Duuuuuude, The vectored hinges at 18:59 Neeeeds to be turned into a Chinese dragon! Like the whole body runs the script and snakes around, probably with the sideways thruster at the tail end
The jiggling happens when the main body of the ship is too light for the thrusters. If you make the main body heavier or were to "finish" some of the body designs it does reduce the tremors. I also wonder if you could overcome this by applying gravity alignment script and maybe have a tinysubgrid underneath with gravity generator
With LG there can be issues. It works but less reliably - at least on rotors. Problem is LG Advanced Rotor or simple Rotor cannot deliver enough torque and stopping torque. It ends with spinning trhusters and crash. I will try hinges but that limits construction capabilities/features you achieve. Limitation of rotors also apply to SG, it infrequently but happens when you put 2 L atmosferic thrusters on same adv rotor. Very, very rare when you have single L a. thruster on adv. rotor.
@@PandemicPlayground the last one is hilarous and beautiful at the same time. You can see the waves of overrides controlling each thruster one at the time as a seperate vector thruster
for planet flying all you need is 4 thrusters 1 facing back to stop forward movement , one each side for strafe, and one facing down for lift. and flying it like a heli. wheels can be used for landing as bumper they can slam the ground with no deform dmg
YES! people need more awareness of the amazing scripts out there. Wanted to know, have you ever tried to showcase scipt guided missiles, the things are absolutely baller!
This script limitation is that it needs to cover at leat 2 planes. It calculates required vector and always splits between planes, then between thrusters on each plane. No way to make single thruster design working with that script. As for oscillations - there are 4 ways: - ALWAYS set breaking torque on the rotors/hinges equal to torque (for rotors solves most "spin crashes") - in a script reduce by 20-25% rotor/hinge velocity - using % commands in script reduce acceleration (I'm working on two additional % commands "%preciseAccel" and "%normalAccel") - some ships just need balast to fly nicely :) (they will shake with slow, precise flight but will stabilize if you fly forward with max speed) I found that different sizes of ship learn you different aspects of vertical therust in SE. Largest I built was 2 LG large atmos thrusters, and LG large container. It lifted cargo but was veeery shaky and difficult to land.
its not the gyros, the script does not account for the rotational inertia of the nacelles, so that rotation causes the entire ship to rotate, which causes the nacelles to rotate more to keep up. then it overshoots and goes the other way. it actually happens on all vector thrust craft, but its much less noticeable when the main grid has more rotational inertia than the nacelles. it would be worse without the gyros
I had already did the rotor on thruster; ended up making it with out riggers on all four corners using 8 thrusters. Man what a ride especially doing flips and rolls...
For the longest time I didn't know why my vector thrust ship wasn't working and this video is what made me realize that I never recompiled after I added any thrusters
Rotors will cause the ship to slowly fall, I think the grid doesn't calculate the up dated thrust needed for the mass Hmm maybe they updated the script, will have to test it again on my firefly, omg it was frustrating, I couldn't get it to work... but will try again soon. Will shear the link if it does...
I found myself experimenting a lot with this script lately, very useful if you want to play economically or your fuel (rocket fuel in my case) is more rare than basic ice. What I have probems with it doesnt always behave like it should, expecially on my latest planet-to-space freighter. My configuration used only 2 hinges pointing backward and forward and stationary thrusters to sides, but main thrusters used for forward, backward and up thrust get buggy a lot. Interesting thing is, it "unbugs" itself as soon as I place 2 side mounted thrusters on rotors with same orientation and purpose. Video may have given me idea to try to place both hinges facing downward, so i will see how it goes and maybe share a link to my Salamander.
Getting started in SE i find it strange that this works. Do the gyros compensate for the thruster vectors not beeing in line with the center of gravity?
It would be easier in vanilla if one thruster controlled one axis, like one for forward/backward and second for left/right. You could use one button to quickly switch its position to reverssed
Hey just so I get this out of my brain, everyone keeps saying that flying with only "jump thrust" as I call it is very difficult, but I somehow find it easier to manage than normal flight. I've always somehow managed to do better when the inputs on movement are simple. I.E. Planes go nyoom forward and that's it. Dampeners have to make me rely on even thrust capabilities, or very quick assessment and I'm good at neither of those when it comes to trusting my ship's movement. I do, however, use stabilizing thrust in space.
