|
Post by Enderminion on Mar 6, 2017 15:11:46 GMT
Ok i get it now, thanks dv2
|
|
dv2
New Member
Posts: 12
|
Post by dv2 on Mar 6, 2017 15:23:16 GMT
Ok i get it now, thanks dv2 Thank you too, you helped me a lot, talking with you is helping me think as well. In the rocket gimbal, the turret is full of reaction wheels, perhaps because the rocket gimbal is large and heavy and needs big reaction wheels. But in the laser turret, well they must be in there as well, just not so large. So it seems there must be four just like you mentioned. Okay don't mean to keep you.
|
|
|
Post by vegemeister on Mar 7, 2017 0:11:32 GMT
The reason, I think, that turrets and engine gimbals use reaction wheels in the first place is that qswitched didn't want to worry about conservation of angular momentum for the whole damn ship. It'd also be an extremely hairy problem for the people writing the fire control software if this was real, so they might decouple the turret from the ship and use reaction wheels (or CMGs) for super-fine adjustments. It probably helps to have control in all 3 axes, so that you can damp unwanted roll so the turret/engine doesn't start precessing. The roll reaction wheel probably could be a lot smaller than the other two.
|
|
|
Post by Bard on Mar 7, 2017 10:05:13 GMT
The reason, I think, that turrets and engine gimbals use reaction wheels in the first place is that qswitched didn't want to worry about conservation of angular momentum for the whole damn ship. It'd also be an extremely hairy problem for the people writing the fire control software if this was real, so they might decouple the turret from the ship and use reaction wheels (or CMGs) for super-fine adjustments. It probably helps to have control in all 3 axes, so that you can damp unwanted roll so the turret/engine doesn't start precessing. The roll reaction wheel probably could be a lot smaller than the other two. Are the momentum wheels listed in the designer a misnomer?
|
|
|
Post by vegemeister on Mar 7, 2017 20:29:22 GMT
The reason, I think, that turrets and engine gimbals use reaction wheels in the first place is that qswitched didn't want to worry about conservation of angular momentum for the whole damn ship. It'd also be an extremely hairy problem for the people writing the fire control software if this was real, so they might decouple the turret from the ship and use reaction wheels (or CMGs) for super-fine adjustments. It probably helps to have control in all 3 axes, so that you can damp unwanted roll so the turret/engine doesn't start precessing. The roll reaction wheel probably could be a lot smaller than the other two. Are the momentum wheels listed in the designer a misnomer? Different word for the same thing. Both terms are correct.
|
|
|
Post by jupiterbjy on Apr 27, 2024 7:33:39 GMT
Honestly I find this some sort of hindsight of dev adding extrude as option for ball joint turrets. In game, every joints in editor are shown as if it's ball joint. But if that's the case - how on earth one feeds the engine / turret? Assuming game's depiction RW is arranged like this: However, what's shown in-game is that ammo rack is behind turret, not inside ball. If so, how on earth extruded turret tilt 90 degree flat without ammo feed breaking out of the turret armor? That would work in non-extruded turret as even smallest back part is guaranteed to be inside ship all-time due to limited firing arc. However, on extruded turrets it's just impossible. Especially seeing the ingame turret movement seems to indicate that it moves in conventional two axis turret: I can only imagine that it's hindsight when creating extruded turrets to reuse the ball joint turret's systems. Especially looking at how most of guns in CoaDE on default ships has 'ball turret' rather than extruded ones.
|
|
|
Post by jupiterbjy on Apr 27, 2024 8:04:12 GMT
So TL;DR - just decided to go what dv2 showed at start when modeling my own turret - beam coming from each axis rods. If we put RW for each major axis it should go in-line with turret not messing up with ship's orientation too. Additionally one more on elevation axis to cancel out Gyroscopic effect. Kinda wish I could model as beautiful as this
|
|