There are 3 types of celestial body in the Broken Beyond DLC: 1. static planet 2. static planet with ring 3. physical body (moon) I'm interested in automatic landing. As I built and played with my spaceship logics, I found these problems: The Ring Gravity: At first I built my ship to align with gravity. The anglometer now has gravity mode, with them I can make my ship align with the gravity field. It works well with static and moving bodies without rings, but the ring will mess with the gravity direction. The machine will try to hover on the ring when it flies past, but since the planets are so small, there isn't time for the machine to right itself against the planet's gravity, then it ends with a crash. The solution is to switch to velocity-mode anglometers. With it the machine will align with its trajectory. Using another two velocity-mode anglometers chained to a directional speedometer, it can activate braking to fall at a certain speed when the machine is ali...
Lemonade-1, with a 3-sensor tracker based 3-controller system for hovering This series of articles document how my approximated automation-block PID controller works and how I implement them on self-stabilizing machines. Hinged Thruster Configuration for Hovering Machines The P-controller output was introduced as an opposed hinged thruster pair previously. The force generated by the pair is cancelled at neutral angle. But a pair is not needed when there are multiple controller units in one machine. I can have side-way forces of opposing units cancelling each other. like the example below on the right, the front and back controller units for a pair, their hinged thrusters cancel each other's. Hence, I can cut down the block count, save space as well because there are fewer moving parts. 1-sensor PD controller unit with a hinged thruster pair and D thruster pair; hover system with 4 controllers A note for the initial angle of hinged thrusters. I have to make sure...