Stormworks: Build and Rescue

Stormworks: Build and Rescue

Not enough ratings
thrust vectoring guide (new version cuz old one was misplaced)
By a spooky house
a guide on how to do thrust vectoring, this is actually in the correct place now instead of being in ace combat guides (which was completely a mistake on my part)
   
Award
Favorite
Favorited
Unfavorite
the guide itself
step 1: take your fighter jet of your preference, and keep only 1 of the engines, put said engine in the middle of the plane and swap out the short turbine for a medium turbine, skip this last part of this step if you already have put a medium turbine in.

step 2: add 2 robotic pivots (not the compact ones, take the robotic power pivot) and place them at the tail end of the aircraft and hook them up to the engine, they should specifically be rotated 180 degrees on the Z-axis (length-wise) so its easier to do stuff.

step 3: add modular engine clutches, modular engine crankshafts and another set of modular engine clutches before the robotic power pivot leading from the engine to the pivots.

step 4 (can also be done in a microcontroller): calculation time; take an adder, and hook it up to your seat's W/S and A/D outputs respectively; if the outputs are negative, use a function block (or two) to preferentially rotate the thrust vectoring nozzles where you want them to rotate.

step 5: make the rest of the stuff for a working fighter jet and test it

step 6: congrats! you made thrust vectoring!

NOTES:
1. this is 2D thrust vectoring, you need to use a bit more brain activation for 3D thrust vectoring.
2. if this does not work for you, try testing your stuff further and optimise it.
3. originally, i thought the guide was posted on the stormworks guides section, but apparently i somehow posted it onto the ace combat 7 guides section instead, i'm pretty sure you know this. thankfully i decided to take down the old (probably unreadable and unusable) guide and make this one that is written much better than the original.