So this is how a turn & slip indicator works.
I tried replicating this system in SimplePlanes.
Due to the bad torque physics, bad gyro physics, and rotator speed limits, and 0 mass parts having mass, this is the best I could do, and well, it doesn’t really work.
Neutral (no yawing)
(As you can see, 0 mass parts have mass. 😤)
Yawing left
Very wobbly, as again, 0 mass parts have mass...
Yawing right
There is a tiny amount of effect, but the thing is notoriously unreliable, and it’s also heavy. It can not be used in an aircraft the size of a Cessna. Also, it doesn’t work whatsoever at small scale.
There’s also the fact that it responds to roll, which is not a good thing.
For it to work properly, these things need to be done to the game:
- Remove rotator speed limits (so this thing can spin at several times the speed)
- Make 0 mass parts actually 0 mass
I don’t think there is a specific differential function, although it might be possible through other means @jamesPLANESii
@jamesPLANESii well, you need to figure out how to adjust it. I don't need it, so I don't want to waste my time calibrating it.
Is there a rate of change funky tree thing? @EternalDarkness
Here @EternalDarkness
Hmm doesn’t seem to work at lower speeds 🤔 @EternalDarkness
Ooh that sounds like a great idea! I’ll test it @EternalDarkness
Try using
Heading
input on two rotators, one set to quickly move the pointer off center, the other, with the same input in opposite direction, to slowly move it back to the starting position.