Aquila instability with small craft docked to it.
After completing a mission I docked the small fighter to a connector I created on top of the Aquila (see picture). Aquila is 250 t, small craft is 16 t. The small craft is completely powered down (confirmed in the control panel with all blocks showing red bar).
Simply rotating the Aquila using the mouse (gyroscope) side jets all fire and move the ship significantly sideways with a high fuel use. Even when controls are left idle the H2 level in the Aquila is going down and simply turning the ship uses up a lot of H2.
Simply turning a ship with gyroscopes shouldn't fire jets at all (even with dampeners on) and an off-center mass may cause a change in center of gravity around which the ship rotates the ship should not make significant movement changes.
To repeat: simply dock a small craft to the Aquila. Turn off power to the small craft. Then simply turn the Aquila with the mouse with dampeners on.
I have the same bug
I have this too and I have spent several hours trying to figure out why it is doing this. Things I checked, orientation of the gyro, orientation of the survival kit, rebuilt the connectors. Checked all settings, turned off target based gyro which didnt change anything. Im not sure what else to do. I have checked other ships as well and also used different ships to attach to Aquila. Everything else works as expected. Something in Aquila is bugged.
I have this too and I have spent several hours trying to figure out why it is doing this. Things I checked, orientation of the gyro, orientation of the survival kit, rebuilt the connectors. Checked all settings, turned off target based gyro which didnt change anything. Im not sure what else to do. I have checked other ships as well and also used different ships to attach to Aquila. Everything else works as expected. Something in Aquila is bugged.
It's hard to transport smaller ships in general at SE2.
I'm doing Every time:
1) small ship is pulling big one in direction where it really located, so perfect location of small ship is behind or inside the big one (not at a side)
2) every time before starting - turn off Gyro and Engines of small ship
Rare exception if you are pulling the big Renegade ship - it is more stable with Gyro turned on at both (but will be harder to turn)
3) transfer ALL cargo from small ship to big one, the total weight really matters
4) and the last but important - big one should be Much heavier than small one by weight, not by size - Aquila is empty and not heavy
I think you should have 10-15 small Gyro on Aquila for comfortable flight with small ship, you can disable some Gyros when small will fly away.
The situation which you describe about firing Engines at attempt a turn - it's correct.
Lightweight Aquila is counting a "small" ship as an anchor - trying to turn, by weight logic, Aquila is moving around an anchor - engines are trying to compensate that movement. So it's not using engines to fly, it's using engines to stop your turn.
Same time - position of small ship is 100% wrong, it's an anchor at the side of a ship.
Even with exactly the same weights and power, if you will locate small ship perfectly behind the Aquila (where the rear engine by default) - it will act differently.
Or ignore location and weight and build 30 small Gyros at Aquila - they will compensate rotation around anchor, and engines will be relaxed.
It's hard to transport smaller ships in general at SE2.
I'm doing Every time:
1) small ship is pulling big one in direction where it really located, so perfect location of small ship is behind or inside the big one (not at a side)
2) every time before starting - turn off Gyro and Engines of small ship
Rare exception if you are pulling the big Renegade ship - it is more stable with Gyro turned on at both (but will be harder to turn)
3) transfer ALL cargo from small ship to big one, the total weight really matters
4) and the last but important - big one should be Much heavier than small one by weight, not by size - Aquila is empty and not heavy
I think you should have 10-15 small Gyro on Aquila for comfortable flight with small ship, you can disable some Gyros when small will fly away.
The situation which you describe about firing Engines at attempt a turn - it's correct.
Lightweight Aquila is counting a "small" ship as an anchor - trying to turn, by weight logic, Aquila is moving around an anchor - engines are trying to compensate that movement. So it's not using engines to fly, it's using engines to stop your turn.
Same time - position of small ship is 100% wrong, it's an anchor at the side of a ship.
Even with exactly the same weights and power, if you will locate small ship perfectly behind the Aquila (where the rear engine by default) - it will act differently.
Or ignore location and weight and build 30 small Gyros at Aquila - they will compensate rotation around anchor, and engines will be relaxed.
I have this same bug in space and in my head this should not happen in space where there is no gravity. I could see this or something similar happening on the planet in gravity though. Again, it doesn't feel right that this is the behavior in a zero gravity environment.
I have this same bug in space and in my head this should not happen in space where there is no gravity. I could see this or something similar happening on the planet in gravity though. Again, it doesn't feel right that this is the behavior in a zero gravity environment.
