Auto Credit Based on Nethereal's asdasdas
No description.
GENERAL INFO
- Predecessor: asdasdas
- Created On: Windows
- Game Version: 0.9.307.0
- Price: $10,820k
- Number of Parts: 844
- Dimensions: 4 m x 30 m x 20 m
PERFORMANCE
- Total Delta V: 0m/s
- Total Thrust: 0N
- Engines: 0
- Wet Mass: 874kg
- Dry Mass: 874kg
STAGES
Stage | Engines | Delta V | Thrust | Burn | Mass |
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5 Comments
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1,666 SpaceChimp1
Just taking a shot in the dark at this but,...
In an engine the pistons rotate on different heights like 1 being down while the other is up. To make the different points adjoining to the main shaft operative they have a kink or bend in the shaft reaching the max distance from either connecting piece. So you might be able to set in groups a similarly modeled structure to allow the connecting parts to stay joined while the shaft has a range of flexibility to accommodate distance traversed from part to part. Does that make sense? -
1,666 SpaceChimp1
Daaamn dude, that's some detailed parts. Oh haha I see I'm not the only one to say that.
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5 Upvotes
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@SpaceChimp1 Yes, I am aware of the offset caused by lateral movement of the pushrods on 1 end. This does not account for the delta between the offset position and maximum/minimums. However, the pistons are controlled via vizzy (edit program in editor) and they all use the same sine function, so adding in a bit of math should be able to account for this should be doable.. The good thing about this particular setup is that it effectively has pistons in the 'midway' position by combining 2 pistons(1 in max, 1 in min) and properly offsetting/clipping the output of the sine wave appropriately for each. This will definitely help fluidity moving forward, and indead, the fluidity of the rotation is improved over a simple 1-2 piston min/max setup.