Station pushed around
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So i made a station player-flyable, just for fun.
Now there are two problems:- A Piranha lets spin me around. I have set the mass incredible high, but NPCs dont regard this:
[shiparch]:
steering_torque = 6666666680, 6666666680, 6666666680
angular_drag = 33333333400, 33333333400, 33333333400
rotation_inertia = 5000000050,5000000050, 5000000050
type = FREIGHTER
mass = 15000- And: If i use Mouse Flight in “Third Person” My Field of View Movement is fast but the station moves slow. The second one is ok, but why my view spins so fast?
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Check this for setting up your handling parameters.
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i read it before but there is no comperable ship
so i used the angular drag seen above and mass of 15000 and get the value of the two others.but it doesnt changed anything
or I have not understood your text really well. (cause of my shabby english )also i think it should just enhance the ship handling not stopping the spin of ships?
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15000 is far not enough actually probably to the smaller ship’s nudge forces and engine forces. cruisers in my mod have more than 200000 of mass with dynamically calculated movement entries and can still be spun by small npc’s. the spin is very small though but it is still recognizable. what i have experienced is that with my earlier entries with mass of over 2000 it spun weirdly so it is very likely that something about this entry is the secret if you do not want to rebalance the movement entries of all kinds of other starships.
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OK, the inertia is one of the keys, it should be 10%-20% of the drag values or it will cause nodding or spinning.
The other values that I have not played with enough to draw conclusions, are the inertia values in the .sur file - I only learned of their existence from Dev’s sursplicer, in which he calls the 3 values on the 3rd line of the input ini file “inertia X, Y and Z”.
Now he may be wrong, but if he is right then changing these by large amounts should cause visible changes in the performance.
I have no time at the moment to do this investigaton, even though it should take only a couple of days in total to test several huge ship sizes and refine the formula.
Remember we will always have some limitation with this problem because FL had no large ships that could be flown, so the dynamics were not finalised to suit larger ships.
It may end up a case of living with it as it is now. But it may be conclusive too. Try the investgation of the sur inertias.
There is one more thing that affects the way masses rebound after colliding - constants.ini:-
[PhySysConsts]
MATERIAL_FRICTION = 0.100000
MATERIAL_ELASTICITY = 0.900000