Add Free 3 Axis lockable Ball joints
Hello folks, friendly neighbor hood Clang-ineer here, Have I ever got a proposal for you?
(Skip to bottom for actual proposal)
Space engineers is a amazing game that really can push the upper limits of whats physically possible, trying it's best to be close to real life in terms of its mechanical blocks and functionality.
But one problem always seems to plague people: Clang.... In this case we're looking to deal with the nasty part of havok that often sends your ship off spinning wildly. I'm sure anyone who has experienced this has felt like swearing off rotors and pistons for good, but fret not any longer if this device gets added to the game, for in my never ending quest to beat clang i've discovered something quite wonderful. using "universal" type joints at the ends of your pistons completely cancels out phantom forces of the type. see image below:
what you've just witnessed is a piston operated arm, (or a piece of one anyway) in space, that isn't spinning wildly about! Now, you might be asking; why not just use that then? we'll that's an excellent question and the answer is: It tends to "stretch" under load, for every set of Havok constraints you use, you get a little more jiggling possible. and with having a extra grid in the mix, really makes it unsuitable for good immersion (i don't think i've seen hydraulic cylinders bounce like a trampoline) and it's also quite a bit larger than a plain connection.
That was a lot of verbage for something, so lets get down to feature scope and maybe appearance:
- functionally the block will act as a 3 axis joint I suggest a block similar in profile to a "tie rod"
the main difference being where there is the threaded connection you'd have a rotatable axis.
- two of the three axis would be free to rotate 360 degrees, and one axis would be limited to for example +/- 60 degrees (adjustable)
- Have individual axis be "lockable" as it's better to have the freedom of choice.
- In general the less rigid something is the nicer Havok restoring forces tend to be so you'd get rid of a lot of phantom forces
Some possible uses to make the average users life easier:
- Use as ends for pistons to remove phantom force, opening a world of mechanical builds
- Use as a main pivot for mech legs, more degrees of freedom mean less sub grids and better performance
- Trailer hitches, a one and done solution for a complex issue
- Overall better performance, less subgrids = less performance impact
- and many more, like SE you are free to do what you please.
and remember folks, Inflex himself said:
So vote vote vote