Turret Creation workflow
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Turret Creation workflow
Ok so I am not convinced by the turret creating workflow. I have only redone it once, so it seems that I will need more iteration to get it right
So for now here is how it works :
it goes like this :
Now what I dont like with this system is that it not really logical, not very modulable (what if you want to do it on block, or have a vertical rotator first ect), and it takes two differents rotator. The code behind is also messy - but you dont care.
So the system I was having in mind goes as below:
So with this system there will be simply one specific brick/block turret, all other rotator/joint being generic. This computer will overdrive the rotator basically. In term of number of steps it could actually be a bit longer, but I think it would make for sense. And you could mix up block and brick, use any rotator you want (as I plan to add more, and even ball joint for compact design), but also you could put you turret in a retracted position as as soon as you exit the control the rotator re-become normal system that can be controlled by usual logical signal.
Tell me what you guys think of it, if you have other ideas, and if you have some specific use case in mind. I would like to test my idea on paper with you so I dont loose time making and remaking crappy system all over again
Also I plan to use a similar system for robot / mechas, a brick with 5 buttons : one to be linked to the head, and 4 to be linked to the limbs. So I could re-use the techno I do for that ^^
So for now here is how it works :
- You build a horizontal brick rotator and build a base
- Then you build a vertical rotator, and build the turret itself (with weapon and camera as you want)
- You link a stick controller to the first horizontal rotator.
it goes like this :
Now what I dont like with this system is that it not really logical, not very modulable (what if you want to do it on block, or have a vertical rotator first ect), and it takes two differents rotator. The code behind is also messy - but you dont care.
So the system I was having in mind goes as below:
- You will build you turret as you want, from generic rotator or ball joint, like the rotator block used in other mecanism.
- If you want two axis simply put a second rotator on the first children entity.
- Then place somewhere, on the turret itself or in the ship, a newly created turret computer block.
- On this block they will be two output buttons, one to be linked to what you want to be the horizontal axis, the other being the vertical axis. This block will override the standard input logic of the rotator, so that the player can control them with his mouse directly !
- Then link a command or activate the computer directly.
So with this system there will be simply one specific brick/block turret, all other rotator/joint being generic. This computer will overdrive the rotator basically. In term of number of steps it could actually be a bit longer, but I think it would make for sense. And you could mix up block and brick, use any rotator you want (as I plan to add more, and even ball joint for compact design), but also you could put you turret in a retracted position as as soon as you exit the control the rotator re-become normal system that can be controlled by usual logical signal.
Tell me what you guys think of it, if you have other ideas, and if you have some specific use case in mind. I would like to test my idea on paper with you so I dont loose time making and remaking crappy system all over again
Also I plan to use a similar system for robot / mechas, a brick with 5 buttons : one to be linked to the head, and 4 to be linked to the limbs. So I could re-use the techno I do for that ^^
Re: Turret Creation workflow
this would be great if joystick support would be implemented
Remitorm Darkwind- Posts : 86
Join date : 2016-12-17
Location : Cambridge, United Kingdom
Re: Turret Creation workflow
Remitorm Darkwind wrote:this would be great if joystick support would be implemented
Joystick integration is something I wanted to tackle for the exploration phase.
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