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Haha..... ? What ?
.... hmm if i did not have power then they would not even work ....right ?
....if they did not even work i would be here asking why they don't even work ....right ?
.... and would not be here complaining about how wobbly they are in use... ???
That makes no difference to the stability of the craft folded or unfolded .....that only helps with the stability of the craft as the action takes place as you can apply as much force as needed.
Traverse Speed is a far better option to change this will help with the unfolding and folding stability .....
This will not help with the stability once unfolded or folded it will still be wobbly.
Don’t know what to tell you, as it makes my craft much less wobbly.
Ok.....
Will try to explain my issue more simply
Without moving using extending or adjusting any robotic part at all it is very wobbly.
So Click launch .... on landing pad .... don't do or touch anything .... its like spaghetti.
So the action of moving or using a robotic part is irrelevant to my issue.
Did you actually try it though? It doesn’t make sense but it works.
Set your target angle to something else and then launch and manually move the parts into the position.
ok will try again....
It makes no difference where how far or at any angle and any part of the robotics is.... regardless if it is use not in use if it has a custom action bound to it or does not have a custom action bound to it.
It makes no difference if i use or don't use any part of the robotics at all in any way or form.
They have no stability
Just for you i have done what you said and again no difference. Like i have tried so so hard to say the action of using a robotic part is irrelevant using a robotic part is not the issue.
The issue is how wobbly they are regardless if they are folded, unfolded, in use or not in use.
The first thing i done.
Regardless.. yes. Robotic parts are wobbly. I was forced to land a plane on a survey contract at one of the other rocket launch sites last night when it ran out of fuel.
To refuel it I build a "rover" that would drive over to it from the rocket pad and use a robotic arm consisting of pistons, hinges, and a rotator to effectively drop a claw on top the plane to "dock".
It worked, but the whole thing was such a spasmotic mess after docking that it blew every tire on the rover. I ended up disengaging all the motors and unlocking them, which stopped it. Thankfully I didn't care, as I just recovered the rover after draining its tanks into the plane to extend several missions.
Wobbly fine while extending or adjusting angles but they should lock in place or gain more stability once extended to there max distance or angle.
So For eg. i have a rover it has an extendable arm. its folded away and not in use.... it self locks in a ridged position until used. i extend it out to its max setting and bend it to the right 3 seconds pass it locks in position. I then fold it away 3 seconds it locks again.
And no more dampening = more spring .... to dampen something related with force is to soften the blow ..... the higher it is the softer it is. No dampening = hard impact = more ridged.
I guess I could be wrong, but that's always been my experience. A strong spring with strong dampening is rigid, while weak springs and dampeners are squishy and bouncy. My plane with low dampening literally bounces up and down just sitting on the runway doing nothing.
If you Dampen an impact you make it less impactful.... less force will be received ....
Too do this you need somewhere for the Kinetic Energy to go or to be stored.
Higher Dampening on the scale of 0-100......
Lowest Number on this scale is 0 = No dampening, No Bounce, No way to store kinetic energy.
Highest Number on this scale is 100 = Maximum dampening, Max Bounce, Maximum storage capacity for kinetic energy.
The reason your plane is jumping about on 0 Dampening is most likely simply down to the parts freaking each other out due to the physics of the planet and lack of rigidity to the craft.