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Quick Question #15
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it is intended to be used with gyroscopes. the games physics does not allow the thrusters to spin the ship in the way you are thinking. it sounds like your issue is caused by KFT - check the FAQ on the steam workshop page for more details. |
Gotcha. This is actually working quite well now. I've got one more little issue that occurs on occasion, I want to get your feedback on. If a ship utilizes a connector [on a base], on disconnect from the connector, the Vector program will suddenly think the ship is a station (and, obviously, cease functioning). Any ideas on how to prevent that? Right now, the workaround I've found is to destroy and replace the programmable block with a fresh iteration of the Vector script. |
ah, well thats screwed up.. it should stop working when you connect to a station, and start working again when you disconnect. i might look at that at some point, or if you'd like to make a pull request i'd be happy to accept it :) |
That's actually an interesting thought - I will check the mass readings. If I'm reading what you're saying correctly, the "ship" should essentially become "zero mass" once connected to a "station"? I have AutoLCD setup; so, I can monitor mass readings continuously. |
Did you write this for using with, or without, gyroscopes? I've mostly got this working on an 8-nacelle setup (initially did a 4-nacelle setup, and had lots of issues with thrust vectors), with 2 nacelles on each compass direction; but, am noticing that there doesn't seem to be any "roll" or "yaw" correction occurring without gyroscopes. This is on a lower gravity planet (Mars). I've added gyroscopes to the setup, and, it helps; but, it does seem to conflict with the "dampeners" compensation on the nacelles.
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