It's not about gravity or 0 gravity, it's more about Newton's law - if you pull it, it pulls you back in the direction of where it is attached. Same time it could be even more notisable in space, while there are no other forces which can compensate the force of small ship pulling you back.
Just watch a movies like "Gravity" - there are a lot of moments in space where even a small forces start extremely turning, pulling the actors or their ships flying in space.
Desctiption of This movie in wikipedia:
1. Since the impacts do not strike the center of mass of the stations but rather hit tangentially, the structures are instantly sent spinning along all axes.
2. Absence of air resistance: In the vacuum of space, there is no atmosphere to slow down or stabilize rotation through friction. Any rotational momentum gained is conserved, causing the modules to spin indefinitely until acted upon by another external force.
In case of SE2 - Engines are trying to stop the turn ;) Or you should use a lot of Gyros at main ship.
It's not about gravity or 0 gravity, it's more about Newton's law - if you pull it, it pulls you back in the direction of where it is attached. Same time it could be even more notisable in space, while there are no other forces which can compensate the force of small ship pulling you back.
Just watch a movies like "Gravity" - there are a lot of moments in space where even a small forces start extremely turning, pulling the actors or their ships flying in space.
Desctiption of This movie in wikipedia:
1. Since the impacts do not strike the center of mass of the stations but rather hit tangentially, the structures are instantly sent spinning along all axes.
2. Absence of air resistance: In the vacuum of space, there is no atmosphere to slow down or stabilize rotation through friction. Any rotational momentum gained is conserved, causing the modules to spin indefinitely until acted upon by another external force.
In case of SE2 - Engines are trying to stop the turn ;) Or you should use a lot of Gyros at main ship.
While I understand the physics of thrust that isn't applied through the center of mass, the magnitude of the reaction seems excessive. One possible reason for this is that thrusters are either ON or OFF, with no partial thrust. Because of that a small off-axis thrust ends up creating a much more severe reaction as ALL engines used to counter the motion go to full thrust.
This seems to be an over-reaction from the dampeners related to direction changes. I can fly with an off-center mass attached just fine with dampeners on as long as I don't change directions at all. I can go forward/backward/left/right/up/down and ship doesn't turn at all (even with off-center mass) but simply turn on dampeners and the ship makes extreme corrections.
In addition, when in space when ship is at 0 relative motion simply turning the ship with gyros creates the same excessive reactions while turning off dampeners makes the ship move as if nothing is attached. I'm able to carry smaller craft by turning the ship with dampeners off and then turning dampeners ON and moving with just thrusters.
I like that there should be some effect from off-center thrust, but the current effects don't feel realistic at all.
Lastly, we can't claim that the physics are at all realistic when ships don't change heading even with thrusters not centered around the center of mass. Look at the Aquila (new survival game starting ship) and it's upward facing thrusters. In space, if I move the ship "down" using the 'C' key I should see ship rotation (nose up). Ship's gyroscope could be countering that off-center thrust, but then the ship's gyroscope *should* be doing the same when a new mass is added.
While I understand the physics of thrust that isn't applied through the center of mass, the magnitude of the reaction seems excessive. One possible reason for this is that thrusters are either ON or OFF, with no partial thrust. Because of that a small off-axis thrust ends up creating a much more severe reaction as ALL engines used to counter the motion go to full thrust.
This seems to be an over-reaction from the dampeners related to direction changes. I can fly with an off-center mass attached just fine with dampeners on as long as I don't change directions at all. I can go forward/backward/left/right/up/down and ship doesn't turn at all (even with off-center mass) but simply turn on dampeners and the ship makes extreme corrections.
In addition, when in space when ship is at 0 relative motion simply turning the ship with gyros creates the same excessive reactions while turning off dampeners makes the ship move as if nothing is attached. I'm able to carry smaller craft by turning the ship with dampeners off and then turning dampeners ON and moving with just thrusters.
I like that there should be some effect from off-center thrust, but the current effects don't feel realistic at all.
Lastly, we can't claim that the physics are at all realistic when ships don't change heading even with thrusters not centered around the center of mass. Look at the Aquila (new survival game starting ship) and it's upward facing thrusters. In space, if I move the ship "down" using the 'C' key I should see ship rotation (nose up). Ship's gyroscope could be countering that off-center thrust, but then the ship's gyroscope *should* be doing the same when a new mass is added.
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