@sflanker @Doublehsh I looked at the part connections panel, and it works, but there is always a regular connection and a 'shell' connection. I just take them both off, but what is the 'shell' connection?
@Tweedle_Aerospace that is a smart idea. I will try that. The one problem would be when I am falling vertically, there would not be a highest one, but I could probably do the same think with x or y.
@Tweedle_Aerospace I have a reliable lunar transfer burn, but as I enter luna SOI, I am trying to get the craft to point perpendicular to retrograde/prograde, while making sure it as at the right angle on in the right direction, that way I can lower/raise my periapsis for as little delta v as possible, but I can not find a reliable way to point the the correct direction.
@Tweedle_Aerospace yes, I think on docking, craft a will become the craft you are controlling, and craft b will become the other. I am not sure but I think that is how it works.
@sflanker the problem is that I am not in Luna orbit yet, so it points at the planet but does not do what I want. Is there any way to stay perpendicular to prograde and retrograde while making sure it is in towards the middle of the orbit?
Also, for your escape pods you could use your twdle_CPSLE (I hope I spelled that right) with some edits, since you already made that and it would be cool if the escape pods had an interior.
It would be cool if you had a real interior the astronauts could go in. Also, you should add big fuel tanks with all different types of fuel so you can refuel ships that are in space.
I can not wait. SN8 was amazing, and I know SpaceX learned a lot from SN8. Now with SN9 they can use what they learned and hopefully have an even better flight. I still can not believe SN8 went so well- The first ever attempt at a bellyflop or anything like it, and right on target, very smooth, would have been perfect if the raptor engines fired correctly. I think it is better to have to fix a problem with the engines than redesign the entire landing process.
Yes!!! That flight went 100x better than expected. The entire time I thought something was wrong, and then there was a successful bellyflop. It came so close to landing too- perfect accuracy. That was amazing!
If it is on the same craft, you can use the block (set part _ activated to _). In the first blank, put the number of the part you want to activate (can be found under advanced part settings in designer) and put true in the second blank. To deactivate a part, do the same thing but put false instead of true
@Mod How do you get the link for the image? Do you have to post it somewhere? If so, where?
3.7 years agoI hope you can get it to work. That would be very cool. Are you using your own drone ship or someone else's?
3.7 years ago@Tweedle_Aerospace Lol my targeted payload for the Sparrow 3 is 35,000 kilograms.
3.7 years agoYES!
3.8 years ago@ChinmayShukla great!
3.8 years agothe button is where the "set primary" button would normally be on a non-primary command part.
3.8 years ago@Tweedle_Aerospace yeah I sort of just gave up on them without even trying most of them
3.8 years ago@SupremeDorian Thanks!
3.8 years ago@sflanker @Doublehsh I looked at the part connections panel, and it works, but there is always a regular connection and a 'shell' connection. I just take them both off, but what is the 'shell' connection?
3.8 years ago@sflanker thanks!
3.8 years ago@Tweedle_Aerospace thanks!
3.8 years agohow are you going to make the crane work? will it have pistons or something similar, or will it just be decoration?
3.8 years ago@Tweedle_Aerospace thanks!
3.9 years ago@Tweedle_Aerospace that is a smart idea. I will try that. The one problem would be when I am falling vertically, there would not be a highest one, but I could probably do the same think with x or y.
3.9 years ago@sflanker thanks so much! I will try this.
3.9 years ago@Tweedle_Aerospace I have a reliable lunar transfer burn, but as I enter luna SOI, I am trying to get the craft to point perpendicular to retrograde/prograde, while making sure it as at the right angle on in the right direction, that way I can lower/raise my periapsis for as little delta v as possible, but I can not find a reliable way to point the the correct direction.
3.9 years agoYes I definitely agree. I always download the craft.
3.9 years ago@Arstotzka thanks I will try that
3.9 years ago@Tweedle_Aerospace yes, I think on docking, craft a will become the craft you are controlling, and craft b will become the other. I am not sure but I think that is how it works.
3.9 years ago@sflanker the problem is that I am not in Luna orbit yet, so it points at the planet but does not do what I want. Is there any way to stay perpendicular to prograde and retrograde while making sure it is in towards the middle of the orbit?
3.9 years ago@Arstotzka thanks
3.9 years ago(In vizzy)
3.9 years ago@Tweedle_Aerospace I am trying to design a system that does not use a docking port at all, but there is a good chance it will not work.
3.9 years ago@sflanker thanks! That should really help!
3.9 years ago@HSH no, iOS, but the website should work the same
3.9 years ago@HSH what do you mean? Just link the unlisted craft itself? Or is there a special way to do it?
3.9 years ago@sflanker thanks!
3.9 years ago@Tweedle_Aerospace thanks! I will make a post and ping you if I get stuck.
3.9 years agoWhen will this release? Also will it do accurate landings?
3.9 years ago@SupremeDorian thanks!
3.9 years agoSo does this mean planet studio will never come to mobile, or do we just have to wait for mobile?
3.9 years agoCongrats!
3.9 years agoIf I am allowed to use gyro than I did it.
3.9 years ago@Tweedle_Aerospace oh also can I use a gyro?
3.9 years ago@Tweedle_Aerospace I have 2 more questions. 1: can we use parachutes? 2: can we land in the water?
3.9 years ago@Tweedle_Aerospace is tinker panel allowed?
3.9 years agoAlso, for your escape pods you could use your twdle_CPSLE (I hope I spelled that right) with some edits, since you already made that and it would be cool if the escape pods had an interior.
3.9 years agoIt would be cool if you had a real interior the astronauts could go in. Also, you should add big fuel tanks with all different types of fuel so you can refuel ships that are in space.
3.9 years agoIn the paint menu, make a color with custom finish, and you can make it transparent with one of the sliders.
3.9 years agoI have let a 100:1 twr craft burn for 5 minutes and I did not exit Juno SOI
4.0 years agoAlso I like that logo
4.0 years agoI can not wait. SN8 was amazing, and I know SpaceX learned a lot from SN8. Now with SN9 they can use what they learned and hopefully have an even better flight. I still can not believe SN8 went so well- The first ever attempt at a bellyflop or anything like it, and right on target, very smooth, would have been perfect if the raptor engines fired correctly. I think it is better to have to fix a problem with the engines than redesign the entire landing process.
4.0 years ago@Tweedle_Aerospace We will always remember Starship SN8 =)
4.0 years agoYes!!! That flight went 100x better than expected. The entire time I thought something was wrong, and then there was a successful bellyflop. It came so close to landing too- perfect accuracy. That was amazing!
4.0 years ago@Tweedle_Aerospace thanks!
4.0 years ago@Tweedle_Aerospace oh. Ok.
4.0 years agoIf it is on a different craft it will not work. (I think. I might work if you are close by)
4.0 years agoIf it is on the same craft, you can use the block (set part _ activated to _). In the first blank, put the number of the part you want to activate (can be found under advanced part settings in designer) and put true in the second blank. To deactivate a part, do the same thing but put false instead of true
4.0 years agoI am playing SR2 while waiting for the launch
4.0 years ago@Tweedle_Aerospace I am exited to see the sn8 too. It’s only a month late :)
4.0 years ago