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I do have a question though: does it "handle" torque? What I mean is, does it alter the useage of drives to counter-act torque?
if not, here's an idea:
what if this script could steer? how it works is if you have a drive off-center, it can use that drive to apply torque, thereby steering. It works best in tandem, where it can use the thrusters to, say, the left of the Center of Mass (CoM) to push in one direction, the ones to the right in the other direction.
It could perhaps even change the generated thrust (when applicaple) so that if you have one way away from the COM, and another closer, it will use the one further away less. Basically, it will "steer" constantly in the opposite direction, overcoming that torque (to an extent). And at the small scale it counteracts the random fluctuations!
just a thought :)
Also, just wanted to say that your script has made me put more time into this game than any other feature. It almost acts like a DLC for my games!
I've been using your mass pulse drives for various builds for a few months and i've ran into a weird issue. I have a cargo ship with two drives facing back, two downward, and one for side to side thrust. The rear and side drives function like normal, but i cant for the life of me get the downward drives to function. The script also shows 19 drives (17 facing left, two facing backward).
When I face the downward drives up (subgrid container facing up) the drive works, but subgrid facing down does not.
Any ideas on getting the script to work in all directions?
On line 1150 in the script is the mass that stays in the moving cargo container to make it move slow enough to align with the ticks. If it doesn't align with the ticks it can sometimes oscillate out of phase and push the ship backwards. Maybe you need to triple that number or divide it by 3.
to ShipReference.MoveIndicator.X/Y/Z>0.
No idea if that works though, I don't have a gamepad, can't test it.
Anyway, now that I'm deeper in the mechanics: Awesome work with the tech and script, thanks a lot for sharing
But apparently that max speed isn't related to the number of drives, as adding a third drive didn't change anything. I guess the max speed relates to mass of the ship.
Btw: thanks for your feedback so far, not a given thing for a mod you probably didn't really touch in a long time.