- Joined
- Dec 10, 2017
- Messages
- 205
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- 176
What I mean is that Rail Rotators can only rotate 45, 90, 135, 180, 225, 270, 315, and 360 degrees at the current time. This is based solely off of the total number of active Activator Modules connected to the Rail Rotator. What I'm suggesting is the ability to make these rotations much more precise by adapting the Rail Speed Controller's features, which will make rail rotation determined by the ratio of active to inactive Activator Modules linked to the Rail Rotator.
For example, if you have 1 active and 1 inactive Activator Module linked to a rail rotator, it will rotate docked entities 180 degrees. If you have 1 active and 3 inactive Activator Modules, it will rotate 90 degrees. If you have no Activator Modules linked to the Rail Rotator, docked entities will rotate continuously. And if you have Activator Modules linked, but none of them are active, there will be no rotation.
Another addition to this is that instead of rotating docked entities only when they dock, Rail Rotators will update the amount of rotation every time a linked Activator Module is activated or deactivated. This will allow for a lot more interesting builds that use rotating and moving pieces.
For example, if you have 1 active and 1 inactive Activator Module linked to a rail rotator, it will rotate docked entities 180 degrees. If you have 1 active and 3 inactive Activator Modules, it will rotate 90 degrees. If you have no Activator Modules linked to the Rail Rotator, docked entities will rotate continuously. And if you have Activator Modules linked, but none of them are active, there will be no rotation.
Another addition to this is that instead of rotating docked entities only when they dock, Rail Rotators will update the amount of rotation every time a linked Activator Module is activated or deactivated. This will allow for a lot more interesting builds that use rotating and moving pieces.