Rotor Controls - Add "Rotate CW" and "Rotate CCW"
Submitted
Pistons currently have controls for "Extend", "Retract", and "Reverse", as well as others. Rotors only have "Reverse". Please add "Rotate CW" (clockwise) and "Rotate CCW" (counter-clockwise) to the control list for greater versatility.
Yea, currently we have to use one TB to cover clockwise roration other for ccw and 3rd for reseting darn thing, this is insane.
Yea, currently we have to use one TB to cover clockwise roration other for ccw and 3rd for reseting darn thing, this is insane.
I’d sure like to see this implemented.
I’d sure like to see this implemented.
This, and preferably also a visible arrow on the model to indicate which way is considered CW: as seen from the "motor block" towards the actual rotating part, or when looking at the rotating part in the direction of the motor block?
Voted!
This, and preferably also a visible arrow on the model to indicate which way is considered CW: as seen from the "motor block" towards the actual rotating part, or when looking at the rotating part in the direction of the motor block?
Voted!
It's really needed, I can't make my retractable loading platform work properly without it or withot scripts.
I men, that and many other things.
It's really needed, I can't make my retractable loading platform work properly without it or withot scripts.
I men, that and many other things.
Yes, this is really something that absolutely should be in the game. Although rather than clockwise and counterclockwise, I think "rotate positive" and "rotate negative" work a bit better.
Without this, it's impossible to set up reliable controls via timer blocks, it's only possible using programmable blocks, because there's no way to get the initial state of the rotor (or hinge) in a timer block. So there's no way to know which direction it is currently set to rotate. Being able to reverse it doesn't help, because there's no way to find out if I need to reverse it in order for it to go in the direction I want it to go.
Alternatively (and even better) allow us to type in a specific velocity argument when adding a "rotate rotor" command to an action slot, like we do with programmable blocks. Use "rotate with default velocity" to simply rotate at the current rotor velocity setting, just like "run with default argument" for a programmable block.
And, still along these same lines, the lock on/off toggle action also needs to be split up into "lock on", and "lock off", for exactly the same reason. There's currently no way to know if a rotor/hinge is locked in a timer block, so being able to only toggle the lock is insufficient.
Yes, this is really something that absolutely should be in the game. Although rather than clockwise and counterclockwise, I think "rotate positive" and "rotate negative" work a bit better.
Without this, it's impossible to set up reliable controls via timer blocks, it's only possible using programmable blocks, because there's no way to get the initial state of the rotor (or hinge) in a timer block. So there's no way to know which direction it is currently set to rotate. Being able to reverse it doesn't help, because there's no way to find out if I need to reverse it in order for it to go in the direction I want it to go.
Alternatively (and even better) allow us to type in a specific velocity argument when adding a "rotate rotor" command to an action slot, like we do with programmable blocks. Use "rotate with default velocity" to simply rotate at the current rotor velocity setting, just like "run with default argument" for a programmable block.
And, still along these same lines, the lock on/off toggle action also needs to be split up into "lock on", and "lock off", for exactly the same reason. There's currently no way to know if a rotor/hinge is locked in a timer block, so being able to only toggle the lock is insufficient.
Would be good for Hinges too
Would be good for Hinges too
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