Space Engineers - Gyroscope override behavior varies between small and large ships

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Space Engineers
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Duration: 3:57
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All four ships shown in here are running the exact same script. The script calculates gyroscope overrides and applies them to all connected gyroscopes.

I first run the script on basically the default spawn ship, with the programmable block and timer/LCD thrown in, and an antenna.

00:15 : I run the large ship with 1 gyro at 100% gyroscope power, and the gyroscopes keep up with the autopilot's overides without issue.

00:34 : I turn the large ship+1 gyro down to 18% gyroscope power. The ship now has some issues with dampening because the gyroscopes can't keep up, but overall it still only bounces a couple times before settling on the final orientation.

01:19 : I run a large ship with 8 gyros, to show that the script handles multiple gyros at 100% power fine. The ship's behavior is more or less the same as the first ship at 100% power, though maybe slightly faster but not by very much.

02:02 : I go into a small ship with 1 gyro. There are now severe dampening issues, and the ship's orientation bounces around severely, much worse than the large ship with one underpowered gyro did.

03:00 : I go into a small ship with 10 gyros. The behavior is still just as bad as the ship was with 1 gyro. Regardless of how many gyros I add to the small ships, they still behave as if they have one very weak gyro. The only exception to this (not pictured in this video) is if you set the gyro overrides to 0, in which case they come to a rapid stop at a speed appropriate for the number of gyros.


Controlling any of these ships with the mouse however shows no issues whatsoever. It's only with the gyroscope overrides that small ships suddenly become woefully underpowered.







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