Space Engineers

Space Engineers

Vector Thrust 2 [old]
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Brock 2019 年 1 月 1 日 下午 2:00
Could we make this more space-friendly?
I would like to propose a space mode or a seperate script for space where the thruster does not fire until it is in the exact desired direction (or maybe within a tighter tolerance). As it is currently, when you execute a thrust maneuver, say for example we thrust forward. The thrusters on the nacells will turn on and begin providing thrust in which ever directly they are pointing causing the ship to jerk up, down, left, or right before it gets moving in the forward direction. This as you mentioned in the Description makes it a little less ideal for space ships, especially tunnel mining ships. Oviously, we could just put thrusters on the ship the ol' fashion way, but there are circumstances where vector thrust ships in space could be beneficial in keeping the weight down or when there are limited recourses. I love the script and I hope this discussion is fruitfull.
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Vermillion  [开发者] 2019 年 2 月 22 日 下午 4:34 
there is already a setting for this. its called "thrustModifierAbove", and "thrustModifierBelow"

to achieve your desired result, set "thrustModifierAbove" lower, and "thrustModifierBelow" higher
Vermillion  [开发者] 2019 年 2 月 22 日 下午 4:42 
sorry this is not in the manual, there is an explanation of this in the code though
Brock 2019 年 3 月 8 日 下午 12:50 
Oh great! Thanks for showing us that. Is it possible to make it available for the hotbar like %RaiseAccel, etc.? If it is already, please excuse my laziness to just go and look at the code. I'll definitely check it out.
Vermillion  [开发者] 2019 年 3 月 8 日 下午 3:16 
its not *impossible*
orbies (7MD) 2019 年 5 月 1 日 下午 10:17 
Hey thanks for asking this and thanks Vermillion for answering it, I was wondering the same thing today. This is great.

I feel like it'd be handy to have this value and then the "maxRotorRPM" and "dampenersModifier" values in the manual, because they all pretty dramatically change the feel and appearance of the thruster functionality. Really great for personal preference or trying to build different ships with different characteristics of handling and flight feedback.

Lowering the two I mentioned in particular really make things look and feel smoother in flight. I recorded a flight of it.

https://www.youtube.com/watch?v=V-XiOpbmaSg
最后由 orbies (7MD) 编辑于; 2019 年 5 月 1 日 下午 10:18
uglydisease 2019 年 7 月 15 日 下午 11:01 
If you make the following changes to the script then it will automatically switch between space and gravity modes.

1) Change the thrustModiferAbove and thrustModiferBelow from constants to variables.
2) Create two sets of constants one for gravity and one for space for example:
public const double thrustModifierAboveSpace = 0.01;
public const double thrustModifierBelowSpace = 0.9;

public const double thrustModifierAboveGrav = 0.1;
public const double thrustModifierBelowGrav = 0.1;
3) Change the block to setup gravity to this :
// setup gravity
float gravLength = (float)worldGrav.Length();
if(gravLength < gravCutoff) {
gravLength = zeroGAcceleration;
thrustModifierAbove = thrustModifierAboveSpace;
thrustModifierBelow = thrustModifierBelowSpace;
}
else {
thrustModifierAbove = thrustModifierAboveGrav;
thrustModifierBelow = thrustModifierBelowGrav;
}
4) Provide access to this value to nacelles class.
Vermillion  [开发者] 2019 年 7 月 16 日 上午 12:26 
this looks like a great idea @uglydisease. ill happily accept this as a pull request :)
Birdan 2020 年 5 月 23 日 下午 3:45 
I have no idea if this is as a result of something with the above/below thrust modifier.
When I use a ship in space it is able to fly forward fine (it points in the right direction and then uses the thruster) but, when I try to go any other direction the rotor (and the thruster on it) just starts spinning wildly in circles and then switches the direction that it is spinning now and then.
I have tryed changing the thrust modifer and also tryed moving the center of mass.
最后由 Birdan 编辑于; 2020 年 5 月 23 日 下午 3:55
Vermillion  [开发者] 2022 年 3 月 19 日 下午 9:23 
@Bridan read the FAQ please.
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