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"Error: Failed to Read Config: Expected
section definition on line1"
Does anyone know how to fix this?
Hiya,
Props on the mod. I wondering if you could make it better at simulation the helicopter flight model and physics. I got few feature sugestions formated below. If you decide to start on I'll be happy to help with testing and with helicopter magic explaining.
1. Alternate control keybinds with roll being changed from Q/E to mouse left/right and yaw taking the Q/E keys.
This feels out of place because MOUSE controls pitch and yaw and Q/E does the roll, in rotorwing craft the cyclic stick (the mouse) operates both pitch and roll and, foot pedals (Q/E keys) work the yaw. This is further weird because yaw losses effectiveness as the forward speed increase.
2. When X forward speed is reached, helicopter rotates its nose to the direction of the movement and should follow the rolling input.
When the certain airspeed over the fuselage is reached the drag wins and adjusts the nose to the flight direction. Helicopters are just giant weathervanes in that regard.
4. Flight mode should counteract way slower (like 5 or 8 times, maybe more) when pitching down from the hover position.
5. Flight mode should lose it's corrective strenght as the speed increases and eventually lose it compeletly at cruising speed.
6. Flight mode should allow to lose some alltitude when pitching up and down.
Also I've have issue / found bug when I used it on my helicopter build. PB says this, second line is in yellow:
Error: Failed to Read Config: Expected
section definition on line1
Dankeschön!
Either I'm dumb and didn't find it, or it really doesn't exist
this should be better
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2970345721
I want it to use on this grid, and would be happy to work with you on getting it working.
https://steamhost.cn/steamcommunity_com/id/76561197981957072/screenshot/%p1%/
If your craft happens to slowly drift up (or possibly down?) when you're sitting in it, this might be due to the weight of your player inventory.
The script calculates the thrust for the weight of the craft itself + all inventories including the player's inventory. Now, correct me if I'm wrong, but SE's physics engine does not account for the weight of the player's inventory when calculating the total weight of the craft. This means that the script thinks the craft weighs more than the physics engine thinks. The script overcompensates in hovering thrust, which leads to the slow upward drift.
I have found 2 solutions:
1) Empty your player inventory into a container/seat/whatever, or;
2) On line 564 in the script, change `TotalMass` to `PhysicalMass`.
This has worked for me so far but I can't guarantee that it works for everyone. I hope this helps.
This script would also really benefit from a vertical auto lander of some sort.
Integrating this with Spug's Easy Auto-Docking 2 would be a dream.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2146371052
That's after I compile the script.
at a near constant 0.4m/s when stationary
max_pitch=0
max_roll=0
max_landing_pitch=0
max_landing_roll=0
Works like a dream.
Afterwards, you can simply rebuild the front of the helicopter and then paste the rest of the whole helicopter onto the new axis, and it should work just fine. :) If you're in survival, you can always use merge blocks or connectors and then weld the whole thing together.
Not a fast fix, but it will be faster than completely building from the ground up, especially if you build huge helicopters.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1811365410