So long as the back-face of the thruster isnt exposed it wont produce a thruster plume by default. I used to use thruster hallways, but I have found much better alternatives (And keeping thrusters to the floor/ceiling only where their back faces are hidden)How does the update effect thrusters used in interiors? Will my thruster hallways look funny now?
Thanks for bringing that up. Looks like we have a conflict between 2 mechanics. Most likely we'll end up disabling this logic addition for rotators then, perhaps some "config" block later could help too but that might just complicate things too much.hmm what about rail rotators? They use C on themselves and v on activators already to change the degrees they turn at.
True, it's not perfect. It's still using old mechanics in some places so only acceleration will trigger a plume, and the starting length will depend on the velocity. It makes some sense really, if you're coasting at 250 m/s you're not firing your thrusters. Still, Starmade is anything but realistic and I don't think we want to go into that direction ^^ I think most here would prefer cooler looking thrusters over realistic ones, and if needed we can always make a config option for it.I still have to complain about thruster plumes. They go out both at high speed without acceleration and low speed with full acceleration. They should depend on either speed or acceleration, but not both, that's unlogical.
Correct, that's a bug.Changing sectors also refreshes the effect checking, IIRC... Not certain, though.
Just remove velocity dependence, and make it depend strictly on whether or not you are actually firing your thrusters. That way it at least won't look silly.True, it's not perfect. It's still using old mechanics in some places so only acceleration will trigger a plume, and the starting length will depend on the velocity. It makes some sense really, if you're coasting at 250 m/s you're not firing your thrusters. Still, Starmade is anything but realistic and I don't think we want to go into that direction ^^ I think most here would prefer cooler looking thrusters over realistic ones, and if needed we can always make a config option for it.
I don't have bloom on in general but I see the issue.Would it be possible to have a second thruster, flare, etc graphics option that uses the old beacon technique? The bloom effect from the new thruster effects is so demanding that I can't play with bloom on even the lowest setting anymore!
Wouldn't this be a bit weird, though? You don't need to keep your thrusters on in space unless you're slowing down or speeding up.The only issue I have with the thrusters is that you have to be accelerating in order to see the plumes. Any chance that it can be made to show the plumes when the ship is in motion?
Add a NOT gate.Love the sensor blocks. Curiously is there a way of turning there true condition to be Less Than X as opposed to Equal/More Than X?
Same as above with a shitload of deactivated activators and a single active one. :pEqually someone might remind me about an alternative method of indicating a crate is completely empty instead of not full!
You act as though space is a complete void. It isn't. There are also gravitational pulls in every which way direction that would require thrust being added to stay on the correct path.Wouldn't this be a bit weird, though? You don't need to keep your thrusters on in space unless you're slowing down or speeding up.
I've been able to make thrusters stay turned on before, but I forget how. I was some kind of rail glitch, though. There's beacons, too.