# Hakuhonoo

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Hakuhonoo

## Profile Information

GameDeveloper
• Location
Ukraine
• Interests
GaveDev, Games, Kenjutsu, Snooker

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1. ## Object movement in the space with many engines

Or just be a little too lazy and ask the community for help Thanks anyway
2. ## Object movement in the space with many engines

I know, it's difficult. So I need help I'm still thinking about another idea to move the custom built ship. But nothing too valuable for now...
3. ## Object movement in the space with many engines

Yes, you are right about |V x U| = 0 -> no torque ( http://prntscr.com/g432th ). But if it's not - I need to compensate the torque somehow. So I need to know power (force) of the torque as well as its direction. |V x U| looks pretty much like torque force, but vector V x U definitely point towards the wrong direction. I guess to get the torque direction we need to project vector U on a surface built by point (CoM + V) and vector V. Am I right? And yes, the language barrier is a problem to some degree, but math is our language! ))) It's not really connected to KSP. And Throttle Controlled Avionics is using aerodynamics and gravity. I don't need those. What about equilibrium or dynamic... well... if I'll get equilibrium each few frames it becomes dynamic, isn't it?
4. ## Object movement in the space with many engines

Hmm... I guess you're right. Then I need to know another thing. Here is an image: http://prntscr.com/g432th C - center of mass P1 & P2 - thrusters v - vector from C to P1 u - vector of the thruster at P1 |u| - max thrust on it How much torque will get an object depends on how much thrust produce the thruster at P1? What about the task at all. Now I think to make main engines directed strictly backward and many thrusters to rotate the object somehow.
5. ## Object movement in the space with many engines

I'm trying to work out how much thrust each engine needs to produce to achieve a maximum speed of the object along a custom vector.
6. ## Object movement in the space with many engines

Hi, everyone! I have a nasty problem to solve. Half by physics, half by math. And hope UE4 can help me with that too. I have an object in the space. We know the center of its mass (C). There also a lot of engines/thrusters. We know where are they placed (P1...Pn) and in which direction they turned (D1...Dn). Each engine has maximum thrust (0...Ti). All those values we know. Tasks are: 1) We should be able to move (strafe) the object in the space by custom normalized vector (V) with custom thrust power (0 <= T <= 1). 2) We should be able to turn the object on the place centered on (C) with custom thrust power (0 <= T <= 1). 3) Of course, there are situations, where it's impossible. If so -> T = 0. Any thoughts or formulas?
7. ## [KSP 1.3.1] Bon Voyage 0.13.2.1 - Make your wheels rolling! 2017-10-15

Hi there! I have issue with your mod, but I wanna run it badly There is screenshot http://prntscr.com/f25v1p Power production is 0 with any vehicle. This one or with Buffalo or with any else...
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