Read by Council linking the rotary block to a docked module to copy its rotation

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    hello again
    here with another wacky idea

    I was thinking it be nice to have the rotary block being able to duplicate the rotation of a docked entity by linking it to a rail docking unit
    and amplify its rotation by the number of activation modules with a max of 8 in order to *for example*

    simulate role playing servos and gearboxes
     
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    Is this not possible with logic? It sounds quite possible with logic. And not much more difficult to get right, though I probably have a different idea of how this would work than you do.

    If you want a gear box, how about a free spinning docking point? Actually, once we've got clipping worked out, a turret axis could do the trick.
     
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    what you are referring to is not copying but making two or more rotations with each its own speed
    what I want is to read out for example a turrets angle

    btw I don't want any physical contact, its just for adding the elusion of intricate mechanics
     
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    Oh you want to copy the angle, that makes more sense. I'm cool with that, yeah.
     

    nightrune

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    You can do that right now with the current logic. It would take a little work but its possible right now.
     
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    You can do that right now with the current logic. It would take a little work but its possible right now.
    logics have a delay of 0.5 seconds if your going to let logics sample on what angle a turret is it can take up to half a second for the rest to move with it

    no i want it to be as if the turret is driven by smaller wheels and I want it to be copying the angle every frame

    so if the game is running at 30 frames per second , the connected cogs must take on the turrets angle a 30 times per second

    I simply don't see logics do 30 samples per second