Rubber Seals

TheEngineer shared this feedback 21 days ago
Not Enough Votes

I’d love to see rubber seals in game. Low HP but with an oversized hit box to allow sealing piston doors or other large systems using rotors and pistons when there are gaps in between blocks. And use them underwater or in pressurised environments.


Rubber seals and gaskets are a huge thing in engineering and I’d love to see some rubber products in game.

Replies (2)

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I doubt the game could handle it, and itd probably be a nightmare to code, but we didnt belive they could add planets or water in SE1, and yet. We got both planets and a watermod. So imma upvote this as it could make my Idris door airtight

Nice to have.


- https://www.youtube.com/watch?v=mCjSFenDA70

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Yeah, it might be difficult to implement. If anything, I would just accept tiny holes and gaps to be considered airtight without any gaskets. Or at least make it work by some kind of "flexible merge". After you close a door which is on a subgrid, you can have specific "soft" merge blocks on both grids. They do not merge grids together but consider the subgrid for airtightness based on gaps left between them. It can still be quite tricky to calculate, but at least you will now consider only those subgrids that you intentionally need for the airtightness.

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So if SE2's air coding is anything like SE1, this wont happen, The airtightness in SE1 still brakes sometimes.. Venting areas that are airtight, and whats talked about is like 10x-100x more complex xD

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Could be tricky but they have systems in SE1 that effectively did the same thing in reverse. We’ll have to see if the consider it!


In SE 1 they had blocks with mismatched hitbox / profiles that resulted in walls or blocks that appeared solid not being seen as airtight or allowing them to overlap slightly (blast doors where often used to hide visual gaps for example because they had mismatching visual and hit box profiles).


The same could be applied in reverse by allowing a rubber seal block to have a slightly oversized profile compared to its hit box. Whether it would be able to match across subgrids is the question but they are likely to have similar issues with the United 25cm grid system and airtightness!

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SE1 was really simple when it came to airtightness, each 8 faces of a block was asigned either airtight or not airtight

This is why some window blocks are completely open but airtight, and why blocks like the new piston was only airtight from left to right but not front to back or up and down.

It didnt have anything to do with the blocks hitbox or mesh. This is really easy to see visually using buildinfo mod.


So if SE2's air coding is anything like SE1, this wont happen

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Seal block that is airtight on all sides but only have limited mounting points only on one side would do the trick with small merge blocks. Simpler tightness calculations could be used.

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Wouldnt be able to make anything pretty with something like that tho, like in my picture of the Idris Doors, you would still need a full block gap between the "door" and the frame, otherwise the rest of the blocks would still merge to the frame and be unmergable.

Or youd have to make it so you could have that seal block replicate every block in the game, kinda like a paint/skin that would alter that blocks properties.

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