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Any way to prevent this?
a simpler way might be to use my other script, Gravity Aligner, which has better filtering options
if (c != null && c.IsMainCockpit) yield return c;
or could do same sort of thing inside ManageController instead.
I using hover rail mod and have 2 hover engines on platform that travel on single rail. What i am after is to fight "roll" of platform a am traveling on.
Some other scipts are good but until a go on rail curve, many scripts "fail" to fight roll and platform just flip to side 80° with showing like nothing has happend.
For my question, is there a way to limit/exclude gyro inclusion? I have 2 rotor gyros for custom turret controller elevation/azimuth on override for targeting. I have 1 main grid gyro that I would like to designate for the Leveller script. Sorry to bother you with this!
I needed to replace all the rotors, being sure that wheels are attached by rotor body instead of rotor part. 0° is up.
Is it possible to choose the aligning rotor by name instead of using the first?
It is working perfectly with astonishing performance, keeping it upright in slopes and turns..... until I reload the game... Your script is overriding all gyros at roll 60 or -60, but nothing is moving and it just leans on a side. If I turn off the programmable block with your script, the 60 override will make the whole vehicle to roll over until it self-destructs. It seems that manual roll overryde from the control panel is working, but overrides from your program are not applied.
Also copy/pasting the vehicle after it is detached causes this issue.
Rotors are off with 0 braking torque. Drills not yet on place. All 8 wheels are in 4 subgrids.
This happens also in vanilla and before loading whip's subgrid wheel control script.
Do you have any ideas on what could be happening?