It takes some practice, but looking at other examples is a good idea, and just messing around in vizzy to see what everything does. Also a few tutorials. If you’re stuck on a particular part, discord src is a good place to ask questions.
@HoverArrow @FelixFan1 That’s fair, tho idk how to make it less complicated while keeping the amount of customization available. It’s probably more useful for someone who knows vizzy but doesn’t want to spend a long time to set up all the widgets. If there’s any other ways you think I could make it clearer tho lmk.
Yeah if I ever post the button I think I'll make an "easy version" that already generates the buttons, and people can just change the names and what they activate. @FelixFan1
I mean that's the same idea as what I am doing with this, but instead of putting everything in lists you just put it all directly into the custom instruction inputs. People still need to at least partially understand coordinates but I thought that this would be more user friendly than using lists. You could use these with repeats and lists too, I just thought that would vary too much by program for me to set up a shortcut instruction for it. @HoverArrow
If you want an MFD to respond when you touch it you’ll want the broadcast (message) on (click/drag/whatever) block. Then put whatever you want to happen under a receive (message). Also if you don’t know much about MFDs definitely watch Gozinyas videos and look at some examples, I also have some basic on/off button examples, and some other mfd stuff in my crafts.
Not easily, requires orbital mechanics, people in discord #vizzy can explain better than I can. I’ve started a program for it before but never finished. Basically after/during the de-orbit burn you can calculate where your orbit radius=planet radius, then turn that into PCI to get an impact point. If you want to land on droo, you probably need to focus more on guidance because drag will mess up any predictions you make from orbit.
You generally only want to touch the green ones (those are prograde and retrograde). You “pull” them to change your orbit. If you have it on low sensitivity it might take a while for the orbit to change.
Making brake lights? You can try something like:
while (true) {
If (brake > 0) {Set AG to true}
Else {set AG to false}
}
Hopefully the way I wrote that makes sense, if not lmk. It’s hard to write out vizzy
Yes, but you have to use vizzy. If you go on edit program on your command chip/pod, you can program it.
You can probably do something like:
On start
If Activation group 6 = true
Set slider 1 to (number between -1 and 1)
Maybe look for a vizzy tutorial if you’re having trouble. Hope that helps.
Hmm I definitely have some crafts that use them but idk how good of examples they’ll be. But if you google PID equation it should be pretty straightforward of you already understand how they work, the constants (K) are the things you tune, and all you’ll need is the error and maybe derivative (probably don’t need integral)
Sadly there’s not a way to do it with vizzy. But if you really want to you can write your own PID for roll/pitch/yaw with vizzy and then you can do whatever you want with it in flight
There’s a ‘ switch to craft (craft id) ‘ block. You’ll need the craft id, which I think is usually 1 + current craft I’d if you’re detaching things. Also make sure they both have command chips.
this is still happening, it doesn’t seem to be actually fixed as of 0.9.801.0 at least on my iPad. Do you want me to make another bug report? @AndrewGarrison
ok so something like this might work, assuming that the two objects are relatively close (if they're not the ground curves and then it gets weird to use as reference) [A - C] angle [(A - C) - (proj(A - C) on C)]
where A and C are position vectors, and C is on the ground. The second half is basically just getting a flat vector pointing under C. There might be a nicer way but that should work if I'm understanding the drawing right.
I don’t usually do videos cuz they are a lot of work. I’m honestly not sure what there’d be to show for this other than me dragging the vizzy blocks around and sticking numbers in, but if people find that helpful maybe I’ll try it. Probably not tho because I still haven’t even had time to post the final version of this. @TritonAerospace @FelixFan
does what work? You can do whatever I said up there, as far as i know it works. The default stuff shown in the image doesn't do anything it's just an example. @FelixFan1
True, you can report it as a bug from the game if no one else already has. It’s happened to be before but I didn’t report it since it was hard to reproduce and easy to get rid of. @MooncageTheMoonbear
Yeah looks like they added an input based activator in the xml. Also the image probably isn’t working bc the link should end in .jpeg or .png or some image type
Guess that could work. I meant more if you build all the widgets on with one coordinate system then make it smaller things will get cut off the screen. The way I have it now the coordinates are relative to screen size, so resizing the screen isn’t a problem. You could also get away with changing the aspect ratio, it would just make things weirdly stretched out. @plane918273645
Not a bad idea. Although then everything would get weird if it is resized. Think I’ll also add a message if the coordinates don’t match the aspect ratio. @plane918273645
That should work, or you can just type “1” in the input field and turn on 0 on deactivate, and set the part activation to the AG. Tho honestly their way sounds easier.
