Improved Gravity-Aligned Placement Mode (Should Allow Precise Rotation)

Star_Kindler shared this feedback 22 days ago
Not Enough Votes

Current behavior: when gravity-aligned placement mode is selected, I can only rotate the block I am placing by 90 degrees at a time, so it is impossible for me to build with a specific rotation unless I disable gravity-aligned placement mode, where it is then very hard to align perfectly to gravity.

Desired behavior: when gravity-aligned placement mode is selected, I can rotate the block by any amount I choose perpendicular to the gravity direction, but every other direction is limited by 90 degrees. So, I can choose the exact direction I want my build to face, while still always remaining aligned to gravity. In other words, I want the "top" of the block to remain aligned with gravity, while I can precisely tune the "front" as I wish, as if the block is stuck on a rotor that is aligned with gravity, but I can turn the rotor to whatever angle I want. Of course, this should still allow the existing 90 degree rotation for other directions, but what I want is freedom for the perpendicular to gravity axis.

Replies (1)

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this should be a bug report tbh. I'm gunna write one up so don't worry about it.

also i made an in-depth post about the whole rotation system.

https://support.keenswh.com/spaceengineers2/pc/topic/50625-new-grid-block-rotation-doesnt-work-well

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What makes you think it's a bug? This is exactly how it's worked in SE1 for years. Unless it's bugged in SE1 too. But I really think this is "working as intended", and so a request to change that would fall under feedback.

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@Star_Kindler I just popped back into SE1 to confirm, my bad I didn't realize the gravity alignment did that I always had it auto align in free rotation somehow. Thing that bugs me though in SE2 even if its aligned you cant rotate it because unlike SE1, free rotation follows the player camera rather than block orientation. Block orientation based rotation would make this problem not as bad.

p.s. Went back again and noticed rotation is half block orientation half camera angle based.

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