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Or if thruster output cannot be set for use with directional keys, have it calculate the required gyro rotation in order to fly straight and have the gyros override while directional keys are pressed in order to fly straight.
https://github.com/KeenSoftwareHouse/SpaceEngineers/blob/master/Sources/Sandbox.Common/ModAPI/Ingame/IMyShipController.cs#L151-L154
This is exactly how I'd do it if I only knew how. It seems like the best way to get the real physics and engineering challenges whilst keeping flight accessible to people who aren't really engineers and without needing constant re-processing. Sadly, I can't find a script that does it to go with this mod.
Ideally it would be possible without a script. I'm guessing a mod could add sliders to the control panel for each thruster that were it's individual thrust limiters for every direction (12 sliders per thruster, I know, but you could make them hide-able or dynamically only show the ones for the 6 directions that apply to that thruster, plus balanced designs wouldn't need much work anyway). A person could then set the profiles manually for fun or to achieve deliberately interesting flight paths (haywire decoy rockets?). Using the script would just calculate the best settings and apply them to the sliders for you. The only real complication is when you try to move in multiple directions that use the same thruster at the same time (again, up to 6 possible). The game would need to be able to scale back the thrust of every thruster according to its profile per direction so that none was needed for more than 100% of its max output. The easiest solution would probably just be to divide every active thruster's settings by the number of directions being accelerated in.
I know adjusting the direction profiles more intelligently when moving in multiple directions at once could theoretically squeeze a little more power out (the more unbalanced the design, the more this is true), but that requires more real-time processing that I don't think is worth it. A person could always fall back on the manual settings method to squeeze those extra bits of thrust out of their design if it's unbalanced enough to benefit from them.
Much the same logic could be applied to using gyros to counter some rotation from thrusters and allow them to push harder, though thankfully there's fewer directions per gyro. However, this could lead to inconsistent steering, so you'd need to be able to exclude some or all gyros when running the calibration. Easiest thing would probably just to have it so that any gyro (or thruster for that matter) that's turned off during calibration is excluded from the calculations and doesn't get its settings changed.
If you allow a script to remember the settings that it created and re-apply them without recalibrating, you could have multiple PBs where the script was run under different original conditions (full cargo, empty cargo, some thrusters turned off) so that you have multiple prepared profiles to load for predictable changes like cargo level or changing atmosphere.
This would all also be interesting in battles because it would mean when you lose some thrust or mass, your control starts to drift until you can re-run the script to compensate for the damage. Not only is that thematic, but it would add a new level of tactics to targeting that wasn't just "which enemy systems do I want to stop working first."
Because this method balances the actual thrust of the ship, any autopilot program should still be able to fly it (until it took damage, though seeing the autopilot fail to fly straight because of damage actually makes sense). NPC ships could be allowed to use the vanilla SE cheat system, but anyone writing an AI to work with this script would just need to incorporate the same calibration process that's in the PB script so that the AI can recalibrate their ship too. Then they'd just need to be told to run that process when they spawn and again every so often if their mass is changing. They wouldn't need the ability to remember and apply old profiles.
So, those are my thoughts. I guess let me know if there's a mod out there that does this. All the ones that I've seen either don't tackle this problem (so you just have to build perfectly balanced) or do it with intensive real-time processing instead of one-off calibrations.
And use them to spin the ship too if you disable gyros and get mouse input