Alignment-Rails are invisible, walk-through and also work as "tram-system"
For ships, they can guide them through the hangar to the dock.
For ships, they can guide them through the hangar to the dock.
Ships align to match their centre to such a line and follow it with their centre, eventually to a dock.
The mass doesn't count, the ship follows the path by itself, aligning itself to the ship which provides alignment-rails and issues AI orders a gradual stop before hitting the end of that line, with an error margin of 0.5 blocks max.
As player, walking inside them pushes you at high speeds into their direction. Only the knee-position's block-type counts.Any movement while alignment is issued cancels it and resets the cooldown to 5 seconds.
Any movement while alignment is not issued does not reset the cooldown (so you can issue a flight into these and release your controls before hitting).
Any movement while alignment is not issued does not reset the cooldown (so you can issue a flight into these and release your controls before hitting).
The mass doesn't count, the ship follows the path by itself, aligning itself to the ship which provides alignment-rails and issues AI orders a gradual stop before hitting the end of that line, with an error margin of 0.5 blocks max.
This allows much faster movement along long lines.
This means that upon entering their volume, you can have inverse fall direction…
…just like overriding gravity until you stand on top of the topmost of these.
They can also be used as a tram-system-replacement without many logic blocks.
When facing upwards, they act like these ___-lines in Super-Mario, only one-way passable instead of bumping you down and up indefinitely.
You can be picked up by a ship having these - like the UFOs in movies which throw a beam of light from their centre to the ground below.
Differences summarized:…just like overriding gravity until you stand on top of the topmost of these.
They can also be used as a tram-system-replacement without many logic blocks.
Unlike gravity modules, they don't change your viewpoint and automatically stop affecting you when you leave the volume of effect.
When facing upwards, they act like these ___-lines in Super-Mario, only one-way passable instead of bumping you down and up indefinitely.
You can be picked up by a ship having these - like the UFOs in movies which throw a beam of light from their centre to the ground below.
Easier setup : Just a Button should reverse direction. Few other logic is required most times.
Functionality : Different applications (mass doesn't matter, but no turrets/rotation + need for thrusters on moving entity)
Player-Interaction
Functionality : Different applications (mass doesn't matter, but no turrets/rotation + need for thrusters on moving entity)
Player-Interaction