KSPWheel
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Sticky Friction Implementation
Absolutely need to find a solution to this to stop the vessel-sliding problems.
- As KSP now has some internal tracking of forces at the part (and vessel?) level, it may be possible to tap into those and find the necessary counter-force to keep things from sliding. This will only work if -all- forces are tracked (gravity, engines, etc).
- Finding the necessary 'static' friction isn't too hard.
- When input forces exceed static friction, let thing slide
- When input forces are below static friction, clamp things in place.
- Possibility to force-re-position each wheel part, with some jitter control. Yes, this will play hell with physics, but unsure how else to accomplish the goal.
- Can determine current input force by working backwards from the calculated acceleration?
- Can this be done in a place early enough to cancel out that accel?