Though I'm very impressed with this mechanic when I started playing the game, I feel there are some area's that might need improvements.
I have spend around 150 - 200 hours on engine tuning on ships and would like to address some issue's I'm running up against a lot of times.
Maybe someone can shed some light on it, or maybe it can be used by the devs to improve this mechanic.
The following issues I have been fighting a lot while having not found a clear solution yet :
#1 Ships are not stable (stay aligned) over the full (forward) thrust range.
I noticed a lot of ship seems to fly straight at first glance, but might not actually fly straight if you give it only a certain amount of thrust (like 20% to 24% forward thrust).
This is of course really annoying, but also really confusing. I don't directly see thrusters hitting the max thrust limit yet so the controllers should just be able to correct with more thrust. What is even more confusing is that in some cases the ship has alignment issue's in BOTH directions (like up and down pitch) at different speeds.
Example : A ship might start nosing UP when @ 20% to 24% thrust, and would start nosing DOWN @ 45% to 55%. While it does fly straight in all other thrust ranges and it even does fly straight when attaching heavy objects on the outside of the ship (though it might change/shift the alignment issue effected thurst range).
I have been battling this problem a lot, and have yet to find a solution and I kinda suspect it is just a problem/bug/limit of the FCU+MFC.
#2 Getting stable ships to hard? (Correction/stable area is to small?)
As this is a game and not reality, I kinda feel the stable area ( the amount of correction the FCU+MFC can to so the ship starts snapping into a straight line) is to small.
I have met a lot of people who are running against alignment issues on their ships and abandon there projects because they can't figure out how to fix it. A lot of them actually seem pretty symmetrical and should be flying straight at first glance. The problems range from wide area's: incorrect naming, not connected or bolted engines/hardpoints to beams. But a big part of the ships I helped with also seem to just not like the engine numbers that are pointing in different directions. Sometimes adding more engines in a sideway's direction would make the ships stable, while the single engine that was already pointing in that direction was far from 10.000K thrust.
Example #1 : An Engines pointing sideway's, would not keep the ship straight while outputting only ~2000 thrust. Adding 5 more engines in that same direction and putting them all in the same group makes the ship seem stable, but eache engine is only firing ~450 thrust. So multiply by 6 engines in that direction, is only ~2700thrust (700 more). Why could the single thruster in that direction not just fire an extra 700 making it also 2700 thrust total? It can thrust even all the way up to 10000 if needed, but the MFC seems to limit it, but then unlimit it a bit with more engines?
The same can happen the other way around, where to many engines in a direction also seems to make the ship unstable:
Example #2 : A ship has a line of 9 sideways thrusters in one group on the sides of his ship that doesn't fly straight, reducing the number to 6 suddenly makes the ship stable.
If I run against a ship with this last problem (example #2) I'm alway's getting very unsure about this total ships stability. As often changing only one engines on the ship can suddenly make it go out of alignment again. It also often experiences the #1 problem where the ship is not stable of the full range of forward % thrust. I also have the idea that this problem often happens when a ship had angled engines (either angled backward or angled side thrusters)
There are a lot more example of strange things happening, but in general I kinda wanna say that it seems to hard for a lot of players to get a ship that just reliably keeps flying straight. In my eye's the correction factor / stable area should be a bit bigger so that it is a bit more forgiving to ship builders about the mass center and engine placement/tuning/naming.
#3 Accelerating and Decelerating bumps alignment
Every time you accelerate or decelerate (between 0 and 100 thrust) almost all ships do a little bump/tilt making the ship not follow the original direction you pointed the ship at. I have no idea how to solve this yet. However I have seen 1 ship that seemed to only get minimal tilts and I don't know why yet. It did have a tower of maneuverable thrusters far behind the main engine group, so it was a bit of a unique design that might have helped, but this is not achievable with majority or ship designs.
Example : Enter a ship, disable cruise mode, and start tapping the throttle, letting the ship switch between 100% and 0% thrust. The ship will randomly start tilting its pitch and yaw, sometimes pretty big, mostly small steps.
Thrust vs Mass center?
I guess some people might wanna say that you should build ships with aligned mass and thrust centers and to some degree I agree with this. But I do feel that it should only effect your ship efficiency or max speed for a longer/bigger range before actually letting the ship not fly straight anymore. If people wanna build strange... euh... I mean.. *cough* creative... ship (I'm really enjoying creative ship designs they should be able to without having in depth knowledge of engine tuning to only let the ship fly straight. But they should get a big hit on efficiency or max possible speed.
I also see a lot of symmetry ships that have the left/right center at the right spot, but getting the up/down center to match is really hard as it directly effects the whole ship design. I also often see users build a ship, and then start adding on guns or new modifications later on making the up/down thrust vs mass center to shift away from each other again. You can't expect every player to redesign to whole frame to keep this all centered just to keep the ship flying straight.
In my experience the centering of the two centers actually don't effect the stability of the ship to much. The controllers already seem to catch these errors pretty good in my opinion, it is just that the controller (FCU+MFC) seems to have other issues where they make designing ships really hard and unpredictable while not having a good tool to debug these issues. Even I have some ships that I just can't get to fly straight that use angled thrusters. Spending full weeks on tweaking engine setups and naming, and it just does not wanna keep flying straight in all situations, and I can't find a pattern or way to debug these issues.
Together this just really frustrates me after having already hunderds of hours in designing these ships.
So, please let me know your experience with alignment issues/tuning, and maybe a dev can pick up some feedback on this to improve the quality of the game.
I will post some tips and tricks how I debug engine setups below for people who might be interested or trying to solve alignment issues themself.
