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@WallopingEwe
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It doesn't explain anywhere that it multiplies the force by 50. This hurts making precise forces unless you know to divide the force by 50. Even then it multiplies it after the check for the maximum force.

On the regular thruster I removed some unnecessary WorldToLocalVectors to just apply the force globally instead of locally since we already have it global. I have tested it in game and it works for me.

It doesn't explain anywhere that it multiplies the force by 50. This hurts making precise forces unless you know to divide the force by 50. Even then it multiplies it after the check for the maximum force. On the regular thruster I removed some unnecessary WorldToLocalVectors to just apply the force globally instead of locally since we already have it global. I have tested it in game and it works for me.
@unknao
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unknao commented Dec 28, 2025

I'm all for this change, but i can also see in the future (returning) players being mad that their thruster-powered contraptions are now 50x weaker than they used to be.

@WallopingEwe
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Yeah that was the only problem I could see with it. But it was definitely annoying trying to get a rocket to simply go against gravity or your PID controller correcting 50 times more than it should.

@deltamolfar
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It's already too late. All people's contraptions and public dupes will be broken. We can't merge such breaking changes. What could be done instead is - in the toolgun - there would be a checkbox/slider with the multiplier, false by default, thus all NEW thrusters would be underpowered, but old thrusters still can be made/used

@Astralcircle
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Yes, this will break all dupes. God only knows why it was originally made this way

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4 participants