It takes some practice, but looking at other examples is a good idea, and just messing around in vizzy to see what everything does. Also a few tutorials. If you’re stuck on a particular part, discord src is a good place to ask questions.
+3 3.0 years agoI really didn’t read it all but it looks helpful.
+3 3.3 years ago@HoverArrow @FelixFan1 That’s fair, tho idk how to make it less complicated while keeping the amount of customization available. It’s probably more useful for someone who knows vizzy but doesn’t want to spend a long time to set up all the widgets. If there’s any other ways you think I could make it clearer tho lmk.
+2 3.3 years agoYeah I agree with you. I think they should make an upload/publishing limit per day, might help the problem.
+2 3.6 years agoBroadcasting to nearby crafts!!! so many possibilities with that that’s awesome!
+1 2.8 years agoPlease say this one actually fixes funk for mobile
+1 3.3 years agoYeah if I ever post the button I think I'll make an "easy version" that already generates the buttons, and people can just change the names and what they activate. @FelixFan1
+1 3.3 years agoI mean that's the same idea as what I am doing with this, but instead of putting everything in lists you just put it all directly into the custom instruction inputs. People still need to at least partially understand coordinates but I thought that this would be more user friendly than using lists. You could use these with repeats and lists too, I just thought that would vary too much by program for me to set up a shortcut instruction for it. @HoverArrow
+1 3.3 years agoHow??? It doesn’t even look like SR2 anymore! That’s insane.
+1 3.4 years agoThat looks awesome!
+1 3.5 years agoIf you want an MFD to respond when you touch it you’ll want the
+1 3.6 years agobroadcast (message) on (click/drag/whatever)
block. Then put whatever you want to happen under areceive (message)
. Also if you don’t know much about MFDs definitely watch Gozinyas videos and look at some examples, I also have some basic on/off button examples, and some other mfd stuff in my crafts.Wow that looks awesome!
+1 3.6 years agoNot easily, requires orbital mechanics, people in discord #vizzy can explain better than I can. I’ve started a program for it before but never finished. Basically after/during the de-orbit burn you can calculate where your orbit radius=planet radius, then turn that into PCI to get an impact point. If you want to land on droo, you probably need to focus more on guidance because drag will mess up any predictions you make from orbit.
+1 3.6 years agoOoo its finally out nice!
+1 3.6 years agoLike an automatic targeted landing from orbit? Math, orbital mechanics, and pain. It’s on my to-do list tho
+1 3.6 years agoOh then nope, I already can barley land on a runway. @TweedleAerospace
+1 3.6 years agoYou generally only want to touch the green ones (those are prograde and retrograde). You “pull” them to change your orbit. If you have it on low sensitivity it might take a while for the orbit to change.
+1 3.6 years agoLooks cool, I read that series!
+1 3.7 years agoWhat do use put into dev console to do it? @NebulaSpaceAgency
+1 3.7 years agoSounds awesome I can’t wait to see, I could use some new locations!
+1 3.8 years agoIdk much about planes, but try this. It’s from KSP but all the concepts are the same, honestly it seems like everything you need to know about planes.
+1 3.8 years agoDefinitely should be possible with some vector math... if I have time later and no one else has something I’ll look into it.
