Trailmakers
austin Nov 28, 2023 @ 9:46pm
High tech on off switch.
I like the quantum rudder. but i do not like how it permanently gimps your speed . Best I've been able to get is attaching them to detachable blocks and tossing them for speed . Then repairing when i need control.

That works. But it seems so unprofessional. Maybe a way to shut it down at the source.

And while we're at it. The powered fins could use a power down as well.
They have a big hole in the middle, maybe without power to the Sci-Fi tech they let air fly right through them. Could be useful for Arial maneuver's .
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Showing 1-11 of 11 comments
alvaroping1 Nov 29, 2023 @ 1:51am 
For quantum rudders it's not possible because they already have 2 keybinds, and more than that doesn't work with the way inputs work
austin Nov 29, 2023 @ 4:38am 
Originally posted by alvaroping1:
For quantum rudders it's not possible because they already have 2 keybinds, and more than that doesn't work with the way inputs work
I figured. But i thought i would ask. Do you know a solution for my problem‽
alvaroping1 Nov 29, 2023 @ 5:27am 
Originally posted by austin:
Originally posted by alvaroping1:
For quantum rudders it's not possible because they already have 2 keybinds, and more than that doesn't work with the way inputs work
I figured. But i thought i would ask. Do you know a solution for my problem‽
detaching the blocks is the only way to remove their drag
austin Nov 29, 2023 @ 6:05am 
Originally posted by alvaroping1:
Originally posted by austin:
I figured. But i thought i would ask. Do you know a solution for my problem‽
detaching the blocks is the only way to remove their drag
Darn. Thanks anyway.
Gibson Nov 29, 2023 @ 10:00am 
Originally posted by alvaroping1:
For quantum rudders it's not possible because they already have 2 keybinds, and more than that doesn't work with the way inputs work
It would be cool if we could have 3 inputs
austin Nov 29, 2023 @ 10:40am 
Originally posted by Gibson:
Originally posted by alvaroping1:
For quantum rudders it's not possible because they already have 2 keybinds, and more than that doesn't work with the way inputs work
It would be cool if we could have 3 inputs
So true. this game has so much potential.
alvaroping1 Nov 29, 2023 @ 3:08pm 
Originally posted by Gibson:
Originally posted by alvaroping1:
For quantum rudders it's not possible because they already have 2 keybinds, and more than that doesn't work with the way inputs work
It would be cool if we could have 3 inputs
it wouldn't, because logic as a whole would break and many things that are currently possible would no longer be because they rely on how inputs work currently
austin Nov 29, 2023 @ 5:31pm 
Originally posted by alvaroping1:
Originally posted by Gibson:
It would be cool if we could have 3 inputs
it wouldn't, because logic as a whole would break and many things that are currently possible would no longer be because they rely on how inputs work currently
Makes sense.
austin Nov 29, 2023 @ 7:50pm 
Originally posted by alvaroping1:
Originally posted by Gibson:
It would be cool if we could have 3 inputs
it wouldn't, because logic as a whole would break and many things that are currently possible would no longer be because they rely on how inputs work currently

OOhhhhhh! I just thought of a solution! How about a setting in advanced configuration that allows for secondary input sets but only activated with logic.

Or maybe a breaker-box logic block that when activated controlled blocks will lose all functionality and be dead weight.
alvaroping1 Nov 29, 2023 @ 11:24pm 
Originally posted by austin:
Originally posted by alvaroping1:
it wouldn't, because logic as a whole would break and many things that are currently possible would no longer be because they rely on how inputs work currently

OOhhhhhh! I just thought of a solution! How about a setting in advanced configuration that allows for secondary input sets but only activated with logic.

Or maybe a breaker-box logic block that when activated controlled blocks will lose all functionality and be dead weight.
Doesn't work, because logic inputs and keybind inputs are indistinguishable from each other for the game. Same thing applies to the "breaker-box": it can't send an input different from what other logic blocks can send
austin Nov 30, 2023 @ 12:46am 
Originally posted by alvaroping1:
Originally posted by austin:

OOhhhhhh! I just thought of a solution! How about a setting in advanced configuration that allows for secondary input sets but only activated with logic.

Or maybe a breaker-box logic block that when activated controlled blocks will lose all functionality and be dead weight.
Doesn't work, because logic inputs and keybind inputs are indistinguishable from each other for the game. Same thing applies to the "breaker-box": it can't send an input different from what other logic blocks can send

Darn.......
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