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There's a mod that greatly increases the max holding force, but I don't remember what it is (was).
So, yes. mouse input can be used.
The thrust is centered on each subgrid's mass, which then acts via game physics on the parent grid just as when two totally unconnected ships collide and push each other around. Effectively, subgrid thrusters recreate a similar effect as various realistic thruster mods that do this for all thrusters even on the same grid. You avoid this by avoiding subgrid thrusters.
If you want to totally eliminate this problem, use merge blocks to fuse the subgrid back onto the parent grid once it's rotated into desired position.
I'm also not sure if this script doesn't have errors since it's been a year since I touched it.
I kind of doubt that many people would be willing to go through that kind of setup, unless it's a very specific project.
In a realistic setting however that would be awesome.
This script is to change rotors orientation in response to user input (or dampening or gravity).
It does not actually change the orientation of the ship itself.
Also, make sure it's a ship and not a station.
[GIMBAL]
GimbalZMinus=80
GimbalZPlus=280
It tries to go the 'shortest' distance, but at 180 it might not be picking the 'right' direction.
Try setting limits for the rotor/hinge.
Thanks for the awesome script anyway though.
By runtime, do you mean the elapsed time the script takes to run?
I don't have this script output that information. The time for the last run is easily available to script. current run time would have to be tracked. There's also the number of instructions used which is another measurement of runtime.