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) :(
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
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.
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
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!
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.
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.
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
@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)
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.
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
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
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.
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 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 agoWhat 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 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 agoNot really but you can convert & display it to whatever you want with some vizzy or MFD
3.5 years agoI 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 agoI 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 agoSadly I’m kinda stuck on 2 & 3. Eventually I’ll get it to work (hopefully). @TweedleAerospace
3.5 years agoWith what? I’ve done it before with VTOL
3.5 years agoThis 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 agoT. I’m on ios.
3.5 years agoAre 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 agoSadly
3.5 years agodisplay(list)
doesn’t actually display all the items in the list, you need to useitem(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.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@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 agoI think that requires quite a bit of math...
3.6 years agowatch this
3.6 years agoWow that’s awesome!
3.6 years agoTime for me to learn some fUNk!
3.6 years agoNice graph
3.6 years agoNice thx, I couldn’t remember if I joined before oops. @IAAR2
3.6 years agoIs this the automatic rocket thing and are you accepting new members? Because I have automated rockets.
3.6 years agoYeah, you pretty much have to make your own PID to control heading/pitch/roll on another craft
3.6 years agoVIZZY!
3.6 years agoHay un arrow a la derecha del número de descargas, clic este arrow y hay una opción para “edit redirect”
3.6 years agoThat was a very useful explanation of how threads work, I didn’t know that before.
3.6 years agoIt’s done! Check it out here!
3.6 years ago@DragonTech
3.6 years agoOoo I want to try this... if i have time
3.7 years agoYou 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 agoYou might be waiting a while, but that would be cool @jrzspace
3.7 years agoYeah that can happen... another reason not to have too many pixels. @zzazza
3.7 years agoNo 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.
3.7 years agoLo siento si mi espaõl es malo, eso solo es yo aprendé en escuela. @galleta
Puedes poner enlaces y imágenes en tu perfil... ve aquí para instrucciones.
3.7 years agoFloat 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 agoYou can change the fuel consumption in xml (this is different from fuel consumption scale). XML guide
3.7 years agoAre 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 agoCool here’s a rocket.
3.7 years agoDelta v map should have them
3.7 years ago