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That said, there should be a MUCH simpler script available these days as I'm pretty sure they finally exposed the thruster force property to the in game programming API. That would cut the meat of the script down to about 6 lines of code. As I haven't playing in years, I'd suggest looking for an alternative script.
had the same idea for a script too, googled for it and found yours.. good job as far as i can tell, got a little problem
i have everything setup just the way you listed it above... i've named everything like this: http://i.imgur.com/aODRK7x.png (hope the group of mass blocks is fine this way)
unfortunately the gravity generators turn off upon running the script and never turn on again. they are not mirroring the thrusters at all
any clue what the issue might be?
There is (as far as I know) no easy way to get the moment of inertia for a ship. So there is no way to calculate torque which would then be easy to correct with gyros.
That said, it would be possible to use "orphan" gravity drives that don't overlap the base drive placed on the extremes of each of the 3 axis (only 1 set needed per axis due to being able to set both positive and negative gravity). Then for each axis, calculate the location of the acceleration axis from the base gravity drive components then calculate the strength needed on the orphan drive to bring that acceleration axis in line with the center of mass of the ship. All of that could be done on script initialization if you don't need to take into account adjustments due to ship damage or cargo loads.