RCS only contributes 30% torque value to roll

Discussion in 'Backlog' started by Garaman, Mar 9, 2022.

  1. Garaman

    Garaman Captain

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    Build: 1.7.7 3718
    Mode: Survival / Creative
    Mode: Single Player / Multiplayer

    Reproducibility: Always
    Severity: Minor

    Type: Flight Physics

    Summary: Installed RCS devices contribute 100% of the specified torque to pitch and yaw, but only 30% to roll.

    Description:
    This may be deliberate for gameplay reasons since a quick look through the workshop shows builds from 2020 with this stat difference, but it's quite significant so I just wanted to make sure it's not a bug.

    Steps to Reproduce:
    1. Place a starter CV, SV, or HV block
    2. Place an RCS unit on it
    3. Review the torque statistics. The roll torque value will be 30% of the other two axes.
    Screenshots:
    upload_2022-3-8_22-58-42.png
     
    #1
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  2. IndigoWyrd

    IndigoWyrd Rear Admiral

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    Does this remain consistent if the RCS itself is rotated?
     
    #2
  3. Garaman

    Garaman Captain

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    I believe so, yes. It is my understanding that orientation of the RCS makes no difference in its performance. But I should verify that assumption.
     
    #3
  4. imlarry425

    imlarry425 Captain

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    Isn't a stationary barrel roll the maneuver that breaks AI turret targeting- the "whirly bird" thing people talk about occasionally? Might be an intentional nerf.
     
    #4
  5. Garaman

    Garaman Captain

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    Likely not. Whirly bird ships primarily rely on thruster torque, and I only noticed this with RCS units. Though now I also want to test thrusters to make sure it's not a global issue...
     
    #5
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  6. Kassonnade

    Kassonnade Rear Admiral

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    "Roll" has always been the "slow" axis since I play the game (Alpha v5), much slower than pitch and yaw. Players often mentioned this behavior when seeing how quickly the ship can roll when pressing the "auto-level" key compared to when they try to manually roll the ship parallel to ground.

    I suspect that behavior is due to the fact that the ships use a conventional "player control scheme" for mouselook, which has pitch and yaw as defaults but no "roll" because player cam never "rolls" in shooters, it has a fixed vertical axis. So the "roll" component may have been added with a different method than the default one used for pitch/ yaw for player cam in Unity.
    --------------------------------------------------------------------------------------------------
    Edit :

    The camera uses the mouse for pitch/ yaw, and roll has to be mapped to another device (keyboard or joystick) because mouse only has 2 axis. From the manual :

    https://docs.unity3d.com/Manual/class-InputManager.html

    Axis values can be:

    Between –1 and 1 for joystick and keyboard input. The neutral position for these axes is 0. Some types of controls, such as buttons on a keyboard, aren’t sensitive to input intensity, so they can’t produce values other than –1, 0, or 1.

    Mouse delta (how much the mouse has moved during the last frame) for mouse input. The values for mouse input axes can be larger than 1 or smaller than –1 when the user moves the mouse quickly.

    ---------------------------------------------------------------------------------------------------

    We see why pitch and yaw can easily go faster than roll : pitch and yaw use "mouse delta" while roll use fixed values. Because players can adjust mouse sensitivity, there is no way to make "roll" follow these adjustments, from what I understand.


    .
     
    #6
    Last edited: Apr 6, 2022

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