+1 3.8 years agoI was making one recently this video was really useful especially for the circularization burn
+1 3.8 years agoMaking brake lights? You can try something like:
+1 3.8 years agowhile (true) {
If (brake > 0) {Set AG to true}
Else {set AG to false}
}
Hopefully the way I wrote that makes sense, if not lmk. It’s hard to write out vizzy
Impressive! Those looks so cool
+1 3.8 years agoWhat you said sounds likes it should work... something like this?
+1 4.4 years agoOn start
while (true)
If (AGL >= 300)
Set AG8 to false
Yeah, I can make a copy of everything. Hopefully I can get them back into the game tho, haven’t actually deleted yet. @Dogfish5550
+1 4.5 years agoCool it worked @Dogfish5550
+1 4.5 years agoYes, but you have to use vizzy. If you go on edit program on your command chip/pod, you can program it.
+1 4.5 years agoYou can probably do something like:
On start
If Activation group 6 = true
Set slider 1 to (number between -1 and 1)
Maybe look for a vizzy tutorial if you’re having trouble. Hope that helps.
How to edit xml on mobile
3.1 years agoHmm I definitely have some crafts that use them but idk how good of examples they’ll be. But if you google PID equation it should be pretty straightforward of you already understand how they work, the constants (K) are the things you tune, and all you’ll need is the error and maybe derivative (probably don’t need integral)
3.2 years agoSadly there’s not a way to do it with vizzy. But if you really want to you can write your own PID for roll/pitch/yaw with vizzy and then you can do whatever you want with it in flight
3.2 years agoThere’s a ‘ switch to craft (craft id) ‘ block. You’ll need the craft id, which I think is usually 1 + current craft I’d if you’re detaching things. Also make sure they both have command chips.
3.2 years agothis is still happening, it doesn’t seem to be actually fixed as of 0.9.801.0 at least on my iPad. Do you want me to make another bug report? @AndrewGarrison
3.3 years agonot unless you make your own pid. Which is very doable.
3.3 years agook so something like this might work, assuming that the two objects are relatively close (if they're not the ground curves and then it gets weird to use as reference)
3.3 years ago[A - C] angle [(A - C) - (proj(A - C) on C)]
where A and C are position vectors, and C is on the ground. The second half is basically just getting a flat vector pointing under C. There might be a nicer way but that should work if I'm understanding the drawing right.
yeah is B the ground or another target?
3.3 years agoI don’t usually do videos cuz they are a lot of work. I’m honestly not sure what there’d be to show for this other than me dragging the vizzy blocks around and sticking numbers in, but if people find that helpful maybe I’ll try it. Probably not tho because I still haven’t even had time to post the final version of this. @TritonAerospace @FelixFan
3.3 years agodoes what work? You can do whatever I said up there, as far as i know it works. The default stuff shown in the image doesn't do anything it's just an example. @FelixFan1
3.3 years agoTrue, you can report it as a bug from the game if no one else already has. It’s happened to be before but I didn’t report it since it was hard to reproduce and easy to get rid of. @MooncageTheMoonbear
3.3 years agoRestarting the game usually fixes that.
3.3 years agoProbably not without mods
3.4 years agoYeah looks like they added an input based activator in the xml. Also the image probably isn’t working bc the link should end in .jpeg or .png or some image type
3.4 years agoGuess that could work. I meant more if you build all the widgets on with one coordinate system then make it smaller things will get cut off the screen. The way I have it now the coordinates are relative to screen size, so resizing the screen isn’t a problem. You could also get away with changing the aspect ratio, it would just make things weirdly stretched out. @plane918273645
3.4 years agoyou don’t need overload, anyone can edit xml, just takes a few more steps. You can watch this video to learn. @DrexxVolv
3.4 years agoVery nice guide. Also what solar system(s) are you using?
3.4 years agoNot a bad idea. Although then everything would get weird if it is resized. Think I’ll also add a message if the coordinates don’t match the aspect ratio. @plane918273645
3.4 years agoThanks! @Rizkyman
3.4 years agoInteresting idea
3.4 years agoThat should work, or you can just type “1” in the input field and turn on
3.4 years ago0 on deactivate
, and set the part activation to the AG. Tho honestly their way sounds easier.