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    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 ago
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    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.

    3.3 years ago
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    It says "in progress" but I think its been like that for a while so who knows when. Hopefully soon.

    3.4 years ago
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    Sure @Subnerdica

    3.4 years ago
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    Looks awesome, can’t wait to try it when it’s done!

    3.4 years ago
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    True. 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 ago
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    XML edited ion engines with input controller

    3.4 years ago
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    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

    3.4 years ago
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    Basically you can type math and also get FlightData stuff. Also runs faster than normal vizzy.

    3.5 years ago
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    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) :(

    3.5 years ago
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    Wow 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 ago
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    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 ago
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    Wdym how is it unstable? It should just have more thrust how powerful did you make it?

    3.5 years ago
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    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.

    3.5 years ago
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    Not really but you can convert & display it to whatever you want with some vizzy or MFD

    3.5 years ago
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    I think we can also get rpm of wheels with funk. I always forget side slip is a thing I could have used that in my last car this I guess I did more math than necessary (it uses gyroscope stabilization, so not really tcs but I think the yaw part is kinda the same idea). @TweedleAerospace

    3.5 years ago
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    I was literally just looking into that! I’m not sure if anyone has but I’m planning on attempting it with my next off-road vehicle

    3.5 years ago
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    Sadly I’m kinda stuck on 2 & 3. Eventually I’ll get it to work (hopefully). @TweedleAerospace

    3.5 years ago
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    With what? I’ve done it before with VTOL

    3.5 years ago
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    This sounds really cool, thx for inviting me! However, I don't think I have enough experience with planes or weapons systems to do this rn, definitely not in 2 days. I’m interested to see what other people come up with tho!

    3.5 years ago
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    T. I’m on ios.

    3.5 years ago
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    Are you using funk? That seems like a funk error. If you want to use the throttle input you need to type FlightData.Throttle (i think, i could be wrong). I don’t remember what the number means but if you show your code I can try to help you fix it.

    3.5 years ago
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    Sadly display(list) doesn’t actually display all the items in the list, you need to use item(n) in (list) for each item in the list. You can use a repeat loop to repeat for each item in the list and add them to the display. It will probably be confusing if I attempt to type it out but lmk if you want an example I can screenshot it.

    3.5 years ago
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    Good luck, I can try and help if you have questions. Tbh if you’re just doing boost back you might not even need any orbital mechanics. @AshtvinayakAerospace

    3.6 years ago
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    @Hermes01000100 cool I’m not an expert but I’ve also been trying to learn orbital mechanics. I’m working on a targeted landing program but I’m starting on Luna, I’ll deal with drag later so I don’t have much advice on that. It’s pretty close to working for targets on the equator, but anywhere else will be a challenge. @AshtvinayakAerospace The basics of what I’m doing is using orbital mechanics to predict my impact coordinates so the de-orbit burn will land it kinda close to the target. Then the landing burn program makes course adjustments and tries to cancel out all surface velocity by the time I get there. I think a similar approach would work with atmosphere, just overshoot the target by a lot and use control surfaces to control heading and velocity (probably easier said than done, I really haven’t tried with atmo yet)

    3.6 years ago
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    I think that requires quite a bit of math...

    3.6 years ago
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    Wow that’s awesome!

    3.6 years ago
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    Time for me to learn some fUNk!

    3.6 years ago
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    Nice thx, I couldn’t remember if I joined before oops. @IAAR2

    3.6 years ago
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    Is this the automatic rocket thing and are you accepting new members? Because I have automated rockets.

    3.6 years ago
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    Yeah, you pretty much have to make your own PID to control heading/pitch/roll on another craft

    3.6 years ago
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    VIZZY!

    3.6 years ago
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    Hay un arrow a la derecha del número de descargas, clic este arrow y hay una opción para “edit redirect”

    3.6 years ago
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    That was a very useful explanation of how threads work, I didn’t know that before.

    3.6 years ago
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    It’s done! Check it out here!

    3.6 years ago
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    @DragonTech

    3.6 years ago
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    Ooo I want to try this... if i have time

    3.7 years ago
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    You can do it while you’re targeting the docking port by subtracting the target positions (the docking port) from the target craft position. This will give you a vector for the direction of the docking port, but it will only work if the port is in line with the center of mass.

    3.7 years ago
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    You might be waiting a while, but that would be cool @jrzspace

    3.7 years ago
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    Yeah that can happen... another reason not to have too many pixels. @zzazza

    3.7 years ago
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    No sé qué hay un video. Quieres usar un enlace o imagen? Usaste ‘![](enlace por imágen)’ ? Si uses una imagen, necesitas una enlace que termina en .jpeg o .png , generalmente yo pongo mis imágenes en Imgur para obtener la enlace.
    Lo siento si mi espaõl es malo, eso solo es yo aprendé en escuela. @galleta

    3.7 years ago
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    Puedes poner enlaces y imágenes en tu perfil... ve aquí para instrucciones.

    3.7 years ago
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    Float just means number with a decimal point. Hmm maybe you can’t do that to normal engines, I’ve just started messing with xml. I guess you can use an edited fuel tank maybe. @AshtvinayakAerospace

    3.7 years ago
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    You can change the fuel consumption in xml (this is different from fuel consumption scale). XML guide

    3.7 years ago
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    Are you sure it’s not in xml? You can change it a little bit without xml or tinker but not much. I think some properties don’t appear in xml if they are set to the default, so you might not see it, but you can still add it in if you know how. Or try changing the gimbal range to something that isn’t the default then look in xml for it. Also this is useful for xml.

    3.7 years ago
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    Delta v map should have them

    3.7 years ago