Rail rotators - turn in direction of the rail-slave

    NeonSturm

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    Rail rotators - turn in direction of the rail-slave
    Code:
    → → → O → → →
    . . /
    . /
    X

    If an entity reaches rail block "O" and "O has X slaved", a "docked entity turns toward X" when it reaches the O-rail

    More than just 45° steps and easier to use.


    If you have multiple X, only active X count.
    ((the spin direction depends on closest angle))
     
    Last edited:

    Calhoun

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    This is so hard to understand that I still don't know exactly what you're asking for.
     

    MeRobo

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    This is so hard to understand that I still don't know exactly what you're asking for.
    "→ → → O → → →" is representing a rail, "→" being a rail basic and "O" being a rotator
    "X" is the block slaved to the rotator.
    "/" is the line from "O" to "X", therefor showing the way the docked entity faces once it reached "O"
    However, I'm not sure whether the "." have any meaning.
    NeonSturm may want to add to this and/or correct me if I missunderstood something.
     

    Calhoun

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    "→ → → O → → →" is representing a rail, "→" being a rail basic and "O" being a rotator
    "X" is the block slaved to the rotator.
    "/" is the line from "O" to "X", therefor showing the way the docked entity faces once it reached "O"
    However, I'm not sure whether the "." have any meaning.
    NeonSturm may want to add to this and/or correct me if I missunderstood something.
    Thank you
     
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    He is saying that you should be able to slave rail rotators to blocks, and so when the entity reaches the rail rotator, it turns towards the slave.

    Given my knowledge of SM's features, this may be impossible. Not sure.
     

    Thalanor

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    or just let us press 'r' on a rotator and we can enter the amount of rotation manually. Maybe even with a nice sliderbar or so
    Schema hates menus. A structural solution has the best chances.
     

    jayman38

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    Frankly, this is a great idea, to get custom rotation angles. People have wanted different rotation angles ever since the rotors first came out in dev. And it would be so simple to do. Even on separate entities, which can create some really interesting machinery.

    Find the angle from rotor to slave target, from the rotor's frame of reference. Drop rotor axis vector (i.e. rotor entity "Y" vector). The target direction is the angle resulting from the remaining two vectors ("X" and "Z" from the rotor axis). Starmade's codebase surely has functions to support this math.