Yo.
So playing around with rotors, I've noticed that it is hard to get the angle of rotation that you want sometimes, sometimes even causing great design issues that make you have to rework some parts in a complicated. Most solutions to this involve having a smaller Angle increment, more blocks to link and control the angle, and even use of a GUI screen.
My suggestion is for a single block to be slaved to a rotor (say a button) that changes how it rotates. So long as it is receiving a Active signal, the rotor will turn, but will stop as soon as the signal is cut. This would allow those who want more advanced play with rotors would use area triggers to cut the signals when the rotor reaches it's destination, but leaves the basic rotor systems we have now for those that don't need the finer control.
Just one of my random thoughts I have trying to sleep.
So playing around with rotors, I've noticed that it is hard to get the angle of rotation that you want sometimes, sometimes even causing great design issues that make you have to rework some parts in a complicated. Most solutions to this involve having a smaller Angle increment, more blocks to link and control the angle, and even use of a GUI screen.
My suggestion is for a single block to be slaved to a rotor (say a button) that changes how it rotates. So long as it is receiving a Active signal, the rotor will turn, but will stop as soon as the signal is cut. This would allow those who want more advanced play with rotors would use area triggers to cut the signals when the rotor reaches it's destination, but leaves the basic rotor systems we have now for those that don't need the finer control.
Just one of my random thoughts I have trying to sleep.