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as far as i can tell this mod doesnt alter the thrust behaviour in relation to the vanilla behaviour.
if you want a mod where thrusterplacement matter realistic thrusters ( https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=575893643 ) might be something that interests you.
center of mass above cente rof lift means it rotates as it wants the mass to be lower than the list and thus you want to have theyre center of mass below the center of lift.
the control surfaces should work if mounted on a rotor or hinge but if they are too small they might have no noticeable impact.
someone might be able to help you with direct advice on the construction if you join the discord linked inside the moddescription and share some screenshots or so of the situation at hand.
I just tried with some Gyros and it's completely manageable when I have any control over rotation at all.. I was hoping to use the control surfaces only, so that sucks..
the shape of your grid has an influence on it, so maybee just reshaping some stuff helps.
i have atm a grid that has a tendency to nose up over distance due to the ramp i have at the back to get on board with a rover, though its manageable and just about 1-2° nose up at around half a km distance.
i usually aim to have the center of mass just slightly below the center of lift, toughly around half a block of the given gridsize, as i find it flys a bit more stable that way even with a single wind design.
besides that try to gradually increase the thickness of wings and structure instead of going up in a big wall to reduce drag if you have probs with drag and/or heat buildup as less drag also means less heat buildup.
from what informations where given i would go more with bad aerodynamic design as no mentioning of another mod influencing how stuff flies where given, though i also have so far not used a mod that gives you wings to build with.
IF IT DOES NOT: the Wing Block mod has a VERY rare issue where wheels do not play well with your airframe, this can cause extremely strange behavior despite most or all other airframes being unaffected, to resolve it: you have to remove the mod from your world and then re-add it after making a save of that world without the mod.
IF THAT DOES NOT WORK: your save is corrupted. Time to make a new world, and frankly, uninstall and reinstall everything, Steam will re-install all your mods so just wipe the board and assure the highest chance of success.
If that doesn't work, I'd say its time to just pick one or the other, and this one does have more applicability despite no custom blocks. But if you're on a fighter-jet kick, I'd do Wing Blocks.
Wing Blocks for MiGs, Sukhois, Mirages, F-15's, etc., this mod for Antanov, Tumansky, Airbus, space-stuff, interplanetary cargo ships and everything that doesn't come to mind from the former list.
HOWEVER, you can troubleshoot this as I have used both mods in conjunction without issue for years: disable one of the two mods and test your game. If it persists, switch which mod is disabled and enabled and then try again.
In my experience: if it continues to persist, disable both, load the world, save, exit, enable either of the mods, preferably not both at once to start with, and see if the issue remains.
Much of the time, this permanently resolves the issue.
now you only need to find out how to build one that uses aerodynamics to lift its stern, to roll starboard and to roll port before combining them to have a stable flight.
and yep you grids form has a big impact on how the grid flies with aerodynamics in your world.
does it happen with just aerodynmaics and requirements in a fresh world too?
if not its probably something that happens in a specific modcombination.
is there spezial limits configs maybe its becouse of to mitch sparks i dont know
the blueprint scren shouldnt even open if you open the admin menu and it doesnt open on my end, so if that happens i would say its something irregular that happens there.
so you manage a server without having access to se itself to join it as an admin to be able to check in on stuff and access settings made to be accessible from in world?
if that is the case i would recommend from my side that you either get a version of se you can use for it or get someone you trust to do that stuff for you.
besides that the file with the settings of the world are inside the world specific storage folder findeable under %appdata%\spaceengineersdedicated\saves\yourworldname\storage\571920453.sbm_sedrag but you might need to request access to it if you use a third party serverprovider as most of them dont allow access to the appdata area on default.
Multiple wings I think will work, but I suggest just trying it and comparing.
Does multiple layers of sloopes (wings) will help with lift? like multiwings?
and second is worth additional 'profile' to keep closed shape that additional mass or get rid it :)
i usually go with "does it look like it can fly with wings?" and if it looks like that is give it a trial and error tour till i find is ok how it flys.
So I ran those numbers to check. At 20x cD, the terminal velocity of a large ship armor block is 20.8 m/s, 60x 12.12ms, and 1x 95m/s. I calculated the Terminal velocity at the atmosphere height i took this measurement should be 61.1m/s. Off yes ( i know this because i set the base cD a bit lower on purpose initially, and I do have a good reason why), but not by a factor of over 20x. This is the sort of testing thats valuable. Not somone just coming in and saying "I know your wrong, just change this specific code, trust me bro".
Accusing me of gaslighting you, I was at work not focusing on your discussion I'm not going to be 100% accurate. This is basically assuming I was acting in bad faith when I was not.
Constantly nit-picking code instead of sticking to the problem statement and the evidence.
After a ton of back and forth on everything under the sun being wrong you finally got to talking about the drag of your ship, while being unclear you were talking about your ship
In the end we concluded the terminal velocity was close to expectation, so whats to change?
"I see you are not very interested in developing the mod" - You apologized for this to be fair
"Denying me to upload with changes
2. Not reacting to my question if he would do it himself
3. I read "you could drop all your notes there" as "do it if you want, I don't care"
4. The said discord has dead channels with last message unanswered questions > year old" Insulting, and not accurate.
"why calculation is slightly wrong, your response - "no, it's accurate" - the variable name is accurate and i said, "no, a is accurate" not "no, it's accurate", so you continue to lie and misrepresent what I said.
"Got banned for a suggestion, so I was right. " I timed you out, for my sanity and yours, that's not a ban, you could continue the discussion later if you like.
"More than this, author is inadequate" Another insult
About my aerodynamics mod: this mod has good foundation, UI features, visuals for center of mass and lift, particles. It is much work, and is more optimal to fix what is underperforming. I suggested it, and didn't recieve any certain answer. It could be anything from "Not interested" to "yes, I like it" or "I like this, but don't like that" - I would accept any of those and move on. Instead arguing with me without real arguments... After this I thought about making own, yet just I started modding a month ago, so we will see about that. Now I just need quick fixes for my world, which I'm doing.
So when is your aerodynamics mod coming out?
Nothing to comment about drag coefficients, they are useless now, and I am not going to solve it.
You preferred to reply only to criticism about reenty, ignoring all others, cool.
I was polite when I joined discord, I even apologized for what I said here in my first messages. This resulted in you being unbelievably pretencious.
Your personal attacks and abuse need to stop. Your constant assumption that I'm acting in bad faith also needs to stop. You came into the discussion assuming bad intent.
What you don't understand is I could make all changes I need and thats it. I reached out to improve your mod. You percieved it as an attack, and got 200% defensive, not willing to explain anything so I had to ask twice.
Now whoever tested this did a bad job, and I don't care who you say they were, facts are facts. OR you could mention low drag in the description, but no.... Just as with drag coefficients not working for large grids, which people use 90% of the time - no info. And I tested the mod which enables it: all blocks coefficients = 0.75 except cockpit, wtf? And the coeff I got for super sleak 7x3 ship is 0.966.
It is easy to check by outputting acceleration to an lcd with automatic lcds script, and printing out dragForce. Divide force by mass and you get deceleration you should have, but - there is almost no deceleration at any speed. Would it be right - the "mult" in dragsettings would make sense, because deceleration in pretty high, like in real world.
hope you did read through the discord communication before deciding that.
i for my part would say that just the few comments here definitly dont paint the full picture.