After watching SpaceX and Blue Origin land propulsively multiple times in the last year Axenga is becoming the 3rd company to achive such a thing.

In a colaboration with @JastroOne1 we've achieved propulsive landing without any kind of chute from a range that goes from landing pad abort to a fast reentry, keeping all simpletons save.

Soon we will release the full version of the craft with multiple modules for you to explore our lovely Junar system, and once and for all there will be "un gallego en la Luna".

I hope I can get a video in a couple of days demonstrating how it works


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    Dev WNP78

    @pedro16797 nah, it tends to oscillate anyway...

    5.6 years ago
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    Dev Pedro

    @WNP78 maybe using an intake to check for atmospheric density

    5.6 years ago
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    Dev WNP78

    @pedro16797 I wasn't trying to make a propulsive landing, I was trying to make an altitude hold ground skimming missile type thing. A PID would probably have been best for this situation.

    5.6 years ago
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    Dev Pedro

    @WNP78 my approach was comparing altitude to surface speed knowing my terminal velocity

    5.6 years ago
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    Dev WNP78

    @NathanMikeska ok, yeah I was trying to make the missile fly off of flight data (height) so that may be the case. It did have a command chip, though. Doesn't overly matter, since I don't expect a decent altitude hold will work without some kind of reference to vertical speed.

    5.6 years ago
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    Dev Pedro

    @NathanMikeska I got it to work without a command pod but just with part modifier attributes

    +1 5.6 years ago
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    Dev Pedro

    @AnotherFireFox Now I know the tech, Making it in Droo and stock system was the first step, next is Cylero, and then RSS

    +1 5.6 years ago
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    @WNP78 They should update, as far as I know. There are currently some limitations though... If I recall correctly, I believe they must have a command pod for the input controllers to function. Also, all the flight data stuff is only calculated for the player's craft (and based off the current command pod). Probably some other less-than-ideal situations as well.

    +2 5.6 years ago
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    I feel like I'm left behind, I have felt like it must be my Eridanus MPCV :(

    5.6 years ago
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    Dev Pedro

    @WNP78 are you sure about this? The InputControllers for Activators are working for that

    5.6 years ago
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    Dev WNP78

    @NathanMikeska is it intentional that InputControllers don't seem to update when the player is not controlling the craft, or should I report this as a bug? I was looking forward to some nice auto-controlled missiles, but ah.

    +2 5.6 years ago
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    Glad I could help. :-)

    +2 5.6 years ago
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    Dev Pedro

    @NathanMikeska thanks for your help
    This depends on the Data values and RcnThrottle, thanks for listening so much to the community :)

    +2 5.6 years ago

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