@PriyanshuRoy I'm not sure what can be wrong with custom command module. You can put a EVA chair in it. About rotation control, did you make sure you're not in translation mode?
You can use a variable to control the hinge rotator with some xml modding..
Set Variable yourVariableNameHere to someValue
and go to inputController of the part in the xml input=yourCommandPodNameHere.FlightProgram.yourVariableNameHere
@AndrewGarrison Okay, I will. How about give us some clue on making a mod on it? I've seen through ILSpy but I couldn't find which script makes the angular drag. I don't know how to make a mod not to add something but replace something. Can you help me on it?
@AndrewGarrison That's great, but can we have an option to disable the angular drag? This doesn't only hurt the feeling of realism, but also ruins my craft's key features - for example, my craft has real life scale of RCS thrusters and this is smaller than your angular drag so it can't really maneuver. It doesn't have stable aerodynamic reactions either. If we can't have the most accurate physics model, I'd have a fault version of it without angular drag. Allow us to have the option, please.
PS: In my opinion, having a good PID controller and a strong enough gyro to compensate the angular instability would be better option than alter the law of physics to have the angular drag in the vacuum.
All chips are running simultaneously, even after separation. Problem is there are some stupid bug currently that regardless of which chip makes the input command the commands are applied to the player's craft.
I'm about sure the right way to do it is having multiple command chip and making each of them controlling respective crafts.
You can make a subassembly of your rocket and load it with "New Rocket". Then attach a command chip on it and then press "Set Primary". Now your subassembly has a dedicated command chip. Save it a subassembly again and load it on your original rocket. Now you have a part of your rocket controlled by secondary command chip.
Here's the example. This rocket has 3 command chip: Crew Module is controlled by primary command chip, CM Command Pod. Service Module is controlled by another command chip: ESM Flight Control. Booster Rocket is controlled by the last command chip: ACES Flight Command.
You said you created a variable called
4.7 years agoa
in Vizzy and you usedMUX
on the inptutcontroller?You can't directly access them
4.7 years agomoar updates
4.7 years ago@KraZIvan Currently working on how-to-add-fuel-quantity-slider :p
+1 4.7 years ago@Kishore0115 mods
4.7 years agoTIME TO MOD IT
+1 4.7 years ago@KraZIvan Srue, they're fuel tanks lol
+1 4.7 years ago@PriyanshuRoy I'm not sure what can be wrong with custom command module. You can put a EVA chair in it. About rotation control, did you make sure you're not in translation mode?
4.7 years ago@HAPPYWARRIOR You just can't make a mod for all platforms.
4.7 years agoLists are very useful in programming. It's basically a list of values.
+1 4.7 years ago@PriyanshuRoy what do you mean by custom command modules?
4.7 years agoGood Solution: Jundroo adds the
+1 4.7 years agoset roll to 'x'
blockDifficult Solution: Use PID controller to maintain desired roll
@crowxe as far as I know SR2Logger is what you want and Neph made the log windows out of the data.
4.7 years agoNeph is actively working on
4.7 years agoSR2Logger
project. Test VideoCan anyone make a model of a fuel cell?
4.7 years agoSeems like physical rendering range is just a constant, so technically it would be like just typing in the value you want thing...
4.7 years agoYou can use a variable to control the hinge rotator with some xml modding..
Set Variable
+1 4.7 years agoyourVariableNameHere
tosomeValue
and go to inputController of the part in the xml
input=yourCommandPodNameHere.FlightProgram.yourVariableNameHere
@TestRunner The fuel types are included in Real Engine Overhaul. Do you need buoyancy?
4.7 years ago@AndrewGarrison Yayyyy
4.7 years ago@AndrewGarrison Okay, I will. How about give us some clue on making a mod on it? I've seen through ILSpy but I couldn't find which script makes the angular drag. I don't know how to make a mod not to add something but replace something. Can you help me on it?
4.7 years agoIn designer, grab an astronaut, and put it in the capsule. That's all.
In game, control the astronaut, go closer to the capsule, right click on it.
4.7 years ago@AndrewGarrison That's great, but can we have an option to disable the angular drag? This doesn't only hurt the feeling of realism, but also ruins my craft's key features - for example, my craft has real life scale of RCS thrusters and this is smaller than your angular drag so it can't really maneuver. It doesn't have stable aerodynamic reactions either. If we can't have the most accurate physics model, I'd have a fault version of it without angular drag. Allow us to have the option, please.
PS: In my opinion, having a good PID controller and a strong enough gyro to compensate the angular instability would be better option than alter the law of physics to have the angular drag in the vacuum.
4.7 years ago@sflanker i meant locking heading related things
4.7 years agoAll chips are running simultaneously, even after separation. Problem is there are some stupid bug currently that regardless of which chip makes the input command the commands are applied to the player's craft.
+2 4.7 years agoPress P
+1 4.7 years ago
+1 4.7 years agoAdded button in Advanced Part Properties to change the command pod that controls a part.
sweet!You don't change inputid in activation group. You change it on the part's input controller code.
4.7 years agoIon engines are meant to burn for months or even for years.
4.7 years agoI'd rather wait for the passable docking port that your astronauts can actually pass through.
+4 4.7 years agoI don't have this issue.
4.7 years agoI think This suggestion is similar to this
+1 4.7 years ago@Nethereal :(
4.7 years ago@TestRunner here it is
+1 4.7 years ago@TestRunner This is a sneak pic of my capsule
+1 4.7 years agoAdd Synthetic Aperture Radar parts so that you have to scan planetary surface to use the map: giving a purpose of launching sats
4.7 years agoNot being able to lock the heading of non-controlled craft really pisses me off a lot tho
+3 4.7 years agoHave a upvote
4.7 years ago@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 agoI'm about sure the right way to do it is having multiple command chip and making each of them controlling respective crafts.
You can make a subassembly of your rocket and load it with "New Rocket". Then attach a command chip on it and then press "Set Primary". Now your subassembly has a dedicated command chip. Save it a subassembly again and load it on your original rocket. Now you have a part of your rocket controlled by secondary command chip.
Here's the example. This rocket has 3 command chip: Crew Module is controlled by primary command chip, CM Command Pod. Service Module is controlled by another command chip: ESM Flight Control. Booster Rocket is controlled by the last command chip: ACES Flight Command.
4.7 years agoWhy would you? There's Pitch and Heading, that's what you need to play with relation to the surface.
4.7 years ago@pedro16797 that's not what he asked
4.7 years ago@pedro16797 Nope, he asked the epoch of the planetary arrangement.
4.7 years ago@GrayStar I don't understand how that make the mirror not reflecting but transparent. Sounds like a glitch. However I'm gonna try it.
4.7 years ago@GrayStar how can you use a mirror to reflect outside?
4.7 years agoCool, how did you made the windows?
4.7 years ago@Icezhuo There is no xml code to set the game time. I placed all the planets on the place of Dec.24th 2018 so you can consider that's the timeline.
4.7 years agoIt would be great if we can surface-attach things on the EVA chair to customize it.
+3 4.7 years agoIn real life or in game?
4.7 years agoB l a c k h o l e
4.7 years ago@SupremeDorian Praise Jundroo
4.8 years ago