How can i use the pitch, roll, yaw orientation vectors from the Nav block in the information section in relation to the surface? it's in PCI , so it will be constantly changing even when grounded ! i tried to subtract Nav:Yaw - Nav:Position Norm , that held the Y axis stable but not the X & Z , and same sort of result when i switched them the other way round. i also tried converting them from PCI to Local but that returns fixed numbers.

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    Ok thanks

    3.5 years ago
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    8,458 crowxe

    i don't build boats in the full sense of boats, they don't even look like boats. i just build concept ones but there's serious boat builders on this site, try google search "simplerockets + boats"

    3.5 years ago
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    Oh and the sea floor is 1,900 deep

    3.5 years ago
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    And the bottom part

    3.5 years ago
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    And how do you build the interior of the boat and the sides and the stairs

    3.5 years ago
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    Hey can you send me a picture please

    3.5 years ago
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    8,458 crowxe

    Boats must have suitable density, there's a bouncy slider in the parts parameters that you can play with or simply use tanks as the boat body and put enough fuel in it to be partially submerged. Next thing is you have to put 2 propellers fitted on 2 electric motors and the blades & the motor spin direction should be opposite to each other to cancel out torque .

    3.5 years ago
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    And how do I get points

    3.5 years ago
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    Nevermind that I’m trying to make boats now can you tell me how to do that please and how deep is the ocean floor on droo

    3.5 years ago
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    8,458 crowxe

    @afullilove102471
    same on mobile like pc

    3.5 years ago
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    But I do mobile

    3.5 years ago
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    8,458 crowxe

    @afullilove102471 you can build multiple identical parts around fuel tank, just put one part and find the option to mirror or multiply. If you attached a wing on a tank then make a mirror of and tilted one wing, then the other will tilt opposite direction. If you fit that tank on a motor shaft, now you got a propeller

    3.5 years ago
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    How do you make propellers

    3.6 years ago
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    What does y-pos and x-pos mean

    3.6 years ago
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    How do you make the same thing your building on two sides of the craft

    3.6 years ago
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    8,458 crowxe

    @AnotherFireFox that would be awesome but first let me tell you in short what's the purpose. during guided landing, i have 2 sliders controls, one should be pointed east and is dedicated to steer the craft N-S and the other should be pointed north and dedicated for E-W. the problem is this is difficult to maintain so if i know where they're pointing i can reassign their values . the pitch angle (engine pointing down) varies between -45 and -90

    +1 4.7 years ago
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    @crowxe If you wanna know roll, I'd rather compare craft position vector and craft yaw axis vector. I can make a code if you want.

    4.7 years ago
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    8,458 crowxe

    @AnotherFireFox i tried to do that but halted. i need the roll information. i thought vectors could be easier even though i never studied them, but turned out too hard and needs couple of classes on it

    4.7 years ago
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    Why would you? There's Pitch and Heading, that's what you need to play with relation to the surface.

    4.7 years ago
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    8,458 crowxe

    @sflanker now i understand what your reply was, i'm kinda slow. i checked the image (it's clickable) and checked wiki link. i think i need to study more (hopefully just that wiki page if i understand it) then i'll copy your submission vector line and play with it.... thanks :)

    4.7 years ago
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    8,458 crowxe

    @sflanker i'm trying to digest what your method, i'll understand more when i try it on my test rig ( plat form with the three axis controlled with sliders) then i'll move to your contest submission to get more understanding although it looks scary to me (i have no clue what's lists and customs expressions).
    The origin of my problem is from the guided landing program, i have 2 fins to direct E-W and 2 fins to direct N-S , so i need constant information about my craft orientation (the current method is crude, tilting the command chip by 90 degrees to use the heading information to know my fins orientation, but the craft is tilted most of its trajectory and so it's not accurate) thank you for the help , i was really getting desperate

    4.7 years ago
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    Mod sflanker

    I'm trying to sort out what you are trying to accomplish. If you want a vector that represents your ships orientation relative to the surface you can take a normalized vector pointing north (say (0, 1, 0) where x is E/W, y is N/S and z is Up/Down), rotate around the Up vector (0, 0, 1) by your craft's heading (we'll call this your orientation vector), then create a pitch axis by rotating the East vector (1, 0, 0) around the Up vector by your heading, then rotate your orientation vector around your pitch axis by your pitch. If you have a craft sitting on the surface this vector should be constant so long as your craft isn't changing it's orientation relative to the surface. As your craft changes heading and pitch this vector should track it.


    In order to rotate a vector around another vector by a number of degrees you'll need to do some math, but if you look at my submission to your Vizzy contest you'll find custom expressions to perform this operation.

    !rotate expression

    !
    How come my embedded screenshots never work :-( ![](http://www.paulwheeler.us/images/Vizzy%20Rotate%20Expression.png)


    Disclaimer: Somebody smarter than me regarding vector math may have a simpler solution.
    Citation (for the math I'm using): Rodrigues rotation formula

    4.7 years ago

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