@pedro16797 multiply cos(theta) for that. theta here is the angle between craft's roll axis and the engine's thrust vector. In this case however you don't need to calculate the angles between two vectors since we already know the value from designer.
@zzazza I haven't because I understand these are less important than what they're doing now.
@AstronautPlanes As I wrote, they're not complex. We should understand that simple is not equal to the not-yet-polished.
@pedro16797 I agree. They did a lot more than what they have expected to. When it comes to the TWR calculation, you don't need vectors since the only direction we care is the craft's roll axis. Project the thrust vector to the axis by multiplying them with Cos(theta) and just add them.
@AndrewGarrison always appreciating you and your team's effort. The lists I wrote above is something I must expect without asking when I play the game as a rocket sim sandbox, not a building game. For example, if a game with a spaceship lacks the Newtonian dynamics, I would play the game as something else, rather than a rocket sim. I'm not saying lacking this kind of features are bad. There's a lot of space games without the idea of dV, apoapsis, periapsis and Isp but still great. It just disappoints me who is nobody but a single player.
Problem is we have no Vizzy code to set craft orientation by PCI coordination even in Experimental branch. In Experimental, we have Solar Position and Planet Position so it's far easier to get a vector facing the Sun and Earth. However I still haven't found a way to convert the vector based on craft's roll/pitch/yaw axis without a complex matrix operation.
@pedro16797 technically you can with given time and messy codes, but I wouldn't dare to get inverse matrix and transposed matrix for multiple times. We need this to change the axis of the frame or project a vector onto a random plane, which is something crucial given we have craft axis which doesn't work with PCI coordination. Damn, I have to do (Matrix*(Transposed Matrix*Matrix)^(-1)*Transposed Matrix)*Vector and doing this with vectors must blow my soul up.
@huuminberd type in the input field yourcommandpodid.FlightProgram.yourvariable for example, I bind a hinge piston to CM Command Pod.FlightProgram.Canter to control it.
@NoIDontWanna Eh no, you don't need to. I have my functional Service Module which you can see on this post. I need something inside of the vessel like throttling sticks, seats and screen etc. Thanks for your effort btw.
@swope me neither. I'm just trolling. I want to make an engine but nobody knows how and the only one who knows how doesn't teach me. Screaming in Monkey Language
@pedro16797 multiply cos(theta) for that. theta here is the angle between craft's roll axis and the engine's thrust vector. In this case however you don't need to calculate the angles between two vectors since we already know the value from designer.
4.8 years ago@zzazza I haven't because I understand these are less important than what they're doing now.
@AstronautPlanes As I wrote, they're not complex. We should understand that simple is not equal to the not-yet-polished.
@pedro16797 I agree. They did a lot more than what they have expected to. When it comes to the TWR calculation, you don't need vectors since the only direction we care is the craft's roll axis. Project the thrust vector to the axis by multiplying them with Cos(theta) and just add them.
4.8 years ago@AndrewGarrison always appreciating you and your team's effort. The lists I wrote above is something I must expect without asking when I play the game as a rocket sim sandbox, not a building game. For example, if a game with a spaceship lacks the Newtonian dynamics, I would play the game as something else, rather than a rocket sim. I'm not saying lacking this kind of features are bad. There's a lot of space games without the idea of dV, apoapsis, periapsis and Isp but still great. It just disappoints me who is nobody but a single player.
4.8 years ago@Mastercam Just do what you want, and that was the point of my comment.
4.8 years agoWhy do you ever cares others' opinion?
4.8 years agoWhy no surface velocity acceleration why
4.8 years agoWho cares
4.8 years agoA generalized suicidal burn code can deal with throttling response.
4.8 years ago@AndrewGarrison that's great! Having part coordination is super exciting.
4.8 years agoas far as I know Chrome OS can run Android apps, and SR2 is available on Android.
4.8 years agothat's so little information.
