#Functional Belts, Chains, and Timing Systems for Advanced Mechanisms

1 messages · Page 1 of 1 (latest)

blissful chasm
#

It would be great to have a system of functional belts and chains that can transfer rotational motion between parts. This would allow players to build much more complex and realistic mechanical systems beyond the current basic rotators and hinges.

Key features:

  • Belts/chains that can connect two rotating parts (like wheels, gears, or custom pulleys)
  • Adjustable gear ratios based on pulley size (affecting speed and torque)
  • Optional slip, tension, or break limits for a bit more realism

Timing & logic potential:

  • Belts/chains could be used to create mechanical timing systems, like delayed triggers or synchronized movement
  • Enables building things like engines, conveyor systems, or even mechanical computers
  • Could integrate with existing activation groups or logic parts for hybrid mechanics systems

Why this matters:
Right now, a lot of mechanisms rely on instant or perfectly synchronized movement. A belt/chain system would introduce natural delays, dependencies, and physical constraints, making builds feel more alive and engineering-focused I think.

Tracks (like tank tracks or continuous treads) would also fit into this system nicely, though I know this has already been suggested a lot.

coral river
#

& of course more engine and shaft configuration, since Jundroo is going for a similar goal

viscid veldt
#

that doesn't seem so simple