Il like tu use the "subgrid thruster manager script". I can move manualy some thrusters from "forward/backward" to "vertical" when I go to some gravity planet. This way I can have a lot of acceleration in space, and land on planet with less manoeuvrability, with less mass.
theres most definitely a way to get it down to 1 thruster. just needs a whole new type of script for it. maybe once i get further into my software engineering classes ill give a crack at it
I tried this on a somewhat larger craft. Wanted to do a planetary miner, so I needed more thrust. I had left and right and two on top. It was very unstable, constant drifting of the aircraft, landing on the connector was nearly impossible. I had to gave up on it, as it sadly was not very practical :(
I abandoned vector thrust for my mining ship for this reason - too dificult to line up the connectors. It's very good for a scout ship or personal transportation, though.
put thrusters on 5 points. each rotor vertically. 2 on each sides, 1 on rear. side rotors should be at the ends. It may however end with spinning rorot if you will put too much thrusters.
Looks like for the most part your hitting the limitations of what the script was coded for. And having far too much thrust for not enough ship weight, so minute changes are huge effects, so it starts overcompensating.
... I made a rover with ass thrusters that could lift it on earth... twas fun but took skill to control properly... with experience in doing it I could use it as an effective means of travvel
I tried converting a mining ship I had to vectored thrust and it.. didn't really work. Beyond the general bugginess of Vectored Thrust 2 (by vermillion), where the script just didn't work sometimes, or only half worked or had to be repeatedly turned off and on again to work... the ship itself was incredibly unstable when it did work. The thrusters were very overresponsive and the ship ended up constantly wobbling back and forth with the thrusters constantly overcorrecting back and forth. And added to that the thrusters wouldn't put out their full thrust. Like, on the static normal build I had 2 forward facing thrusters and 2 backward facing thrusters and I replaced them with 1 thruster on rotors on each side (going from 4 total to 2 total), and I figured I'd be halving the number of thrusters I had to build for effectively the same thrust forward and back, but for some reason even when the script was working the thrusters just never put out the same amount of thrust as I had previously. Honestly I was probably doing something wrong, but I'm not smart enough to figure out how to fix it. And if the script doesn't work for a dummy like me then it's probably not ready for the general public to use.
Duuuuuude, The vectored hinges at 18:59 Neeeeds to be turned into a Chinese dragon! Like the whole body runs the script and snakes around, probably with the sideways thruster at the tail end
3:25
You were falling because the inertia dampeners were not compensating for the weight of a rotor head and the horizontal thruster.
hello the we have same surname intresting
just had English phone that didn't have ł and ą but got new one and nice to meet u
@Leighton Boone the fuck dude stop try scam people I seen this post like 8 times don't u have life and why u use different accounts come on
@Fabian Darius intresting as said many accounts
@Fabian Darius same one month ego made both I dont care and u post it too fast
The jiggling happens when the main body of the ship is too light for the thrusters. If you make the main body heavier or were to "finish" some of the body designs it does reduce the tremors. I also wonder if you could overcome this by applying gravity alignment script and maybe have a tinysubgrid underneath with gravity generator
OMG! I did not see anything you did in this video except for use two unlocked connectors as a free spinning rotor. That is amazing! You are amazing!
can we see a how if it works with large grid, having a vecter thrust Heli-carrier would be pretty sweet.
There is no fucking difference if you have enough thrust and fuel.
With LG there can be issues. It works but less reliably - at least on rotors. Problem is LG Advanced Rotor or simple Rotor cannot deliver enough torque and stopping torque.
It ends with spinning trhusters and crash. I will try hinges but that limits construction capabilities/features you achieve.
Limitation of rotors also apply to SG, it infrequently but happens when you put 2 L atmosferic thrusters on same adv rotor. Very, very rare when you have single L a. thruster on adv. rotor.
@@leadontaste7261 There is. check my other comment next to yours.
