[New Feature] Gears & Things
Back in 18 Sep, 2014 MechanizedIT posted what was definitely a real interesting mod called:
Mech's Mods: Gears & Things
- https://steamcommunity.com/sharedfiles/filedetails/?id=315432320
This mod Contained tons of cool concepts that might be more realistic now with vrage 3:
Looking at what was included was:
Gears
Rack
Rail
Hinge (before we got the hinge)
Spindle Assembly
Tank Tracks
With tons of planned features that unfortunately never came to fruition:
Bevel Gear
Worm Gear
Shaft
U-Joint
Ball Joint
Sprocket
Chain
Crawler Tracks
Threaded Shaft & Tapped Block (nuts & Bolts)
Curved Rack
Curved Rail
Pintle Hitch
Rotor Part Gears
Wheel Part Gears
This feedback post is mainly to highlight that there is a ton of features that would benefit the game by including some items from Mech's Mods: Gears & Things in SE2 that a simple piston, rotor and hinge just cant do as well in large scale
In SE1 motors are used as pivots, do you see a need for an unpowered pivot(no motor) or axles that could work as a pivot for multiple joints?
In SE1 motors are used as pivots, do you see a need for an unpowered pivot(no motor) or axles that could work as a pivot for multiple joints?
I can see some gameplay enhancements if gears (especially of smaller size) were added to the game:
1. Large unpowered doors.
2. Water wheel.
3. More complicated mechs, ground systems.
4. Unpowered moving furniture (especially if 25cm parts were implemented.)
I can see some gameplay enhancements if gears (especially of smaller size) were added to the game:
1. Large unpowered doors.
2. Water wheel.
3. More complicated mechs, ground systems.
4. Unpowered moving furniture (especially if 25cm parts were implemented.)
We need that plz
and also we need bearing ball plz
We need that plz
and also we need bearing ball plz
As someone who has spent a lot of time creating modded pistons, rotors, and wheel suspensions, what we actually need is a generic Mechanical Block subtype, and then we differentiate between them using adjustable properties on the subgrid dummy itself, like to tell it whether it spins or slides and on what axis. Tie the terminal controls to the capabilities.
With the new data driven structure this should be easy to accomplish
As someone who has spent a lot of time creating modded pistons, rotors, and wheel suspensions, what we actually need is a generic Mechanical Block subtype, and then we differentiate between them using adjustable properties on the subgrid dummy itself, like to tell it whether it spins or slides and on what axis. Tie the terminal controls to the capabilities.
With the new data driven structure this should be easy to accomplish
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