Space Engineers 2 - Subgrids ?
Dear Keen Software House.
As experienced Space Engineers player I would love to support you in order to fix the "feature".
I know that this is early VS2 but I found it necessary to show what is happening with grids attached do other grids behavior in order to have it rather sooner than later fixed.
If I can not engineer then its just spaceneers.
I was trying to play as Space Engineer should. With some QOL modular cargo, but physics should not behave like that...
Seems like connected block is a center of mass, so the ship leaned on the cockpit and atleast didnt spin or flip... If I use forward or downward thrust it will flip like a real klang machine.
There is no force that can pull me like on a rope with not even welded block. Its worse with heavier and bigger objects. If I try to fly it spins the ship like a gyro.
This modified grasshopper can lift at least 60k tons of iron.
If it is a feature, like "gryroscopic rcs" then maybe consider adding another feature that prevents it. - Thinking outloud about mechanical blocks. I cant imagine the mess that subgrids will do then.🙌
I hope that it will be helpful in order to make this game better so we all can enjoy 😊
Btw dampeners are a joke and everybody knows it. 🤷♂
I love SE2, keep your good work! 🫡
I like this feedback
I have experieced these wild gyrations myself, but with the Sledge, and thankfully in orbit, whilst hauling grids maglocked to my landing gear. Forward thrusting pitches down and reverse thrust pitches up, according to the strength of the attempted thrust (length of time W or S keys are held down.) Toggling dampers does not help correct these issues, though thankfully they don't seem to make them any worse, either. When eventually at speed, and attempting to come to a stop, the pitch-up when the dampers engage the reverse thrusters is so strong, the entire ship tumbles stern-over-bow to wind up pointing the other direction, for some reason.
Attempts to move laterally or roll or yaw produce nutations that take several minutes to eventually quiet down.
Mind you, all of this is with the bog-standard Sledge's default 5 0.5m gyros, which are sufficient enough when any sort of additional mass is actually built onto the grid. But once the connector or landing gears engage with another grid to try to move it, the controls become nearly impossible to manipulate
I have experieced these wild gyrations myself, but with the Sledge, and thankfully in orbit, whilst hauling grids maglocked to my landing gear. Forward thrusting pitches down and reverse thrust pitches up, according to the strength of the attempted thrust (length of time W or S keys are held down.) Toggling dampers does not help correct these issues, though thankfully they don't seem to make them any worse, either. When eventually at speed, and attempting to come to a stop, the pitch-up when the dampers engage the reverse thrusters is so strong, the entire ship tumbles stern-over-bow to wind up pointing the other direction, for some reason.
Attempts to move laterally or roll or yaw produce nutations that take several minutes to eventually quiet down.
Mind you, all of this is with the bog-standard Sledge's default 5 0.5m gyros, which are sufficient enough when any sort of additional mass is actually built onto the grid. But once the connector or landing gears engage with another grid to try to move it, the controls become nearly impossible to manipulate
One thing which really annoys me with SE1 subgids...the automatic naming system. create a subgrid, and the game designates it "grid####" which could be anything anywhere the player neglected to go in and carefully rename the subgrid... what would be better is an automatic "[mother-grid-name] subgrid #" perhaps adding a distinctive connection label, such as Rotor, Piston etc.
One thing which really annoys me with SE1 subgids...the automatic naming system. create a subgrid, and the game designates it "grid####" which could be anything anywhere the player neglected to go in and carefully rename the subgrid... what would be better is an automatic "[mother-grid-name] subgrid #" perhaps adding a distinctive connection label, such as Rotor, Piston etc.
Apparently masses attached via a connector are not included in thrust being always symmetrical. That is correct physics, and even within one grid, uneven thrust should make the ship spin. You could then build bigger gyros or revise your design so thrust actually goes through the center of mass. For wheels this is implemented correctly, uneven load will make your rover tilt slightly, the more the weaker the suspension is.
But both in SE1 and SE2, the devs made thrust magically go through the center of gravity, presumably to make ship design easier. The behavior you complain about is what happens with real physics.
Apparently masses attached via a connector are not included in thrust being always symmetrical. That is correct physics, and even within one grid, uneven thrust should make the ship spin. You could then build bigger gyros or revise your design so thrust actually goes through the center of mass. For wheels this is implemented correctly, uneven load will make your rover tilt slightly, the more the weaker the suspension is.
But both in SE1 and SE2, the devs made thrust magically go through the center of gravity, presumably to make ship design easier. The behavior you complain about is what happens with real physics.
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