So hopefully one of the features that will be added soon is mechanical blocks - blocks that allow shipbuilders to make vents that open, missile hatches, doors, and any and all cool moving bits of a ship.
So 3 types of blocks (actually would be 5)
First would be purely cosmetic: exposing glowy bits, weapons, maybe some types of s-foils, vents, you get the idea. For this you wouldn't care if the physics engine proceeded to ignore the pieces moving around, but you get the idea. The blocks that appear to be moving around would, according to the engine, simply stay in place.
Comes in both rotational (Rotor) and translational (Rail) flavors.
Second would be if you want to make moving hanger doors, physical elevators, or a working mech. This would require power, and involve the physics engine as well. You would also be able to move docking ports or weapon outputs using this. (Making proper, not-tilting-into-the-ship turrets).
The sections that move would retain their adjacency to blocks they touch in the zero position. In other words, if you have a door section with a power line running through it your power will not be affected by the door size. However, bounding box and docking size would probably have to be expanded based on the range of motion of the rail/rotor.
The final way: So you know the puddle jumper from Stargate: Atlantis? The shuttlecraft that retracts engines when going through a stargate or parking? Basically this would allow you to "draw in" components to allow you to fit in a smaller docking area, or just go through a small hole. The idea is to "remove" blocks while remembering their position so they can be "placed back" when needed. The mass of the ship would remain unchanged, but adjacency would get removed by this. This would allow to dock in smaller areas.
So 3 types of blocks (actually would be 5)
First would be purely cosmetic: exposing glowy bits, weapons, maybe some types of s-foils, vents, you get the idea. For this you wouldn't care if the physics engine proceeded to ignore the pieces moving around, but you get the idea. The blocks that appear to be moving around would, according to the engine, simply stay in place.
Comes in both rotational (Rotor) and translational (Rail) flavors.
Second would be if you want to make moving hanger doors, physical elevators, or a working mech. This would require power, and involve the physics engine as well. You would also be able to move docking ports or weapon outputs using this. (Making proper, not-tilting-into-the-ship turrets).
The sections that move would retain their adjacency to blocks they touch in the zero position. In other words, if you have a door section with a power line running through it your power will not be affected by the door size. However, bounding box and docking size would probably have to be expanded based on the range of motion of the rail/rotor.
The final way: So you know the puddle jumper from Stargate: Atlantis? The shuttlecraft that retracts engines when going through a stargate or parking? Basically this would allow you to "draw in" components to allow you to fit in a smaller docking area, or just go through a small hole. The idea is to "remove" blocks while remembering their position so they can be "placed back" when needed. The mass of the ship would remain unchanged, but adjacency would get removed by this. This would allow to dock in smaller areas.