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Gyro override very weak when new settings have just been set

Sixela963 shared this bug 15 months ago
Won't Fix

Whenever a new command is set on gyro override (both on small and large grid, but especially on small grid where it is very noticable), the applied torque seems to ramp up over time. If the vehicle that this is being applied to is in contact with the ground in gravity (e.g. flipping a flipped rover), this gives a delay up to about second before the gyro can overcome the torque from the ground and start spinning the vehicle.

While it is not very problematic when doing simple manual tasks like flipping a rover, or when in a flying a vehicle thanks to the lack of counter torque from the ground, this delay becomes very problematic when using self-righting programmable block scripts like AutoLevel. Because the gyro value is changed about 6 times a second, the torque cannot ramp up and the applied torque ends up ridiculously weak. For self-righting grounded vehicles that use these scripts, you then need an excessive amount of gyroscopes on small grids, when one has enough torque to completely spin the whole vehicle (not so much on large grids where the ramp up seems less dramatic).

This is also a problem for small grid air self-righting vehicles: because of this ramp up, they have absolutely no resilience to impacts.

Replies (2)

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Hello, Engineer!


Unfortunately we are having hard time reproducing this issue.


Could you upload a video where is this issue happening?


Kind Regards,

Keen Software House: QA Department

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Hello, Engineer!

Because there is no new comment from you, and we are unable to reproduce the issue on our own, I will close this thread now as outdated.

If you or any other player will experience this issue again, please make a new thread and provide all needed info there.

Thank you for understanding.

Kind Regards

Keen Software House: QA Department

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