12:50 That's the SE version of Santa Claus sled xD
ROFL
@@PandemicPlayground the last one is hilarous and beautiful at the same time. You can see the waves of overrides controlling each thruster one at the time as a seperate vector thruster
Vector thrusters should be their own block existing vanilla. The kind of models would be so much better
Or you can just make your own in this creative sandbox game
no they should not. programming and building should be simpler so you an make anything quickly by combining simple components
for planet flying all you need is 4 thrusters 1 facing back to stop forward movement , one each side for strafe, and one facing down for lift. and flying it like a heli. wheels can be used for landing as bumper they can slam the ground with no deform dmg
YES! people need more awareness of the amazing scripts out there. Wanted to know, have you ever tried to showcase scipt guided missiles, the things are absolutely baller!
19:19 hinged thing is pretty crazy and its movement reminds me those eastern dragons.
This script limitation is that it needs to cover at leat 2 planes. It calculates required vector and always splits between planes, then between thrusters on each plane.
No way to make single thruster design working with that script.
As for oscillations - there are 4 ways:
- ALWAYS set breaking torque on the rotors/hinges equal to torque (for rotors solves most "spin crashes")
- in a script reduce by 20-25% rotor/hinge velocity
- using % commands in script reduce acceleration (I'm working on two additional % commands "%preciseAccel" and "%normalAccel")
- some ships just need balast to fly nicely :) (they will shake with slow, precise flight but will stabilize if you fly forward with max speed)
I found that different sizes of ship learn you different aspects of vertical therust in SE. Largest I built was 2 LG large atmos thrusters, and LG large container. It lifted cargo but was veeery shaky and difficult to land.
IU think the reason you keep spazzing out at 16:27 is because of the mega-gyro system overcompensating for the thrust vectoring
its not the gyros, the script does not account for the rotational inertia of the nacelles, so that rotation causes the entire ship to rotate, which causes the nacelles to rotate more to keep up. then it overshoots and goes the other way. it actually happens on all vector thrust craft, but its much less noticeable when the main grid has more rotational inertia than the nacelles.
it would be worse without the gyros
18:38 i think this is called a snake engine 😂😂😂
I had already did the rotor on thruster; ended up making it with out riggers on all four corners using 8 thrusters. Man what a ride especially doing flips and rolls...
For the longest time I didn't know why my vector thrust ship wasn't working and this video is what made me realize that I never recompiled after I added any thrusters
Rotors will cause the ship to slowly fall, I think the grid doesn't calculate the up dated thrust needed for the mass
Hmm maybe they updated the script, will have to test it again on my firefly, omg it was frustrating, I couldn't get it to work... but will try again soon. Will shear the link if it does...
At 3:30 you're falling because the game doesnt like subgrids on a ship
Vector Thrust are cool. Unfortunately, they don't seem to work with any autopilot scripts I've tried.
it won't because the vector thrust relies on key inputs and an autopilot script just turns on thrust override.
I found myself experimenting a lot with this script lately, very useful if you want to play economically or your fuel (rocket fuel in my case) is more rare than basic ice.
What I have probems with it doesnt always behave like it should, expecially on my latest planet-to-space freighter. My configuration used only 2 hinges pointing backward and forward and stationary thrusters to sides, but main thrusters used for forward, backward and up thrust get buggy a lot. Interesting thing is, it "unbugs" itself as soon as I place 2 side mounted thrusters on rotors with same orientation and purpose.
Video may have given me idea to try to place both hinges facing downward, so i will see how it goes and maybe share a link to my Salamander.
Curious, how well would vector thrusters works with hinges?
Vector thrust type of scripts on the workshop are lack maintenance. Hope the attentions attracted by this video could help a bit...
this is hilariously jank. thank you for your contribution
Coool. Will have to try it now
Just seen this and im wondering if there is a way to build a space squid ship with the vectoring. Could look real creepy with all those hinges
Getting started in SE i find it strange that this works. Do the gyros compensate for the thruster vectors not beeing in line with the center of gravity?
Yes. Same for normal thrust.
Otherwise we’d have to balance everything
an impressive video like always
Does SE take a flight controller input? That’d be sick on the monothruster ship
6:30 what are those scraps flying away????
