安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题










You can use the Release command, or open the script, in the first lines you have a boolean to switch to auto-release the rotor after each command
I also separate pFactor for Rotor and for Pistons, Pistons are clearly more delicate to get a smooth stop.
- New feature : Position of all handled actuators is now published on LCD Screens tagged "ActuatorState"
- New function FORCE to manually set a speed move to actuator
- New function RELEASE to stop script handling on an actuator
- Possibility to automatically release an actuator after move with a command line at beginning of the script
- Possibility to set a by default max speed at beginning of the script
- SWING function fixed for Rotors
- By default positionning setting is now more nervous.
I will soon add an update with :
- LCD feature to list actuator handled with position
- Release function to stop forcing actuator position after move (could help for your problem)
- Save/Restore actuator setup to not lose every command at each gaming session
I'd love to have a drill head that, when in use, just continously spins and then "parks" itself at a specific angle when done.
The second half I can do with the script, the first half I can't :D