Aadd more custom turret controller options so we can set more complex cranes/arms to do welding, grinding, mining, grabbing. For example, holding control/shift keys to activate different elevation/azimuth rotors or hinges.Currently it is doable only with scripts, which are disabled on many servers and ofter require complex setup. Alternatively, we can use multiple CTC, the problem is that you cannot switch between them seamlessly, you need to "exit" one and "enter" another. It would be grreat to just switch from one to another on hotbar without exiting and without 3rd person camera changing its position.
[Custom Turret Controller] Add option to choose multiple azimuth and elevation rotors
Some turrets need multiple elevation rotors (or azimuth rotors) like for example this one:
As you can see it's a T shaped turret, with 3 rotors. The Custom Turret Controller block can't be used to control it right now, but it would be really useful. Especially if Solar Tracking is added, since many tracking solar panels designs are T shaped.
One way to implement this is to let players select a group of rotors, or alternatively use a multi-selection GUI like the one used to select guns. For each rotor selected there must be some way to invert the rotation, since the rotors face opposite directions.
Alternatively an option in the Rotor settings can be added to pair rotors. Paired rotors will move together, if one moves by some amount the other one will move by the same amount, but optionally in the opposite direction.
What I just said should also be applied to hinges.
If you agree please give a thumb up.
I like this feedback
Another cool addition would be having additional mappings. For example, instead of relying only on mouse or joystick axes, what if I want to press and hold “forward” (W) and “backward” (S) keys, or “left” (A) and “right” (D), or even “jump” (Spacebar) and “crouch” (C)?
Ideally, you should be able to use all these different “axes” to control target mechanical blocks or groups of blocks, effectively mapping input directly to a mechanical block.
For example:
The same should apply to hinges and rotors.
Say I press and hold A → the rotor rotates anticlockwise
I press and hold D → the rotor rotates clockwise
We can already do this with mouse axes, so why can’t we do it with keys?
CTC could truly become a custom input controller 🙂
Extend it to any functional block, like thrusters or wheels, and you could easily control subgrids. There is so much potential here.
There is similar suggestion about User Input Controller for SE2 in here
Another cool addition would be having additional mappings. For example, instead of relying only on mouse or joystick axes, what if I want to press and hold “forward” (W) and “backward” (S) keys, or “left” (A) and “right” (D), or even “jump” (Spacebar) and “crouch” (C)?
Ideally, you should be able to use all these different “axes” to control target mechanical blocks or groups of blocks, effectively mapping input directly to a mechanical block.
For example:
The same should apply to hinges and rotors.
Say I press and hold A → the rotor rotates anticlockwise
I press and hold D → the rotor rotates clockwise
We can already do this with mouse axes, so why can’t we do it with keys?
CTC could truly become a custom input controller 🙂
Extend it to any functional block, like thrusters or wheels, and you could easily control subgrids. There is so much potential here.
There is similar suggestion about User Input Controller for SE2 in here
This would also allow other interesting creations, such as a height-adjustable connector mounted on an arm made with two hinges operating in opposite directions. This would allow the player to lift that connector while keeping it level.
This would also allow other interesting creations, such as a height-adjustable connector mounted on an arm made with two hinges operating in opposite directions. This would allow the player to lift that connector while keeping it level.
Or if the target copy had a designater setting so that camera set to the control block would share the target within its group it ciuld work for turret grouping as well
Or if the target copy had a designater setting so that camera set to the control block would share the target within its group it ciuld work for turret grouping as well
I wanted this for a drill rig where I used double hinges to make it fold together and wanted both to open up together.
And on that note, why not add the scroll wheel for a third axis to make it even more versatile to control cranes and welders and such.
That would be so very powerful and replace many easy scripted solutions (not more advanced sure, but for a simple crane it would be quite enough with 3 levels of control.
I wanted this for a drill rig where I used double hinges to make it fold together and wanted both to open up together.
And on that note, why not add the scroll wheel for a third axis to make it even more versatile to control cranes and welders and such.
That would be so very powerful and replace many easy scripted solutions (not more advanced sure, but for a simple crane it would be quite enough with 3 levels of control.
And all the other cool things you could do if this is added, sound like a lot of fun to play around with.
And all the other cool things you could do if this is added, sound like a lot of fun to play around with.
Yesssssss we need this, every turret script has dual elevation options, but the vanilla doesn't, this negates so many cool design possibilities!
