Author Topic: STOP SPINNING!!!  (Read 12141 times)

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Solving MOI for a particular model is not an easy thing in the least.
PCS2 doesn't seem to handle it very well.
Is there a tried and true guide to calculating it with a step by step tutorial around?
Would likely be a seriously good thing to put up on the Wiki.
Something other than the greek math symbols using an example.

 

Offline Vasudan Admiral

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The tried and true method for solving MOI consists of one of two methods:

1) Open another [v] model of similar size and shape and copy the tensor MOI data over to the new one

2) Open in PCS2, click calculate MOI. ;)

PCS2 won't give you a perfect result, but then you don't need a perfect result for this, since it's a game and not a physics simulation. Both techniques work just fine. ;)
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Offline CP5670

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In theory, it's not that hard to compute. You take a regularly spaced grid of points inside the model (I think most 3D modeling programs would let you do this), and the MOI just consists of various sums involving their coordinates. One problem though is that I have no idea what units FS2 uses for it. They are not the standard ingame units.

 

Offline Vasudan Admiral

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Calculating a MOI isn't so hard (just tedious and completely unnessecary), but getting these calculations to replicate the sorts of values the FS fleets use is another matter. It's what gave Bobboau so much trouble when developing the PCS2 MOI calculator. He could never get results that matched the [v] MOIs for the same model.

As is it's 'close enough' for everything I've seen and tested. :)
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
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The reason I ran into trouble were the asteroids.
The calculator kept giving me values of 0's or more likely values so extremely beyond the carried floating point values they ended up 0's.
An asteroid is small compared to a planet of course but planets are not used in the FS engine they just remain images beyond reach of course.
But they are larger than most cap ships it presents a problem.
Thanks for the info. :D

 

Offline chief1983

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So basically, we have one report from CP that this still seems to be happening.  Has anyone else seen this?
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Offline Mongoose

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I can confirm seeing it in the one PI mission that CP mentioned on a semi-recent nightly build.  As far as I can remember, I wasn't able to trigger it on my own in FRED.

 

Offline ssmit132

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I got it with PI and the recommended build that came with it. Although it doesn't really concern me, and I don't want to download another build to fix it anyway. I only use that build for PI, anyway. So it's probably no real help to you, unfortunately.

 

Offline phreak

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I think the affected missions need to be reopened and saved in a new fred build to fix this.
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Offline chief1983

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Yeah it seems like this PI mission is the only thing still affected by it.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

  
   I had cargo containers spinning in one of the TVWP missions.

Spoiler:
The one where you defend some cargo and when your wingmen die the wing leader goes off somewhere to mope

   If I remember I'll check it out sometime to see if it still does it.