Moving Parts

From Homebrew Patent Unknown Wiki
Jump to navigation Jump to search

In Homebrew there are several types of parts that change the location of a welding point. This means that you can weld the moving part onto your vehicle, then weld a second part onto it, and the new part will able to move around. A good example would be welding a pipe and wheel onto a rotator, to make landing gear that folds up into a plane.

Important Note

Any parts listed under the "Hinges" category are never to be attached to the rotating part of a servo. If they are attached, they will not move from the orientation they started at, and they will not be rotated by the servo.


Servos

Servos are a type of moving part that simply rotates to an indicated angle. They will instantly snap to whatever angle you give them as an input.

Rotator.png Rotator

The rotator serves as a means to rotate a part along one rotational axis. The applications of that rotation is left completely up to the user. The rotator will turn according to the rotation input value multiplied by the angle multiplier.

Inputs
  • Rotation Input - Controls how much the rotator will spin.
Properties
  • Angle Offset - Offsets the rotation by this many degrees
  • Angle Multiplier - Multiplies the Rotation Input by this value.


Hemi servo.png Hemi Servo

The Hemi Servo is much like the Rotator. However, it allows rotation on three axes. The applications of those rotations is left completely up to the user. The Hemi Servo will tilt according to the rotation input value multiplied by the angle multiplier for that axis.

Inputs
  • Direction - Points the servo in the direction of the input vector.
  • First Rotation Input - Controls the first axis (usually up/down)
  • Second Rotation Input - Controls the second axis (usually left/right)
  • Third Rotation Input - Controls the third axis (Rotates the weld cube clockwise)
Properties
  • Rotation Speed Factor - A number between 0 and 1 that determines how quickly the servo will rotate.
  • First Angle Offset - An offset angle applied to the first axis.
  • First Angle Multiplier - Multiplies the top input by this amount.
  • Second Angle Offset - An offset angle applied to the second axis.
  • Second Angle Multiplier - Multiplies the middle input by this amount.
  • Third Angle Offset - An offset angle applied to the third axis.
  • Third Angle Multiplier - Multiplies the bottom input by this amount.


GunMount.png Gun Mount

Functions similar to a Hemi Servo, but can only be controlled using the purple vector wires. Perfect for quickly setting up any camera-aimed device.

Inputs
  • Direction - Points the servo in the direction of the input vector.
Properties
  • Rotation Speed Factor - A number between 0 and 1 that determines how quickly the servo will rotate.


Hinges

Hinges are moving parts that are free to move on their own, and are not rigid. They also do not accept degree inputs, so you must manually force them to angles you want them at. However, it also means that forces are free to act upon the hinge itself, allowing many different forces to rotate the hinge, and have reactive physics effects. it is highly recommended that anyone using any of these parts should have their Physics Quality setting on Ultra. This setting is found within Gameplay Settings in the pause menu.

360Hinge.png 360 Hinge

The 360 Hinge is a simple 1-axis hinge, capable of a full 360 degree rotation, hence the name. It is allowed to freely rotate, so anything attached to it can freely swivel, unlike Servos which are locked in place.

Properties
  • Min Angle - The smallest angle the hinge is allowed to rotate to. The hinge's angle will always be equal to or greater than this number
  • Max Angle - The largest angle the hinge is allowed to rotate to. The hinge's angle will always be equal to or less than this number
Notes
  • IMPORTANT - You should never weld any of the "Hinge" parts after any of the servo parts!
  • If the min angle is greater than 0 or the max angle is less than 0, the hinge will snap to whichever is closer to 0.
  • The max angle must always be greater than the min angle, and the min angle must always be less than the max angle.
  • Hinges have an angular drag of 1, using the same units as the [Drag Modifier Box].


Drive hinge.png Drive Hinge

Just like the 360 Hinge with a different model. In addition, you can link a driveshaft into this drive Hinge in order to rotate the henge. Though it requires a lot of torque to do so.

Inputs
  • Drive-shaft - Used to transfer engine power to other parts.
Properties
  • Min Angle - The smallest angle the hinge is allowed to rotate to. The hinge's angle will always be equal to or greater than this number
  • Max Angle - The largest angle the hinge is allowed to rotate to. The hinge's angle will always be equal to or less than this number
Notes
  • IMPORTANT - You should never weld any of the "Hinge" parts after any of the servo parts!
  • If the min angle is greater than 0 or the max angle is less than 0, the hinge will snap to whichever is closer to 0.
  • The max angle must always be greater than the min angle, and the min angle must always be less than the max angle.
  • Hinges have an angular drag of 1, using the same units as the [Drag Modifier Box].


Detacher.png Detacher

The famous, highly anticipated, Detacher. What can it do you might ask? A better question is what it cannot do! The detacher is a unique part. Anything welded to the smaller end of the Detacher can be completely detached from the vehicle. It does so by using the Detach input. Simply link in a seat, press one button, and off goes everything you just welded to the Detacher as if it were a completely separate vehicle.

Inputs
  • Detach - Causes the Detacher to separate when when it receives a value of 0.5 or greater.
Notes
  • IMPORTANT - The Detacher should never be welded after any of the servo parts!


Spring knob.png Spring Knob

The Spring Knob is an extremely versatile part. By placing two or more Spring Knobs, you can link them together in the tuner to create a Spring between the two knobs. The spring will then be connected by the two knobs and will apply force until the spring achieves the desired length. Springs can be expanded or contracted by outside forces if they're mounted on hinges and can be controlled to either expand or contract as desired. Thus when used in tandem with hinges, they can be used to create a custom suspension.

Notice! It is important to note that this is an advanced part, and it is extremely easy to go wrong. They require a large deal of experience to actually not break your vehicle with them. Please use caution in placing these on your vehicle. As a further note, it is highly recommended to use "Ultra" physics quality with these parts. Otherwise, it is very likely you will have strange physics. You can find the physics quality setting within Gameplay Settings.

Inputs
  • Spring Wire - Used to connect multiple springs together.
  • Pressure - Increases the force the spring exerts.
  • Distance - Sets a distance for the spring to force its way to
Properties
  • Force - The amount of force the spring will exert
  • Damping - The amount of force needed before the spring will begin to exert force
  • Length - How many meters long the spring will try to be by default.
  • Spread - The number of meters the spring is able to expand or contract before it will begin exerting force. You can think of this as a "deadzone."
  • Break Force - If this much force is ever exerted on the spring, it will break and stop functioning.
  • Pressure Multiplier - An amount the Pressure Input is multiplied by before being added to the current force.
  • Offset Multiplier - How much the Distance Input is multiplied by before adding it to the Length setting
Outputs
  • Spring Wire - Used to connect multiple springs together.
Notes
  • IMPORTANT - A Spring Knob should never be welded after any of the servo parts!
  • Neither Distance nor Pressure can have a negative setting.
  • Each Spring Knob can both receive multiple inputs and send multiple outputs. Thus one spring knob can be linked to many other spring knobs and create multiple springs.
  • A spring "outputs its settings." That is to say that when two springs are connected, the created spring will use the settings of whichever spring is outputting.
  • The force the spring exerts is equal to the distance to the selected length, multiplied by the spring constant (Force setting + (Pressure input * Pressure multiplier)).