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报告翻译问题






Preferable a 1x1 or 1x2 size. >w<
This should be inverted; more charge = faster spin, because more available power.
-is this correctly formulated, bc it would be awesome with a "spool-up" version.
(like others say below)
cheers
Simply create your own model, and set a dependency on this mod, and it'll work.
If there's more you'd like to do, let me know. I might be able to make some changes.
@Zatch E'Olivers(zeo3434), Possibly, check with a vanilla world with only this mod added.
the ring of the jump module when desactivated, in charge, or fully charged don't move.
so, the mod is loaded, but don't work correctly.
I use the vanilla jump module of course.
i have installed and use Capital Jump drive on the same map, maybe it's a conflict between these two mod ?
But that was gif
lol.
if nobody else has this problem then its more than likely other mods messing with this one but still amazing! animated block mods are heckin cool
At it's very basics, it's a mechanical visual shorthand that is a lot easier to parse at a glance than a charged device being idle, because those ideas are fundamentally contradictory. Especially if it has to spin to charge itself, it's going to HAVE to get faster until it's holding a consisting RPM to maintain the peak charge and then discharge the whole lot in one big burst to execute the Jump. A device suddenly starting at full-speed and slowing down doesn't make sense at all.
Also, having them constantly sitting at full-speed adds a nice visual detail to any engine room instead of just stationary blocks. Not to mention that a lot of people probably just encase them in the hull anyway, so it's really a non-issue either way.
1) I didn't want to have a fast idle animation, which the jump drive would be in 90% of the time.
2) I wanted to have a very noticeable change when you actually jump. We plan to have crazy jumping effects, like sparks and stuff.
3) I wanted the charging to be a continuation from the jump animation, so once you jump, the animation slows down until it's ready for the next jump. Obvious this part doesn't work yet, due to a game bug.
whatever happened to that one mod that had a cockpit that controlled all turrets at once? i cant find it anywhere