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.
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.
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
@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.
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.
Hmm that’s a really good idea. Tbh I should be using those instead of hinges since they can go 180° (I’ve been using xml to make 180° hinges) @SmurfResearchX
Funk is basically a way of typing things (usually math expressions) in vizzy. It also has access to the stuff in the document Nebula showed including more math functions, flight data, and part properties. Also not all of funk is broken for mobile, really only things involving vectors/vector math cause errors. My drone used funk that should work on mobile if you want an example.
This is mostly stuff you can use (start at flight data part). You can call variables by just typing their name. There’s vector stuff too but it doesn’t work on mobile. If you want some examples look at the program in my drone. Also anything you can do in funk you can also do directly in an Input Controller. @YaMomzBox420
Type math. It’s faster than blocks. Also can get FlightData and other part info. this is some stuf you can use. Note that some stuff doesn’t work on mobile yet (mostly vectors) :(
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.
What are you making? Could a gyro take care of it? In my experience of making drones things are really bad at being stable on their own even when they should be. @TweedleAerospace
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.
There’s really no good way to do this. You can try to experimentally find the drag coefficient of your craft. Another way is subtracting the expected acceleration (from the forces you know: thrust, gravity) from the actual acceleration. The difference is caused by drag, can find the force with F=ma. Although that way sometimes isn’t very good.
Broadcasting to nearby crafts!!! so many possibilities with that that’s awesome!
+1 2.7 years agoIt 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 2.9 years agoHow to edit xml on mobile
3.0 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)
3.1 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
3.1 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
3.2 years agoPlease say this one actually fixes funk for mobile
+1 3.2 years agonot unless you make your own pid. Which is very doable.
3.2 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)
3.2 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?
3.2 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 3.2 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 3.2 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 3.2 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
3.2 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
3.2 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
3.2 years agoRestarting the game usually fixes that.
3.2 years agoI really didn’t read it all but it looks helpful.
+3 3.2 years agoProbably not without mods
3.3 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
3.3 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
3.3 years agoyou don’t need overload, anyone can edit xml, just takes a few more steps. You can watch this video to learn. @DrexxVolv
3.3 years agoVery nice guide. Also what solar system(s) are you using?
3.3 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
3.3 years agoThanks! @Rizkyman
3.3 years agoHow??? It doesn’t even look like SR2 anymore! That’s insane.
+1 3.3 years agoInteresting idea
3.3 years agoThat should work, or you can just type “1” in the input field and turn on
3.3 years ago0 on deactivate
, and set the part activation to the AG. Tho honestly their way sounds easier.Hmm that’s a really good idea. Tbh I should be using those instead of hinges since they can go 180° (I’ve been using xml to make 180° hinges) @SmurfResearchX
3.3 years agoFunk is basically a way of typing things (usually math expressions) in vizzy. It also has access to the stuff in the document Nebula showed including more math functions, flight data, and part properties. Also not all of funk is broken for mobile, really only things involving vectors/vector math cause errors. My drone used funk that should work on mobile if you want an example.
3.3 years agoIt says "in progress" but I think its been like that for a while so who knows when. Hopefully soon.
3.4 years agoSure @Subnerdica
3.4 years agoLooks awesome, can’t wait to try it when it’s done!
3.4 years agoTrue. I was so excited when all the new planets came out but I still haven’t gone to most of them lol. Got distracted
3.4 years agoXML edited ion engines with input controller
3.4 years agoYay can’t wait!
3.4 years agoThis is mostly stuff you can use (start at flight data part). You can call variables by just typing their name. There’s vector stuff too but it doesn’t work on mobile. If you want some examples look at the program in my drone. Also anything you can do in funk you can also do directly in an Input Controller. @YaMomzBox420
3.4 years agoBasically you can type math and also get FlightData stuff. Also runs faster than normal vizzy.
3.5 years agoType math. It’s faster than blocks. Also can get FlightData and other part info. this is some stuf you can use. Note that some stuff doesn’t work on mobile yet (mostly vectors) :(
3.5 years agoThat looks awesome!
+1 3.5 years agoWow nice I think this will help a lot of people. Also I never knew about the optimize craft xml option, I usually just add stuff in when I need to.
3.5 years agoIf you want an MFD to respond when you touch it you’ll want the
+1 3.5 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.What are you making? Could a gyro take care of it? In my experience of making drones things are really bad at being stable on their own even when they should be. @TweedleAerospace
3.5 years agoWdym how is it unstable? It should just have more thrust how powerful did you make it?
3.5 years agoWow that looks awesome!
+1 3.5 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 3.5 years agoOoo its finally out nice!
+1 3.5 years agoThere’s really no good way to do this. You can try to experimentally find the drag coefficient of your craft. Another way is subtracting the expected acceleration (from the forces you know: thrust, gravity) from the actual acceleration. The difference is caused by drag, can find the force with F=ma. Although that way sometimes isn’t very good.
3.5 years agoYeah I agree with you. I think they should make an upload/publishing limit per day, might help the problem.
+2 3.5 years ago