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Can you also made this for small grid? For fighters etc it will be very useful.
Cheers Major Jon for the inspiration to make it XD
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I have a question to clarify. FOr one ship we will need one of this and six of the inertial mass driver. Is this correct? weight is roughly 48 mil kgs. give or take 10 mil kgs :)
I did copy & paste the ship to see if that cleared up any issues. I didn't see anything change per se.
I did notice what you mentioned. If I banked into the turn, the turn was completed faster and with a smaller radius (with the 22 mkg ship) than before. Definitely not 90 degrees in 4 seconds but better than gyros alone.
What this tells me now is that I need to do some modifications to the blueprint before I can use it in prime time. Mostly to remove extraneous items, inefficient layouts, and add more gyros.
Thank you for the feedback and advice!
The rate of rotation is hardcapped to 0.5 rpm and the rotational acceleration depends on the number of gyros and the rotational inertia, aka sum of all blocks with mass*distance from center.
I'd say if you can do a 90° turn in like 4 seconds you're good, if it's much slower than that you probably just need more gyros to unleash the full power of this.
1. Testing how you described did exactly what was expected. I turned roughly 2x faster than gyros alone at 0 m/s.
2. It also accelerated me sideways which is expected based on the MID write-up.
3. At 50%+ speed, my turn radius was improved notably. While not turning on a dime, it was still better than most of the time I've used this blueprint.
4. Empty weight, it turns very very well without the MID
My conclusion for now is that something is amiss with the blueprint. I'll do some more poking around with it as 22 million kg isn't that heavy and based on all the testing I've done, both the MPD and the MID should work fine. Not to mention the 16 mkg blueprint I've had up to 30 mkg and it turns better than the 22 mkg one does.
Does physical size affect turn rate? I know mass does, hence gyros.
It is possible the issue is with the ship. The doors are almost instantly closing upon open DESPITE me using Whip's Door script to control them. They also eject me hard and at a distance if I collide with them while they are opening/closing. I've never seen this behavior before.
The workshop link if you want to check on your end is here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1959704603
The ship I am testing on has a large number of gyros (over 100, close to 200) and it's turning like a brick stuck in molasses. If it works for what I need, I intend on using it with a couple of your creations.
Let me try what you suggested. I'll be back in a few minutes with an update.
The script toggles the 6 merge blocks on or off depending on your velocity, only at max velocity all of them are on. I will test if there are any issues with it. You can try if it works at all by disabling the script (turn prog block off) and turning all merge blocks on. Then you should definitely see an effect and the mass shouldn't matter. If you have very few gyros and your ship turns terribly slow, the effect is also much weaker, so more gyros might also help.
I have it properly built (pasted in creative) & placed (conveyor icons indicate forward). The control script recognizes it (says 6 inertial dampeners) but I turn no faster than I did before I pasted it. This is true whether I am moving or stationary.
I know the script is working normally as it happily runs the pulse drive. Though it does not seem to do anything about reverse. I thought the script made a placed clang engine work in both directions?
The ship in question is a design from the workshop, 25 million kg if that is relevant.