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Why do rotators insist on defying physics

124k AWESOMENESS360  one month ago
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    All the parts connected to the rotators including the rotators themselves have zero mass and zero drag calculations, the text labels shouldn't even be interacting with anything in the first place, yet when I turn the camera (rotator movement is linked to camera movement) the aircraft gets shoved around as if there's some kind of mass vectoring happening. I seriously don't understand what bizarre SimplePlanes physics phenomenon is happening for this to be occurring, it can't be the torque of the rotators moving the entire plane, right?

    Pinned one month ago
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    I use joystick base instead. And I recommend you to do so too(although it may be confusing at first but once you learn how to use it, you'll get hang of it)

    one month ago
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    93.3k winterro

    @AWESOMENESS360 This is a limit in the simpleplanes game, things cannot rotate faster than a certain point. so the momentum gets transferred to the airplane. I believe it was 200% of a rotator speed.

    Limitless spin mod reduces that, but it is still there

    One other solution is by making a rotator that spins the other way, with the same mass. Same speed.

    However it does have a gyroscopic effect

    one month ago
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    @Grob0s0VBRa I used the controller base, and it worked like a miracle! The pesky wobble is gone now. Thanks for the suggestion, I will now use controller bases in the future.

    +2 one month ago
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    2,007 Numbers2

    What happens if it's not the earth's core rotating but a simpleplanes rotor!

    one month ago
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    1,185 Whaet

    tente definir arcraft colison (false) nos roteadores e nas pesas que eles giram

    +1 one month ago
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    It has become too powerful. Soon even the Earth will rota- wait a minute.

    +3 one month ago
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    54.3k MVC

    Newton's third law😴

    one month ago
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    52.9k SILVERPANZER

    This happens to me on builds with low mass (even if the mass on the rotator and rotating parts is zero) or on hover platforms.

    one month ago
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    @AndrewGarrison will this bug with rotators be fixed in SP2?

    one month ago
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    It's as if the rotational inirtia tensors are coded incorrectly, and simply having the rotator moving, even at a constant speed, makes a counter torque force as though the part is accelerating. I've also noticed having a different number of parts inverts the direction that this torque goes in.
    A semi-fix I've found is if you make all the parts really really small and scale them up( ie, if you were making a 1m x 1m fuselage, instead of making it 2 height, 2 width and 2 length and 1x scale, you'd make it 0.2 height, 0.2 width and 0.2 lengh and make it 10x scale), the parts only have the rotational inirtia of the much smaller parts, and this effect is much less pronounced.
    .
    Also check this out

    +5 one month ago
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    Broken rotator physics are the bane of my existence in SP.

    one month ago
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    66.6k PPLLAANNEE

    @AWESOMENESS360 u could try using 2 rotators connected to eachother to boost the speed without having any rotators above 100% speed. but then you would get some wobble.

    one month ago
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    @AWESOMENESS360
    A possible solution: I just discovered that if you have a rotator that moves opposite to the primary rotator, with a counterweight of some kind that weighs about the same as whatever the primary rotator is connected to, the two rotators cancel each other's torque. There is still a little wobbling, but compared to what is shown in your video, it's basically nothing. If all that is a little confusing, I have an upcoming ship that incorporates this system, I'll tag you on it if you want.

    one month ago
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    Rotators are the only thing I hate the most in SP, if you have build over 100,000 tons the rotators just breaks everything if you don't have the right damper multiplier

    +6 one month ago
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    @PPLLAANNEE that would make sense I guess. It's just that, for VR purposes, the maximum rotator speed without using overload isn't nearly as fast as a person can turn their head, so the HUD would end up lagging behind where the pilot has their head turned. Of course it would catch up within likely less than a second, but still.

    one month ago
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    66.6k PPLLAANNEE

    its probably the torque, try limiting the rotator speed to only 100%. from my testing rotators only start producing torque over 100% speed.

    one month ago
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    13.3k Grob0s0VBRa

    Rotators tend to create a lot of torque. Perhaps always.
    Try using joystick base, it's safer, definitely not easier to setup, but at least work fine.

    +1 one month ago
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    7,334 overlord5453

    It's most likely because of collision. Turn of collision on the rotators. Are they hidden inside the fuselage? I also see another piece involved here. The piece connecting the vertical and horizontal rotator. Turn of the collision on that too.

    one month ago
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    7,898 Rb2h

    This is old code from 9 years ago, so it won't hold up well

    +1 one month ago
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    2,339 glueisglue

    I've encountered that type of rotator a year ago. On this build (the camera gunner located at the tail of my craft) I disabled all the parts near it, and it was all good for looking anywhere without the whole plane moving

    +1 one month ago
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    @Rjenteissussy yeahhh, disabled aircraft collisions already. Still does the thing, have no idea why it would do anything at all. Even less of a clue why it's doing what it's currently doing.

    +1 one month ago
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    I could only say, maybe the collisions should be disabled...

    one month ago