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My mechanism for control involves powering the mechanism in question, and i adopt a philosophy to only change what you need. If I had elected to set the rotor and hinge speeds to some arbitrary value, It would not be a stretch to imagine there would be a camp of people who didn't want this to occur. so there is an element of preference and choice.
Furthermore, its important to point out this script covers more functionality than just simply rotors and pistons. It also covers thrusters, projectors, gravity generators, lights, and some degree of wheel control. This script also provides group control where you maintain multiple relationships on a single grid, whereas PARK seems capable of only supporting one at the moment.
[ctrl] Cockpit ; 0
[ctrl] (Any Pistons, which was 12) ; 0 fb true
[ctrl] Advanced Rotor ; 0 yaw false
[Ctrl] 3x3 Hinge ; 0 pit false
The pistons worked fine, it just kept shutting off the hinge & rotor.
The line i changed was deep near the bottom, referencing rotors itself. I changed
1 rotor.Enabled = move != 0; // Turn on if we are moving
2 rotor.Enabled = false;
1.) what line did you assign it in the custom data? (IE, "1 lr true" for example)
2.) What configuration did you assign the cockpit? (The number group you wanted it to control) Make sure this number is the same as whats assigned in the block itself.)
3.) Do all blocks (controller and block) have the tag [ctrl] in their name?
I have an old build using an older version of the script but it basically functions properly here (you can rotate the thrusters by pressing the space/duck keys). You can use it for reference if you need to.
https://steamproxy.net/sharedfiles/filedetails/?id=1908996284