@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.
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.
@crowxe The video also says Space Shuttle's ascent guidance system doesn't take the atmosphere into account at all, which means it started to pitch down from the very beginning. This implies he didn't make the follow prograde phase with an algorithm. I guess you can just pick a random altitude high enough to start pitch down.
If you want to make something happens more than once, you need "while" block. Without it the program would run your code only for once. Put any condition you want in while block and set the code inside of it. If you want the code run perpetually, set "while=true".
@crowxe True, that's why I said it's the matter of philosophy. There's not a lot of thing we're missing. They're in game but we don't get them without extra efforts.
@PriyanshuRoy what do you mean by custom command modules?
4.7 years ago@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 ago@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 agoYou 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 don't have this issue.
4.7 years ago@Nethereal :(
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 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 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 agohttps://www.simplerockets.com/Feedback/View/RGYEJ7/EVA-Chair
4.8 years agoBasically speaking something changes your input screws things up
4.8 years ago@OldCoach camera change key
4.8 years ago@crowxe The video also says Space Shuttle's ascent guidance system doesn't take the atmosphere into account at all, which means it started to pitch down from the very beginning. This implies he didn't make the follow prograde phase with an algorithm. I guess you can just pick a random altitude high enough to start pitch down.
4.8 years ago@crowxe I believe you misunderstood the concept. Maybe watching this would help you.
4.8 years agoVt + (gt^2)/2 = D
4.8 years agosolve for t
t = (-V ± √ (V^2+2gD))/g
write it here
4.8 years ago@OldCoach with pressure fed engines?
4.8 years agoWhy don't you make tiny engines yourself
4.8 years ago@AndrewGarrison thanks, then I have to look at my code to find out what I did wrong ;)
4.8 years agoIf you want to make something happens more than once, you need "while" block. Without it the program would run your code only for once. Put any condition you want in while block and set the code inside of it. If you want the code run perpetually, set "while=true".
4.8 years agoCan you give me a simple teaching @AndrewGarrison
4.8 years agolol I'm just making RCS block with RocketEngines using Vizzy or InputController
4.8 years ago@Kell Ooops our capsule fits three??! I've always thought it's just for 1
4.8 years ago@Kell Isn't the Mercury pod as small as this one?
4.8 years agoF i n a l l y
4.8 years agoWe have had some. You can make your own and post it here.
4.8 years agoThere's G force related inspector panel on Dummy so it wouldn't be hard to implement.
4.8 years agoOverload is certainly stock-worthy.
4.8 years ago@ComposerFreak let laugh with you
4.8 years ago@crowxe True, that's why I said it's the matter of philosophy. There's not a lot of thing we're missing. They're in game but we don't get them without extra efforts.
4.8 years ago