I have spend around 150 - 200 hours on engine tuning on ships and would like to address some issue's I'm running up against a lot of times.
Maybe someone can shed some light on it, or maybe it can be used by the devs to improve this mechanic.
The following issues I have been fighting a lot while having not found a clear solution yet :
#1 Ships are not stable (stay aligned) over the full (forward) thrust range.
I noticed a lot of ship seems to fly straight at first glance, but might not actually fly straight if you give it only a certain amount of thrust (like 20% to 24% forward thrust).
This is of course really annoying, but also really confusing. I don't directly see thrusters hitting the max thrust limit yet so the controllers should just be able to correct with more thrust. What is even more confusing is that in some cases the ship has alignment issue's in BOTH directions (like up and down pitch) at different speeds.
Example : A ship might start nosing UP when @ 20% to 24% thrust, and would start nosing DOWN @ 45% to 55%. While it does fly straight in all other thrust ranges and it even does fly straight when attaching heavy objects on the outside of the ship (though it might change/shift the alignment issue effected thurst range).
I have been battling this problem a lot, and have yet to find a solution and I kinda suspect it is just a problem/bug/limit of the FCU+MFC.
#2 Getting stable ships to hard? (Correction/stable area is to small?)
As this is a game and not reality, I kinda feel the stable area ( the amount of correction the FCU+MFC can to so the ship starts snapping into a straight line) is to small.
I have met a lot of people who are running against alignment issues on their ships and abandon there projects because they can't figure out how to fix it. A lot of them actually seem pretty symmetrical and should be flying straight at first glance. The problems range from wide area's: incorrect naming, not connected or bolted engines/hardpoints to beams. But a big part of the ships I helped with also seem to just not like the engine numbers that are pointing in different directions. Sometimes adding more engines in a sideway's direction would make the ships stable, while the single engine that was already pointing in that direction was far from 10.000K thrust.
Example #1 : An Engines pointing sideway's, would not keep the ship straight while outputting only ~2000 thrust. Adding 5 more engines in that same direction and putting them all in the same group makes the ship seem stable, but eache engine is only firing ~450 thrust. So multiply by 6 engines in that direction, is only ~2700thrust (700 more). Why could the single thruster in that direction not just fire an extra 700 making it also 2700 thrust total? It can thrust even all the way up to 10000 if needed, but the MFC seems to limit it, but then unlimit it a bit with more engines?
The same can happen the other way around, where to many engines in a direction also seems to make the ship unstable:
Example #2 : A ship has a line of 9 sideways thrusters in one group on the sides of his ship that doesn't fly straight, reducing the number to 6 suddenly makes the ship stable.
If I run against a ship with this last problem (example #2) I'm alway's getting very unsure about this total ships stability. As often changing only one engines on the ship can suddenly make it go out of alignment again. It also often experiences the #1 problem where the ship is not stable of the full range of forward % thrust. I also have the idea that this problem often happens when a ship had angled engines (either angled backward or angled side thrusters)
There are a lot more example of strange things happening, but in general I kinda wanna say that it seems to hard for a lot of players to get a ship that just reliably keeps flying straight. In my eye's the correction factor / stable area should be a bit bigger so that it is a bit more forgiving to ship builders about the mass center and engine placement/tuning/naming.
#3 Accelerating and Decelerating bumps alignment
Every time you accelerate or decelerate (between 0 and 100 thrust) almost all ships do a little bump/tilt making the ship not follow the original direction you pointed the ship at. I have no idea how to solve this yet. However I have seen 1 ship that seemed to only get minimal tilts and I don't know why yet. It did have a tower of maneuverable thrusters far behind the main engine group, so it was a bit of a unique design that might have helped, but this is not achievable with majority or ship designs.
Example : Enter a ship, disable cruise mode, and start tapping the throttle, letting the ship switch between 100% and 0% thrust. The ship will randomly start tilting its pitch and yaw, sometimes pretty big, mostly small steps.
Thrust vs Mass center?
I guess some people might wanna say that you should build ships with aligned mass and thrust centers and to some degree I agree with this. But I do feel that it should only effect your ship efficiency or max speed for a longer/bigger range before actually letting the ship not fly straight anymore. If people wanna build strange... euh... I mean.. *cough* creative... ship (I'm really enjoying creative ship designs they should be able to without having in depth knowledge of engine tuning to only let the ship fly straight. But they should get a big hit on efficiency or max possible speed.
I also see a lot of symmetry ships that have the left/right center at the right spot, but getting the up/down center to match is really hard as it directly effects the whole ship design. I also often see users build a ship, and then start adding on guns or new modifications later on making the up/down thrust vs mass center to shift away from each other again. You can't expect every player to redesign to whole frame to keep this all centered just to keep the ship flying straight.
In my experience the centering of the two centers actually don't effect the stability of the ship to much. The controllers already seem to catch these errors pretty good in my opinion, it is just that the controller (FCU+MFC) seems to have other issues where they make designing ships really hard and unpredictable while not having a good tool to debug these issues. Even I have some ships that I just can't get to fly straight that use angled thrusters. Spending full weeks on tweaking engine setups and naming, and it just does not wanna keep flying straight in all situations, and I can't find a pattern or way to debug these issues.
Together this just really frustrates me after having already hunderds of hours in designing these ships.
So, please let me know your experience with alignment issues/tuning, and maybe a dev can pick up some feedback on this to improve the quality of the game.
I will post some tips and tricks how I debug engine setups below for people who might be interested or trying to solve alignment issues themself.
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