Starship EVO

Starship EVO

View Stats:
Decanus Jul 29, 2023 @ 5:33pm
Rotation
Think i am missing something but can we only rotate on a single axis based on the direction of the face of the block we are aimed at, i have tried the shift-r and changing to the Q and E keybindings but all that does is reverse the order of rotation
< >
Showing 1-15 of 19 comments
Indrasil Jul 29, 2023 @ 11:53pm 
Yeah, that's for simplicity's sake.
You have to build temporary scaffolding that provides different planes of rotation.
Decanus Jul 30, 2023 @ 2:57am 
How do I then connect the item to say a hinge or piston to create an opening canopy after I remove the scaffolding when tried that before posting the canopy was connected to the scaffolding and not the piston or rotor, is there a "weld" tool of some description
TIKI Jul 30, 2023 @ 7:49am 
in Sevo blocks dont have to be actually touching each other to work, if you delete the scaffolding your ships canopy wont just fall off so long as the scaffolding was built off the rotor or whatever itll be part of that child entity and anything built off of that scaffolding will also be part of that child entity, altho you could also just use the copy paste tool but its easier to just place a few temp blocks
Last edited by TIKI; Jul 30, 2023 @ 7:50am
ProPeach Jul 30, 2023 @ 11:57am 
Originally posted by Decanus:
How do I then connect the item to say a hinge or piston to create an opening canopy after I remove the scaffolding when tried that before posting the canopy was connected to the scaffolding and not the piston or rotor, is there a "weld" tool of some description
It sounds like you didn't place the canopy/scaffolding bricks on the moving part of the hinge. Place them on the top part and then build off of there
Far-Seeker Aug 1, 2023 @ 12:51pm 
Originally posted by Indrasil:
Yeah, that's for simplicity's sake.
You have to build temporary scaffolding that provides different planes of rotation.
I suppose in space this usually isn't necessary as well.

I do think Emperyon did a decent job with having a fairly intuitive way to flip through different axes of rotation.
FuryoftheStars Aug 2, 2023 @ 7:58pm 
Originally posted by Far-Seeker:
Originally posted by Indrasil:
Yeah, that's for simplicity's sake.
You have to build temporary scaffolding that provides different planes of rotation.
I suppose in space this usually isn't necessary as well.

I do think Emperyon did a decent job with having a fairly intuitive way to flip through different axes of rotation.
Perhaps, but the inability to have blocks overlap (so you can't put lights on a slope or into the same block space as a ladder, as examples) isn't.

So far, of the games I've played with block building, Avorion has by far been the best. If I weren't so jaded from their 2.0 changes, I'd still be playing it.
seehp Aug 17, 2023 @ 7:06am 
I think there should be at least one secondary rotation axis. The current scaffolding method is annoying at best and often just destructive, when you have to remove parts of your ship to get a part to the right orientation.
Musashi917  [developer] Aug 22, 2023 @ 6:33pm 
okay guys so I am just curious, do you need scaffolding often? For what use case? From what I can think it was only when wanting to place a wedge (or similar shape) on the side, not on its base. Most other blocks have a natural base to them (like you place a seat on the ground), so I always felt it was an edge case.
I definitely don't want a system with 6 keys, I can't figure it out myself - but there are other solution I just want to understand the user case well.
Indrasil Aug 22, 2023 @ 9:34pm 
It's not an edge case at all. I can confidently say that a solid 1/4 of the blocks I place, I need scaffolding for.
I would like to propose a solution. Holding R and scrolling the mouse wheel would rotate a brick like it does now. Holding Shift+R and scrolling the mouse wheel would rotate it along a different plane. Two planes of rotation would be enough to skip the scaffolding and would not introduce any more keybinds, aside from the scroll wheel, which the players use anyway, but in this instance, its use would be contextual. I've been told that StarMade uses a similar solution. We would need some UI arrows to appear around the block the moment the block rotation context is engaged, for the player to clearly understand, which way the block will turn upon each keybind combo.
Last edited by Indrasil; Aug 22, 2023 @ 9:54pm
Houseplant Aug 23, 2023 @ 3:31am 
Originally posted by Musashi917:
okay guys so I am just curious, do you need scaffolding often? For what use case? From what I can think it was only when wanting to place a wedge (or similar shape) on the side, not on its base. Most other blocks have a natural base to them (like you place a seat on the ground), so I always felt it was an edge case.
I definitely don't want a system with 6 keys, I can't figure it out myself - but there are other solution I just want to understand the user case well.

Scaffolding is absolutely needed. I use it very often to build using CE's, or to get a blueprint into the corrent postion, align/measure things. So I doubt it is an edge-case at all.
Cassian Aug 23, 2023 @ 10:28am 
Originally posted by Far-Seeker:
Originally posted by Indrasil:
Yeah, that's for simplicity's sake.
You have to build temporary scaffolding that provides different planes of rotation.
I suppose in space this usually isn't necessary as well.

I do think Emperyon did a decent job with having a fairly intuitive way to flip through different axes of rotation.

agreed
Gristle Aug 24, 2023 @ 5:59am 
Originally posted by Indrasil:
It's not an edge case at all. I can confidently say that a solid 1/4 of the blocks I place, I need scaffolding for.
I would like to propose a solution. Holding R and scrolling the mouse wheel would rotate a brick like it does now. Holding Shift+R and scrolling the mouse wheel would rotate it along a different plane. Two planes of rotation would be enough to skip the scaffolding and would not introduce any more keybinds, aside from the scroll wheel, which the players use anyway, but in this instance, its use would be contextual. I've been told that StarMade uses a similar solution. We would need some UI arrows to appear around the block the moment the block rotation context is engaged, for the player to clearly understand, which way the block will turn upon each keybind combo.

Needing Scaffolding is not an edge case at all. I like Indrasil's suggestion for how to handle this.
Musashi917  [developer] Aug 24, 2023 @ 5:02pm 
Yeah that hold Shift-R plus scrollwheel could work. Actually I could simply do just hold R plus scrollwheel, it would make more sense. I am adding that to my to-do list, I will give it a shot.
seehp Aug 26, 2023 @ 3:34am 
Cool, thanks!

Hold R might also be good. Or simply add a customisable modifier key :D
Last edited by seehp; Aug 26, 2023 @ 3:35am
av.wright Aug 23, 2024 @ 2:56am 
This is still an issue, particularliy for rotating things like cockpit canopies.
< >
Showing 1-15 of 19 comments
Per page: 1530 50