Locking MultiTech Connections || Motorizing moving parts

Yes?


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    23

Icarus_The_King_Of_Angels

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#44
Hmm... now connecting a large bearing or axle between an anchored and an unanchored tech flips the unanchored tech in one or more axis... at least with large techs involved...
 

Lord Zarnox

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#45
Hmm... now connecting a large bearing or axle between an anchored and an unanchored tech flips the unanchored tech in one or more axis... at least with large techs involved...
@WhitePaw2002 Maybe dampen the movement while connecting to at least smoothen out any jerkiness.
Also, could you add a hotkey that is required to be held down to be able to connect the blocks, similar to how explosive bolts use X. It could help to prevent accidents.
 
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Icarus_The_King_Of_Angels

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#46
"Dampen the movement". One time it teleported me three hundred thousand units, and brought me back with a time jump! XD
@WhitePaw2002 Maybe dampen the movement while connecting to at,least smoothen out any jerkiness.
Also, could you add a hotkey that is required to be held down to be able to connect the blocks, similar to how explosive bolts use X. It could help to prevent accidents.
 
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#54
Whilst making a bipedal Transformer, the the game seems to have locked a Tech with no bearings to a bearing
View attachment 21504
The head deployment seems to be stuck because of this.
Yeah, the mod does that sometimes. Reloading the save shooouuuld fix it.

Bearings seem a bit finicky right now. They can only join in one particular direction, and you can place multiple bearings together and make weird stuff happen.
 

Soviet_Samuelson

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#56
So. I can't make it work... I wish I could see what mods were active... at one point the better bubbles mod was working, but I didn't deactivate it and now it's now... and the joints mod still won't work...

Edit! It now works! But the bubbles still don't work with it...
Habby berdey