Space Engineers

Space Engineers

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The Old Guard May 29, 2017 @ 10:08am
Gyroscopes, how many?
How do work out how many gyroscopes you need on a ship? Is there a formula or something?
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Showing 1-15 of 20 comments
Master Queef May 29, 2017 @ 10:55am 
more weight= more gyros
DrEarlInsanity May 29, 2017 @ 10:57am 
I tell by feel.
MysticMalevolence May 29, 2017 @ 11:26am 
More gyros give higher turning sensitivity, so it'll eventually come down to preference.
Last edited by MysticMalevolence; May 29, 2017 @ 11:27am
Karmaterrorᵁᴷ May 29, 2017 @ 12:40pm 
Its kind of different for every ship because shape comes into play aswell as weight. So usually....

Long thin ship = great roll awfull yaw
Ship closer to a square/cube = much more balanced on all axis

Same rules apply to gyro placement so you can try to counter those effects with different gyro configs inside the ship.

Basically its just lots of testing for each build and tayloring it to that ship :)
The Old Guard May 29, 2017 @ 3:06pm 
So it's basically a guess then? I thought with this game being very physics based it would be more of a formula (as in mass and gravity etc) rather than just guesswork.
I'm assuming you're still in the design phase for the ship, meaning you're in empty space building it.

I start with a few gyros and see how it handles. On large ships, I like to hang them off my jump drives in the engineering room. If it turns too sluggishly, I add more until it rotates fast enough for my purposes.

Keep in mind each new gyro adds a lot of weight. This means you're getting a reduced effect from each new gyro.
mmille14 May 29, 2017 @ 4:27pm 
Originally posted by The Old Guard:
So it's basically a guess then? I thought with this game being very physics based it would be more of a formula (as in mass and gravity etc) rather than just guesswork.

Well first you would have to state what you wanted as in yaw, pitch and roll in degrees ( or radians, etc) per second. Then with that you could work backwards to find out the number of gyro to provide those rotational speeds. I don't know if anyone has the caculations but, it shouldn't be too hard to work out the ratios on a test grid.
DrEarlInsanity May 29, 2017 @ 4:46pm 
Originally posted by The Old Guard:
So it's basically a guess then? I thought with this game being very physics based it would be more of a formula (as in mass and gravity etc) rather than just guesswork.

essentially we all have done our time of doing maths on things but no longer do it b/c we all have personal ratios that our guts have established.

kinda like cooks that use a pinch o' this and that...
Last edited by DrEarlInsanity; May 29, 2017 @ 4:48pm
dga8705 May 29, 2017 @ 7:34pm 
At one point it was posted on a thread here as 1 gyro for every X kg ship weight, but I don't remember what it was. I typically just add gyros until I get the effect I want. It also changes depending on what kind of ship it is. I don't expect a massive carrier or super battleship to handle amazingly well, while a corvette or cruiser needs to be pretty darn maneuverable.
delleds May 29, 2017 @ 10:26pm 
I think it matters where you put them, as well. I heard that if you place the gyros further away from the center of mass those gyros will be stronger.
Drome May 29, 2017 @ 11:34pm 
For good turning, i generally go with 1 gyro per 1,000,000Kg of weight on a large ship.
SJ May 30, 2017 @ 3:30am 
Originally posted by delleds:
I think it matters where you put them, as well. I heard that if you place the gyros further away from the center of mass those gyros will be stronger.

If you want to rotate a mass in space and if Space Engineers model real physics, then gyros would work better at the centre of mass.

Reaction Controls Systems(thrusters) work better when place farther away from the centre of mass.

Karmaterrorᵁᴷ May 30, 2017 @ 8:07am 
Originally posted by Drome:
For good turning, i generally go with 1 gyro per 1,000,000Kg of weight on a large ship.

Hmm my big ass cruiser is 35mill with over 300gyros.....turns like a brick haha



Originally posted by mmille14:
Originally posted by The Old Guard:
So it's basically a guess then? I thought with this game being very physics based it would be more of a formula (as in mass and gravity etc) rather than just guesswork.

Well first you would have to state what you wanted as in yaw, pitch and roll in degrees ( or radians, etc) per second. Then with that you could work backwards to find out the number of gyro to provide those rotational speeds. I don't know if anyone has the caculations but, it shouldn't be too hard to work out the ratios on a test grid.

Would that be able to factor in ship shape and gyro arrangement or would it be more of a rough guess assuming all gyros on center of mass amd a cube shaped ship?
MysticMalevolence May 30, 2017 @ 8:26am 
Originally posted by Karmaterrorᵁᴷ:
Originally posted by Drome:
For good turning, i generally go with 1 gyro per 1,000,000Kg of weight on a large ship.

Hmm my big ass cruiser is 35mill with over 300gyros.....turns like a brick haha



Originally posted by mmille14:

Well first you would have to state what you wanted as in yaw, pitch and roll in degrees ( or radians, etc) per second. Then with that you could work backwards to find out the number of gyro to provide those rotational speeds. I don't know if anyone has the caculations but, it shouldn't be too hard to work out the ratios on a test grid.

Would that be able to factor in ship shape and gyro arrangement or mould it be more of a rough guess assuming all gyros on center of mass amd a cube shaped ship?
Since when does shape matter? Turning is, for as long as I can remember, affected only by center of mass, which is shifted most significantly by gyroscopes...
I don't think SE does anything more complex than that.
Last edited by MysticMalevolence; May 30, 2017 @ 8:27am
The Old Guard May 30, 2017 @ 9:18am 
Originally posted by The Big Brzezinski:
I'm assuming you're still in the design phase for the ship, meaning you're in empty space building it.

I start with a few gyros and see how it handles. On large ships, I like to hang them off my jump drives in the engineering room. If it turns too sluggishly, I add more until it rotates fast enough for my purposes.

Keep in mind each new gyro adds a lot of weight. This means you're getting a reduced effect from each new gyro.

Am building a small ship with a grinder at the front to disassemble larger ships. It turns ok empty but when it's got materials in it turns sluggish. The same for my small ore miner, when empty with just the weight of the ship it turns ok but when full of ore it's like turning an aircraft carrier. Gonna have to add more to take into account the weight of materials, which is why I was wondering if there was a formula or something that could work out the number of gyros per kg/ton etc.
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Date Posted: May 29, 2017 @ 10:08am
Posts: 20