Custom turret controllers cannot damp oscillations/shaking

Barkhan shared this bug 18 days ago
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Custom turret controllers with weight that is significantly off-axis, especially when using rotors for azimuth drive, will oscillate back and forth under most settings when attempting to settle on a target. If the target has velocity, this oscillation will never settle, even with kludge solutions like putting powered gyroscopes on the turret to supply damping.

https://youtu.be/dTbjry-silg

In the video, I have a very simple custom turret made out of a large grid rotor, a 3x3 small grid hinge, a conveyor converter, some guns, some conveyors, and some off gyroscopes for weight. As the turret traverses to follow me, it is never able to settle its horizontal drive.

This oscillation can be "worked around" by making the turret traverse very slow, but that slow traverse makes the turret perform very poorly in combat, unable to out-perform turret blocks unless it's using large weapons, which due to a separate bug cannot be used beyond 800m by the turret AI (see below).

https://support.keenswh.com/spaceengineers/pc/topic/44934-target-locks-still-dont-extend-range-of-custom-turret-controllers

This thread duplicates the following thread:

https://support.keenswh.com/spaceengineers/pc/topic/23046-custom-turret-block-ai-shaking-turrets

Which was marked "won't fix" due to a lack of reproducibility (which is surprising since I haven't encountered a player that uses custom turrets who doesn't know about this problem).

Replies (2)

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This issue continues to drive me crazy, lightweight turrets on default settings shake like leaves, especially if it's a large grid to small grid turret. I can understand that having too high a speed with a physically large turret might be a problem for gameplay reasons, but I have yet to find a construction where even the defaults don't oscillate.

(The issue with custom turret ranges not getting extended was found to be PEBKAC, I would love if someone would tell me I'm missing something here too)

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Hello, Engineer,


I am sorry you are experiencing this issue.

The shaking in the video you've provided can be attributed to two factors: target being too close to the turret, thus requiring it to move by a significantly larger angle and also, as far as we can see from the video, the payload of the azimuth rotor being off-center.

Could you please try removing those switched off gyroscopes and placing some blocks on the opposite side from gatlings to balance the turret and let us know if the shake is present when aiming at a target that is slightly further away?


Kind regards,

Keen Software House,

QA Department

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I've been experimenting with a variety of turret designs doing the things you describe, and it's true that they do help, but I have some additional specific observations:

- when aiming at a farther target, the wobble does indeed become less pronounced, but it never goes away: moving at 50m/s with no acceleration at a range of 600m, the hit rate on my character for a turret similar to the video is much worse than when not moving. the turret is clearly still settling in a way that is disrupted by the target moving in a straight line.


- Physically balancing the turret does improve hit rate against targets moving in straight lines, but the wobble never goes away

This may be veering into the territory of feedback instead of bug reports, but part of the bug description I gave is that turrets wobble when they have offset CoM. If that is intended, then this should be moved to feedback because I think that isn't fun, and a few people I know find custom turrets in a competitive context to be a waste of time because of this problem.

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