Yesssssss we need this, every turret script has dual elevation options, but the vanilla doesn't, this negates so many cool design possibilities!
I would say just allow it to control groups of hinges/rotors. Then I could use it instead of Marts for things.
I would say just allow it to control groups of hinges/rotors. Then I could use it instead of Marts for things.
Until then, I suppose we have to make do with rotors that have a center hub and a conveyor port on both ends of the shaft, like nukeguard's Dual Head 1x1 Advanced Rotor https://steamcommunity.com/sharedfiles/filedetails/?id=1525239926, at least for those turrets.
Until then, I suppose we have to make do with rotors that have a center hub and a conveyor port on both ends of the shaft, like nukeguard's Dual Head 1x1 Advanced Rotor https://steamcommunity.com/sharedfiles/filedetails/?id=1525239926, at least for those turrets.
I have built a lot of custom turret arms and the major problem was always about how to controll more hinges or rotors.
Like this 2 hinges arm connected to the rover. It is a pain to control rigth now because you can select only one of them. So you end up constantly switching in control panel or add another to the hotbar with options to increase/decrease velocity, but it is far from perfect.
What I always wanted to do is to build a successful mining arm. It works but it falls far behind other mining startegies mainly becasue of cumbersome controls and becasue you CANNOT use right mouse button to mine bigger radius around the drill while controlling the turret. Please fix it.
I have built a lot of custom turret arms and the major problem was always about how to controll more hinges or rotors.
Like this 2 hinges arm connected to the rover. It is a pain to control rigth now because you can select only one of them. So you end up constantly switching in control panel or add another to the hotbar with options to increase/decrease velocity, but it is far from perfect.
What I always wanted to do is to build a successful mining arm. It works but it falls far behind other mining startegies mainly becasue of cumbersome controls and becasue you CANNOT use right mouse button to mine bigger radius around the drill while controlling the turret. Please fix it.
Similar suggestion here
Similar suggestion here
When you take control of a CTC in third person, the camera should not move. It should stay exactly where it was before taking control.
You should also be able to take control of another CTC without exiting the previous one. If you have multiple CTCs on your hotbar, you should be able to switch between them simply by activating the corresponding hotbar slots.
Again, when in third person, switching or activating CTCs should not affect the camera.
These are small changes, but they would significantly improve the experience of controlling complex mechanisms—such as mechanical arms, cranes, and mechs—using only vanilla CTC.
When you take control of a CTC in third person, the camera should not move. It should stay exactly where it was before taking control.
You should also be able to take control of another CTC without exiting the previous one. If you have multiple CTCs on your hotbar, you should be able to switch between them simply by activating the corresponding hotbar slots.
Again, when in third person, switching or activating CTCs should not affect the camera.
These are small changes, but they would significantly improve the experience of controlling complex mechanisms—such as mechanical arms, cranes, and mechs—using only vanilla CTC.
Another cool addition would be having additional mappings. For example, instead of relying only on mouse or joystick axes, what if I want to press and hold “forward” (W) and “backward” (S) keys, or “left” (A) and “right” (D), or even “jump” (Spacebar) and “crouch” (C)?
Ideally, you should be able to use all these different “axes” to control target mechanical blocks or groups of blocks, effectively mapping input directly to a mechanical block.
For example:
The same should apply to hinges and rotors.
Say I press and hold A → the rotor rotates anticlockwise
I press and hold D → the rotor rotates clockwise
We can already do this with mouse axes, so why can’t we do it with keys?
CTC could truly become a custom input controller 🙂
Extend it to any functional block, like thrusters or wheels, and you could easily control subgrids. There is so much potential here.
There is similar suggestion about User Input Controller for SE2 in here
Another cool addition would be having additional mappings. For example, instead of relying only on mouse or joystick axes, what if I want to press and hold “forward” (W) and “backward” (S) keys, or “left” (A) and “right” (D), or even “jump” (Spacebar) and “crouch” (C)?
Ideally, you should be able to use all these different “axes” to control target mechanical blocks or groups of blocks, effectively mapping input directly to a mechanical block.
For example:
The same should apply to hinges and rotors.
Say I press and hold A → the rotor rotates anticlockwise
I press and hold D → the rotor rotates clockwise
We can already do this with mouse axes, so why can’t we do it with keys?
CTC could truly become a custom input controller 🙂
Extend it to any functional block, like thrusters or wheels, and you could easily control subgrids. There is so much potential here.
There is similar suggestion about User Input Controller for SE2 in here
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