Gyroscope options both stronger and weaker

jandra nybro shared this feedback 5 months ago
Submitted

Yes there are several posts about larger capital size gyros for large grid needing to be at least compressed space and mass with greater power.

But there is a need for weaker gyroscopes for large grid when building minimalized ships. Building a large grid ship at the absolute smallest size you can get away with using the least amount of blocks you can, the gyro needs its power reduced to 5-10%, otherwise that tiny build will spine like a top. ( connector, oxygenator, cockpit, small reactor, 8-16 small thrusters, antenna, jump drive, interior turret ) <- Made something for getting the containers that spawn further away in MP worlds.

For small grid this minimalized build over powered gyro is not as bad, only need to reduce to 50% power to regain control that is not spinning like a top.

Comments (3)

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You could add an artifical mass generator to lower the effectifity of gyroscopes, no?

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A large grid box as described with connector, oxygenator, cockpit, reactor, 9 ion thrusters, antenna, and jump drive has a weight of 104000kg. With a gyroscope at 50% it's very maneuverable but not uncontrollable or dangerous. At 5% it's sluggish.

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What's your mouse DPI? 7000 here. Macks a HUGE difference in rotation speeds, higher the DPI, faster the rotation, while lower DPI is slower rotation.

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Use the arrow keys for rotation, less rowing motion with the mouse and much more controlled in direction.

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Don't see the need for a weaker gyro when you can decrease the power of the gyro in the control panel. A weaker gyro would see where little use by people because the situations when you would use one are so rare.

But yes to larger capital size gyros. Maybe a 2x2x2 size gyro with x10 the power (also need to have attachment points on at least two sides)