My next idea would be to save your current craft. Open a new airplane file and see if gyros act the same way in there. If they act right save your current craft as a sub assembly and drag it into the new airplane file
@griges I see the only reason I could think that would happen is because your cockpit is upside down. Other than that I'm not sure. Make sure you only have one cockpit
I would start by spawning in a new cockpit piece. Then I would check your controls and make sure they're not maxed out one way or another. If that doesn't work I'm not sure what you would do from there
I just made a mod I am calling total control that aims to provide more functionality than a gyro by adding force/torque relative to your aircraft based on input. It does not provide stability like a gyro but that can be funked in easily enough. Shall I post it?
My next idea would be to save your current craft. Open a new airplane file and see if gyros act the same way in there. If they act right save your current craft as a sub assembly and drag it into the new airplane file
+1@griges I see the only reason I could think that would happen is because your cockpit is upside down. Other than that I'm not sure. Make sure you only have one cockpit
+1Do you have a funky tree input going to the gyro?
+1I would start by spawning in a new cockpit piece. Then I would check your controls and make sure they're not maxed out one way or another. If that doesn't work I'm not sure what you would do from there
+1@PlaneFlightX I got it sorted. Thank you
+1You could also set the pitch range to 90 then substitute the pitch input for (-PitchAngle/90)
I just made a mod I am calling total control that aims to provide more functionality than a gyro by adding force/torque relative to your aircraft based on input. It does not provide stability like a gyro but that can be funked in easily enough. Shall I post it?
@PlaneFlightX I am getting an error with < Do I need a library or something to get that phrase to work
That looks like it'll work