the code wasn't made to support dynamic AP change when the block is attached. In pure theory it could be possible but would probably be a nightmare to do.
 

WhitePaw2002

Aceba1
Jan 7, 2016
1,032
2,396
525
18
North-east America
github.com

Positional
Nothing new

Targeting
This mode has changed to adapt Positional while there is no target present. Going back to aiming automatically when needed

Cycle
"it's weird
but it works the way it is supposed to
It's like the On-Off, except it bounces off (angular) limiters and reverses (direction)
For things like walkers"