Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
For a more direct comparison reduce the max. extention of the piston by 2.5m so you end up lifting the grid to the same height, will still have more flex than without the rotor though.
Share inerta tensor may make it less severe (only available in experimental mode if I remember right).
Edit:
Thinking of it, I remember there was a strange bug where hinges would loose a lot of their strength if they where build on top of each other.
With a block in between the two hinges stength went back to normal.
Maybe you found something similar, a block between the piston and the rotor could work better.
Stuff like this is implemented through physical engine constraints. And constraints work best when there are comparable masses on both sides of the constraint. Meaning if you have a huge 100T truck and connect it with a hinge to a thin and long arm, the hinge is gonna wobble.
When you connect piston to a rotor and attach rotor to your truck you create three rigid bodies. The truck body with a huge mass, rotor head with piston body that has smaller mass, and piston head with even smaller mass.
It is absolutely going to wobble and lose rigidity.
Basically the only shape in space engineers that is not going to wobble is a vehicle without any subgrids, meaning pistons and rotors (animated doors do not ocunt). Because that's a single rigidbody. When you start attaching pistons rotors, etc, all those parts will be not quite rigid. Under stress they might start oscillating, and that's where "Clang" comes from...
I think your criteria is messed up. What's your definition of rigidity? This could just be a graphic affect since the plate has to be level to the ground, but the rover is at a tilt. If you decreased the piston maximum by 2.6m (2.5m for rotor and 0.1m for rotor head) it would look better.
I'm having a lot of success by putting tensors on the hinges and rotors and NOT the pistons.
You tell me why but it's working.
Using the piston as a lever is next.
I'm reporting...
The block between the rotor and the piston is not working.
Changing the length - did not work and does not work.
Inertia tensor - completely corrects the situation, but makes the piston extension extremely dangerous, but it's better than an oblique piston =)
Still cool to try at finding the stable solutions and I can see some found working solution just by looking at the Workshop, but gave me more problems than joy like thrusters not turning Off auto when landing gear locked...
For example -> No landing gears on the folding legs :
https://steamcommunity.com/sharedfiles/filedetails/?id=2537440100