Yea I've tried this I physically can't get it to work on drones
It would be easier in vanilla if one thruster controlled one axis, like one for forward/backward and second for left/right. You could use one button to quickly switch its position to reverssed
U should try using remote control blocks on the separate grid
However this script doesn't seems to work with multiple nacells on each side of the craft, or... nacells that are not aligned with the center of mass
can u try a mod that make small grid even smaller and check out encounters mods and which is best
thanks and good luck there
Hey just so I get this out of my brain, everyone keeps saying that flying with only "jump thrust" as I call it is very difficult, but I somehow find it easier to manage than normal flight. I've always somehow managed to do better when the inputs on movement are simple. I.E. Planes go nyoom forward and that's it. Dampeners have to make me rely on even thrust capabilities, or very quick assessment and I'm good at neither of those when it comes to trusting my ship's movement. I do, however, use stabilizing thrust in space.
You can control thrusters on another grid using merge blocks
Il like tu use the "subgrid thruster manager script". I can move manualy some thrusters from "forward/backward" to "vertical" when I go to some gravity planet. This way I can have a lot of acceleration in space, and land on planet with less manoeuvrability, with less mass.
Really funny! Nice experiments!
theres most definitely a way to get it down to 1 thruster. just needs a whole new type of script for it. maybe once i get further into my software engineering classes ill give a crack at it
The last time I used this script it couldn't handle a H pattern layout. Has that been fixed?
Is it vertical thrust or vector trust ?
I tried this on a somewhat larger craft.
Wanted to do a planetary miner, so I needed more thrust.
I had left and right and two on top.
It was very unstable, constant drifting of the aircraft, landing on the connector was nearly impossible.
I had to gave up on it, as it sadly was not very practical :(
I abandoned vector thrust for my mining ship for this reason - too dificult to line up the connectors. It's very good for a scout ship or personal transportation, though.
put thrusters on 5 points. each rotor vertically. 2 on each sides, 1 on rear. side rotors should be at the ends. It may however end with spinning rorot if you will put too much thrusters.
You didn't showcase using merge blocks for vector thrust. I put some posts on reddit with my vanilla vector thrust with merge blocks.
I did try this but I only exacted the wrath of Klang!
Ah A new YTber Playing with The Physics engine, Me and my Russian Buddies did this for years lol
calm down, there;s no need to be insecure
@@Gehrke62 panic? Where? I never panic!
Somebody needs to make a new enemy faction mod that uses builds similar to the last ship in this video
Shit this looks quite stable now!! I need to give it a try again
Does it work with hydrogen engines
It should as long as they are still getting hydrogen, by mean of a advanced rotor or maybe a hinge
your bottom seat remote issue is due to not having an antenna on the bottom ship.
I thought the suit's antenna would reach, but maybe I'm wrong and it does need another antenna as you mentioned.
@@PandemicPlayground Your suit antenna only works when outside of a seat.
BEHOLD the Wigglecraft
Looks like for the most part your hitting the limitations of what the script was coded for. And having far too much thrust for not enough ship weight, so minute changes are huge effects, so it starts overcompensating.
... I made a rover with ass thrusters that could lift it on earth... twas fun but took skill to control properly... with experience in doing it I could use it as an effective means of travvel
WOWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
👏
I tried converting a mining ship I had to vectored thrust and it.. didn't really work. Beyond the general bugginess of Vectored Thrust 2 (by vermillion), where the script just didn't work sometimes, or only half worked or had to be repeatedly turned off and on again to work... the ship itself was incredibly unstable when it did work. The thrusters were very overresponsive and the ship ended up constantly wobbling back and forth with the thrusters constantly overcorrecting back and forth. And added to that the thrusters wouldn't put out their full thrust. Like, on the static normal build I had 2 forward facing thrusters and 2 backward facing thrusters and I replaced them with 1 thruster on rotors on each side (going from 4 total to 2 total), and I figured I'd be halving the number of thrusters I had to build for effectively the same thrust forward and back, but for some reason even when the script was working the thrusters just never put out the same amount of thrust as I had previously.
Honestly I was probably doing something wrong, but I'm not smart enough to figure out how to fix it. And if the script doesn't work for a dummy like me then it's probably not ready for the general public to use.
It honestly worked pretty well prior to a few SE updates. It might not be the most stable but still works decently.