Flight Characteristics With Connected Mass
Submitted
The Flight Characteristics when using a connector or landing gear to carry another grid seem to be very wrong once the mass of either becomes slightly larger then the 1 container used in the Contract. These two ships are the same except one has the drills connected via a connector and the other is just attached normally.
There does not seem to be a logical reason that one works and the other doesn't seeing as the game does not allow for the Thrust axis though any point except centre of mass. leaving no way to make detachable tool heads without the ship becoming unflyable.
Dampeners also don't seem to take into account connected mass via landing gear or connectors either so in gravity the ship slowly drifts downwards.
Files:
weird.png
I have the same bug
Few clips of Subgrids inducing torque onto the main grid which seems either wrong or a very large change from SE1.
https://www.youtube.com/watch?v=jxA0wEPWHHg
Few clips of Subgrids inducing torque onto the main grid which seems either wrong or a very large change from SE1.
https://www.youtube.com/watch?v=jxA0wEPWHHg
I have not tested with connector, but I experienced odd behaviour the same as this. Connecting one ship to another ship with landing gear caused this for me.
Shutting off all of the propulsion on the ship using the landing gears seems to reduce the effects slightly, but turning off gyros and propulsion on the ship being carried does not fix anything. Adding more gyros on the main ship seems to help, but I had to get to 9x 0.5m gyros to have the movement be slight which seems odd considering each ship only needs 2-3 on their own for stable flight. It only seems to affect trying to accelerate at that point. Strafing and accelerating backwards not noticeably affected with lots of gyros. Odd movement kicks in whenever forward thrusting kicks in, whether initiated by player or by dampening. By dampening I mean if I reverse thrust movement is normal, but as soon as I let off thrust and dampening kicks in the ship starts moving. That's all the testing I've done so far on it.
I have not tested with connector, but I experienced odd behaviour the same as this. Connecting one ship to another ship with landing gear caused this for me.
Shutting off all of the propulsion on the ship using the landing gears seems to reduce the effects slightly, but turning off gyros and propulsion on the ship being carried does not fix anything. Adding more gyros on the main ship seems to help, but I had to get to 9x 0.5m gyros to have the movement be slight which seems odd considering each ship only needs 2-3 on their own for stable flight. It only seems to affect trying to accelerate at that point. Strafing and accelerating backwards not noticeably affected with lots of gyros. Odd movement kicks in whenever forward thrusting kicks in, whether initiated by player or by dampening. By dampening I mean if I reverse thrust movement is normal, but as soon as I let off thrust and dampening kicks in the ship starts moving. That's all the testing I've done so far on it.
If you have a grid attached via connector the ship is pulling up / down on acceleration and breaking. Doesn't matter, if the gyro and dampeners of the connected craft are on or off. You can only move with short impulses and dampeners off, otherwise you loose control. In addition H2 seems to be used up quickly.
If a ship is connected via gear, this seems to apply only at breaking.
If you have a grid attached via connector the ship is pulling up / down on acceleration and breaking. Doesn't matter, if the gyro and dampeners of the connected craft are on or off. You can only move with short impulses and dampeners off, otherwise you loose control. In addition H2 seems to be used up quickly.
If a ship is connected via gear, this seems to apply only at breaking.
There also seems to be a slowing down of rotation even when a grid has no gyro built.
One of the tests I did was to power off the ship in the clip and it eventually stopped spinning.
None of the grids in the video have gyros yet they are still able to apply rotation.
I'm hopeful this is actually a bug and not a planned changed to the way flight works.
There also seems to be a slowing down of rotation even when a grid has no gyro built.
One of the tests I did was to power off the ship in the clip and it eventually stopped spinning.
None of the grids in the video have gyros yet they are still able to apply rotation.
I'm hopeful this is actually a bug and not a planned changed to the way flight works.
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