4.8 years agoProblem is we have no Vizzy code to set craft orientation by PCI coordination even in Experimental branch. In Experimental, we have Solar Position and Planet Position so it's far easier to get a vector facing the Sun and Earth. However I still haven't found a way to convert the vector based on craft's roll/pitch/yaw axis without a complex matrix operation.
4.8 years ago![PutAnyTextsHere](PutImageUrlHere)
Edit: seems like this doesn't work on comment
4.8 years ago@SmurfResearchX give me the link and it'll take a look.
4.8 years ago@SmurfResearchX are you on experiment branch? and usually for that purpose people use "while true".
4.8 years agoOh there's "performance engine thrust" on the experimental branch.
4.8 years agoall of them should work. In my case I combine part activation check to make it sure the engine is on and then use throttle.
4.8 years ago@pedro16797 Be careful not to explode your eyeballs!
4.8 years ago@huuminberd Super thanks!
4.8 years ago@pedro16797 technically you can with given time and messy codes, but I wouldn't dare to get inverse matrix and transposed matrix for multiple times. We need this to change the axis of the frame or project a vector onto a random plane, which is something crucial given we have craft axis which doesn't work with PCI coordination. Damn, I have to do
4.8 years ago(Matrix*(Transposed Matrix*Matrix)^(-1)*Transposed Matrix)*Vector
and doing this with vectors must blow my soul up.@huuminberd sounds awesome!
4.8 years ago@pedro16797 There's no need unless it comes with matrix calculations D:
4.8 years agomatrices, matrices, matrices and vector adds I need.
4.8 years agoAnd a visual representation of the coordination system.
@pedro16797 Oh, he's working with engines so no inputcontroller. Got it.
4.8 years ago@huuminberd You don't have to go to xml. You can type in that ingame.
4.8 years ago@huuminberd type in the input field
4.8 years agoyourcommandpodid.FlightProgram.yourvariable
for example, I bind a hinge piston toCM Command Pod.FlightProgram.Canter
to control it."vecter add vector" please
4.8 years ago@NoIDontWanna Eh no, you don't need to. I have my functional Service Module which you can see on this post. I need something inside of the vessel like throttling sticks, seats and screen etc. Thanks for your effort btw.
4.8 years ago@NoIDontWanna check again! It's fixed
4.8 years ago@NoIDontWanna Okay, vanilla and not-experiemental-version friendly craft is here
Edit: I gave you a wrong craft so I fixed it
4.8 years agoIf anyone's interested, please tell me or comment here before starting the job. The craft is under development now so I'll provide you the latest one.
4.8 years ago@Rizkyman that's too small
4.8 years ago@Insanity How can I get the name? It doesn't seem like I can get it with Vizzy PartName.
4.8 years ago@Insanity DAYUM
4.8 years agowhOooOOOOoooOO
4.9 years ago@AstronautPlanes wuw
4.9 years ago@Bmcclory wuw
4.9 years agoMore valid question would be what's the rocket with the largest partcounts
4.9 years ago@Mod oops sorry
4.9 years ago@Kimcotupan15 whelp that sucks
5.1 years agouse real engine mods.
5.1 years ago@Enderminion yeah that's my point.
5.4 years agoAndrew one day said that a jet with zero bypass ratio is basically a ram jet ...
5.4 years ago@KraZIvan I made almost same post like this a few days ago
5.4 years agoHe's silence made me wondering what was the point of modtool support
5.4 years ago@swope me neither. I'm just trolling. I want to make an engine but nobody knows how and the only one who knows how doesn't teach me. Screaming in Monkey Language
5.4 years ago@swope I'm a monkey so no speak Engrish.
5.4 years ago@swope Asking Andrew since he's currently THE ONLY ONE who knows how. I mean even Nathan doesn't know how.
5.4 years ago@swope Because I'm a monkey.
What confuses you?
5.4 years agoSince you seem like online, how can I place a thrust vector or whatever-you-call-it to tell the engine to where it should thrust?
5.4 years ago