So you can just tell the game what to do, such as:
- Increase throttle to 100%
- Activate launch stage
- Fly for 20 seconds
- Activate next stage
- Turn to 45 degrees
- Fly for 10 seconds
etc
Dev Update 2019-11-01
I've been working on this task for a couple of weeks now. I started the project with the intention of making a simple flight planner with a set of instructions that would be executed one-by-one until finished. That quickly grew into much bigger plans for a visual programming system with support for loops, conditions, and variables. Now, the more accurate name for this would be a Visual Flight Programming System, which I have nicknamed Vizzy. I've also held onto the original inspiration for simplicity so that players that don't want to assemble a complete program can simply snap blocks together to make a simple flight plan. However, advanced players can take advantage of the additional complexity to create very complicated programs.
Here's a snapshot of a prototype of "Vizzy" the visual programming system I'm working on. Obviously, highly influenced by Scratch, Snap! and Turtles:
I've still got quite a bit of work to do, but with any luck, this will make it in the next update. We'll see.
Ooh it’s done! When will it be released?
@NickKryon07 you can actually already get the beta, its been out for quite some time.
Is it gonna be available for android?
@blam0001 not really as you could set certain actions to occour at a specific altitude or when a stage burns out, etc.
Wait wouldn’t you have to know how long the stages last
@lamont there's something you can do if they allow us to have outputs of vizzy. You can have multiple vizzy programs since it's modifier based and you can add it to more than one part. Then you can have a main program and multiple functions running in the background or even when you call them.
(oh nevermind, scrolled down and found my old comment, just woke up and didn't realize this was sort-by-newest by default)
@AndrewGarrison I have almost entirely forgotten that comment and don't seem to know how to find it here. Here's my current thoughts on where I'd like to take MechJeb / KSP: https://github.com/MuMech/MechJeb2/issues/951#issuecomment-536147702 There's also a link there to what NASA actually does earlier: https://github.com/MuMech/MechJeb2/issues/951#issuecomment-533906315 The UX I'd considered for that would be graphical as well, but at a higher level. So imagine that the user has created a linear pitch program for ascents. You want to be able to run that while having conditional bits of code run to control deployment of solar panels, jettison of the fairings, etc as event-driven bits of code. You could also hang events like the terminal conditions, or failure conditions to other bits of code (terminal conditions could transition to code which warps to an ejection burn from parking orbit, or failure conditions could transition to code which handles activation of the LES and parachuting back to the surface, etc). I think my original question was more based on staging analysis though and delta-V analysis where it is difficult to determine what KSP stage are actually rocket stages, it is horrendously difficult to track them as the player drags them around in flight, and there needs to be integration between the delta-V solver and certain events (atlas stage-and-a-half design being the top one in the KSP RO community where the delta-V solver needs to know exactly when you're going to drop that stage in order to make accurate delta-V predictions). Keep in mind that this is all driven by the need to have fairly highly accurate delta-V predictions in order to implement real-life GNC schemes like PEG (which is actually simple and fast enough that it should work fine in SR even on mobile devices, it was designed for the 70s-era potatoputer that ran the Shuttle). I can probably chat endless about all this though. TL;DR is that it looks like you're implementing a visual version of KOS, which is good, but doesn't go anywhere near far enough yet. You want to think about how to take the program that you're constructing and embed that into a single block at a higher level (and then hang condition/action loops off of that) and then consider how those programs can integrate events that they know they'll fire with stuff like delta-V calculators.
@blam0001 you can't now, he would have to implement events into Vizzy, and tbh, that would be epic af
If this then that
So you are saying that explosions can set off activation groups @AndrewGarrison
@blam0001 Maybe a part explode event could be handled and that could toggle an activation group that you set up to activate the launch abort system. Seems doable, but that depends on if I have time to implement events.
@CjrLdy We're working on it :)
@lamont One year later and I'm finally reading your comment. The ability to name stages and reference them in the flight program might be all that you need.
Can you set it so if it explodes automatically sets of an abort system
Hi! im wondering about how about the processing of astronaut?I am looking forward to play it like green man in KSP!@AndrewGarrison
@zzazza No, unfortunately, this will not make it in 0.8.300. It's quite a bit more work than I anticipated, especially after all the great suggestions on this post. However, I am still hoping to get this into beta (at least on Steam) before Christmas.
When will this be available? It seems it won't be included in version 0.8.300.
@swope not sure but it sure will be possible to make the conversion add all the necessary blocks automatically
Hopefully custom blocks will be supported.
@swope Andrew said the xml was readable, I'm planning to make a proper text language and a conversion code, maybe even implement some basic functions in just one instruction (switches, loops, pointers, registers...)
I think the blocks are good so that mobile users can also make scripts, but I hope I can use a plain old text editor on my PC.
@pedro16797 me too
It would be cooler if it had a Unreal Engine 4 design, not like scratch but like the visual scripting tool in UE4, with blocks you drag around and nodes that connect them
im up to the challenge