You've managed to build very impressively accurate star wars ships. They're all such cool replicas along with some additional features of your own Quite curious tho, when will you make your own original craft ever since the spacebound update. Really excited what you can make up after seeing your Vanguard mech, with all that complex logic
I had a pretty long stretch of original creations before Spacebound came out. But once it did I really wanted to do Star Wars! But I'm working on something original right now actually. Kind of a mix between a Halo Pelican and a Terminator HK-Aerial. Still trying to figure out the style and mechanics of it though.
Hell yea another based build from RSG. I knew I stayed up tonight for a good reason, definitely gonna make my own ship with a similar color pallet, I don't have a red-themed ship yet.
Ok that takeoff alone was beautiful. Is that just low-powered gimbals set to a distance sensor? If you could show a build with tiered landing sometime, that would be awesome. I've been messing around with the concept of a slowly decelerating landing sequence, but I'm probably using way more logic than necessary.
There's a distance sensor, but it's only for the automatic landing gear. Everything else is manual. I considered adding a somewhat automated landing system that slows your fall as you come down. But one issue is the planets have different gravities, and gimbals that work in the hangar at 1.00Gs (brings you down slowly) might be too strong landing on a planet like Hulrum at 0.21Gs and less (lifts so hard you actually go up lol). That's not to say it can't be fine tuned to handle different scenarios. I just didn't wanna deal with it! There's already a lot of logic and music blocks taking up real estate.
@@RSGMercenary you basically explained what I meant by tiered landing already lol. As you descend, it gradually slows you down. I guess I said "tiered" because I use 3 altitude or distance sensors to make this happen. Say with distance sensors, I slow at 50m, then 20m, then 5m. But yeah that does leave the issue of variable gravity. Maybe a speed sensor with a low output could be used with an AND gate to accommodate for that?
@@Z.DeAllen Ah, okay I see what you mean by tiered now. A combo of distance sensors and speed sensors is what I was thinking, for a couple reasons. Maybe you don't wanna do full gimbal output if you're at 50m, so you dial the output back. Then as you get closer, it ramps up (or adds up if you design it so the 50m, 25m, and 5m outputs stack) for an easy, almost hands free landing. Another reason is if you turn it on in space, you don't want the speed sensors to affect your movement until the distance sensors can actually see ground. I say turn it on cause you may not want it to trigger during like low altitude planet flights. But when you do, it does the rest for you.
Always top tier creations from RSG
Finally an a wing in trailmakers, and it looks amazing
As I found it in the steam workshop, it is very cool and well made
Amazing detail as always, and the tone generators are the cherry on top.
You've managed to build very impressively accurate star wars ships. They're all such cool replicas along with some additional features of your own
Quite curious tho, when will you make your own original craft ever since the spacebound update. Really excited what you can make up after seeing your Vanguard mech, with all that complex logic
I had a pretty long stretch of original creations before Spacebound came out. But once it did I really wanted to do Star Wars!
But I'm working on something original right now actually. Kind of a mix between a Halo Pelican and a Terminator HK-Aerial. Still trying to figure out the style and mechanics of it though.
Insane builds as always! 🌟😍
Hell yea another based build from RSG. I knew I stayed up tonight for a good reason, definitely gonna make my own ship with a similar color pallet, I don't have a red-themed ship yet.
Fantastic ❤
Ok that takeoff alone was beautiful. Is that just low-powered gimbals set to a distance sensor?
If you could show a build with tiered landing sometime, that would be awesome. I've been messing around with the concept of a slowly decelerating landing sequence, but I'm probably using way more logic than necessary.
There's a distance sensor, but it's only for the automatic landing gear. Everything else is manual. I considered adding a somewhat automated landing system that slows your fall as you come down. But one issue is the planets have different gravities, and gimbals that work in the hangar at 1.00Gs (brings you down slowly) might be too strong landing on a planet like Hulrum at 0.21Gs and less (lifts so hard you actually go up lol).
That's not to say it can't be fine tuned to handle different scenarios. I just didn't wanna deal with it! There's already a lot of logic and music blocks taking up real estate.
Also, I'm not sure what you mean by "tiered landing". Could you give an example?
@@RSGMercenary you basically explained what I meant by tiered landing already lol. As you descend, it gradually slows you down. I guess I said "tiered" because I use 3 altitude or distance sensors to make this happen. Say with distance sensors, I slow at 50m, then 20m, then 5m. But yeah that does leave the issue of variable gravity. Maybe a speed sensor with a low output could be used with an AND gate to accommodate for that?
@@Z.DeAllen Ah, okay I see what you mean by tiered now. A combo of distance sensors and speed sensors is what I was thinking, for a couple reasons. Maybe you don't wanna do full gimbal output if you're at 50m, so you dial the output back. Then as you get closer, it ramps up (or adds up if you design it so the 50m, 25m, and 5m outputs stack) for an easy, almost hands free landing. Another reason is if you turn it on in space, you don't want the speed sensors to affect your movement until the distance sensors can actually see ground. I say turn it on cause you may not want it to trigger during like low altitude planet flights. But when you do, it does the rest for you.