i'll need to confirm exactly how but there will be some way speed will be controlled. In one of the layouts at least.
Also someone asked about movement. You will be able to move in all 3 axis on rails.
Comr4de and the others have gotten it right. Schine has always talked with community members we know who are well versed and engaged in a particular area. I for one talk often to a couple community members I know are well versed in logic to run some new ideas by them as sometimes I miss things...
Sven_The_Slayer is correct, currently the way the metadata for the gravity module isn't designed to forward on through logic circuits so there's a restriction in place with their interaction with logic. This is something we aim to fix at some point
The one issue with that Sven is that the rail system is designed so that the docking block you use to dock to a rail is the defining pivot point and detection point for that entity. At the moment the rail system is built to have any detection based off the position of the docking block, but if...
i know right, i put a lot of time into writing that thing ;)
But yeah, AI at some point will have logic control for it, just don't know when that's planned to happen.
We have just had a period of performance updates and optimizations. While there still might be some bugs, it should act a lot more stable than it was a year ago.
the rails system design will not only include linear movement but also rotational, all these blocks will be able to be orientated. so if you can piece it together in your head then you'll be able to build it
You could easily have a docking point built into your floor that raises up when it detects a ship or when you push a button and then it detects when it locks
You probably will find you will get a better effect if you used a rotational block on the side in the center of your pivot, than trying to run tracks around. At this stage we have no intention of adding rail wedges.
You will be able to use an adjacent activation module to detect when a dock...
I think it adds a whole other level of complicated mechanics to think about when adding the docking forces. I've continued to say magnets as that describes the movements and actions/reactions seen in the system, but they could quite easy be described as tractor beams and coupling mechanisms...
Ah okay, that will depend what happens with the thrust update that will happen in the future.
Angle/wedge docks will come down to what schema thinks is possible performance wise as it introduces new orientations.
we've moved away from blocks being created out of nothing to move us towards a more practical economy, hence why ship blueprints are loaded in using blocks, not the old credits system. As such this probably won't become a part of the game.
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