Better Thrust Control for Planets
*May have been posted already but could'nt find*
A small issue regarding thrusters in atmospheres is that if a weight is attached on the ship, through landing gear, rotor or connector (i.e anything that isnt part of the actual grid) will make the ship slowly sink even if it has more than enough thrust to hover with the added weight.
It's not a huge deal it's just annoying to constantly have to add small vertical thrust inputs to keep it level when carrying loads, even though the ship is more than capable of handling said load. Some scripts such as rotor thruster scripts seem to easily overcome this issue, however most builds don't feature these.
Take this more as a suggestion rather than a bug as it only affects planetary equipment and is not hard to deal with.
Going by this report, the dampening seems to directly take the mass of the grid into account (which is why it fails on subgrids). However, it might be interesting to see an implementation of a PID-based dampening system; this would allow for automatic dampening of additional forces (gatling fire, gravity "thrusters", etc.) in addition to accounting for subgrids automatically, while theoretically only using an insignificant increase in CPU time. It's also realistic, in that PID controllers are used all the time in robotics for things such as balancing.
Going by this report, the dampening seems to directly take the mass of the grid into account (which is why it fails on subgrids). However, it might be interesting to see an implementation of a PID-based dampening system; this would allow for automatic dampening of additional forces (gatling fire, gravity "thrusters", etc.) in addition to accounting for subgrids automatically, while theoretically only using an insignificant increase in CPU time. It's also realistic, in that PID controllers are used all the time in robotics for things such as balancing.
I will run some tests to see what the game actually considers as "Ship Mass".
Update: As it turns out the game calculates even the subgrids mass into the actual mass of the ship, be it through rotors, landing gear or connectors (note that this was done through scripts). But i don't think thats where the original system fails either. The real issue is (imo) in that subgrids don't behave the same way as they would were they part of the actual grid. If you attach a mass to the end of a rotor that mass behaves like a seperate entity, only it cannot move from the rotor's position. I think that because they are seperate entities the thrusters don't calculate their mass contrary to the script, which would mean that your theory is also correct
I will run some tests to see what the game actually considers as "Ship Mass".
Update: As it turns out the game calculates even the subgrids mass into the actual mass of the ship, be it through rotors, landing gear or connectors (note that this was done through scripts). But i don't think thats where the original system fails either. The real issue is (imo) in that subgrids don't behave the same way as they would were they part of the actual grid. If you attach a mass to the end of a rotor that mass behaves like a seperate entity, only it cannot move from the rotor's position. I think that because they are seperate entities the thrusters don't calculate their mass contrary to the script, which would mean that your theory is also correct
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