The old font gave the game a very unique feel in terms of its UI and the new font makes the UI feel very generic. Although I agree the new font is easier to read I would prefer to have the old font back.
I also find SSTOs very challenging to make. Some suggestions I have would be to start with your payload plus 10% and then add your tank and engine combination that gives you a delta-v of at least 6000 and twr over 1.1, this gives you enough fudge factor. If you want jet engines and wings then consider all their weight part of your dry mass.
Lastly I would recommend paying close attention to your engine's specific twr as well as their performance at both sea level and in vacuum.
I recently learned that using the first time warp helps to dock way faster. Also make sure your docking post does not have collisions turned off which I also learned the hard way will prevent you from docking
I think SpaceX need to slow down a bit and develop better welding techniques and work on their proprietary steel alloy before continuing on, I feel theyre just buring money doing these tests
2024 and 7075 Aluminums, A higher strength Stainless (ex. a 500 series or the not-as-yet made SpaceX-proprietary Stainless steel), and as Forwind mentioned carbon fiber composites and other composites
Unfortunately the suggestions label is only a tag that works for the forums. If you want your suggestions with upvotes to be seen by the devs you have to post them in the siggestions area instead.
@jopaslona I would recommend nuclear engines with liquid hydrogen then. It will get you a high amount of delta-v and lower weight, although the TWR might not be higher than 1, although as you said this craft is not taking off from the surface so it should work well in space. I made a very extreme craft with 13 max size (50x25) fuel tanks and about 30 nuclear engines, this had low TWR but the delta-v was high at 18k.
I think you can get it to have less mass by using nuclear engines & liquid hydrogen, and should have a decent amount of delta-v. Is it a must that your craft be that heavy? (At 270 000 tons that sounds like a generation ship). What is the delta-v number you want to be at?
How many stages is your craft? Are you looking for 7-10 mins burn time of the first stage? If so I would suggest splitting the 1st stage into 2 stages (each with 3 mins burn time) but depending on your set up 7-10 minites burn sounds high. Maybe try adding SRBs to the first stage as well.
This suggestion has already been put forward, you can find it here. Don't forget to check the suggestions area before posting a new suggestion to avoid repeats.
I'll be honest, for a while when I started playing I felt as you do, I found it very hard to get a cylero encounter. However after many tries (and trial and error) I can now get an encounter much more easily (and I'm sure you will too). Keep at it and don't give up! Kell's Delta-V map is a must if you want to get an encounter more easily. Also here is a tutorial for how to get to Cylero. Post an update when you can!
@sflanker No worries and thanks! I'm studying your vizzy script and the explanations you typed within the script are very helpful. Admittedly my craft is quite heavy at full capacity and although it has fairly good lateral stability and I have worked out some of the roll problem at lower altitudes for the most part, the roll issues seem to come back at higher altitudes. I think the autopilot has a hard time controlling the craft out of atmo as a plane, and inside atmo if it has a rocket orientation. I'll keep at it though!
@AnotherFireFox The idea for a PID Controller sounds intriguing, however as you said it would be more difficult to implement. I am already using the "set roll to" block, I have used it as a stand-along block and also inside a "while" block, I think I will try to repeat this block and see if that changes anything.
@sflanker as I already mentioned, the craft is set to rocket orientation. Adding dihedral is a good idea but I have already implemented this, my problem is that since this is my first attempt at a vizzy program, I don't fully know and understand how to use the blocks correctly, so I'm more looking for pointers in this regard. I am able to control the craft manually and maintain a wings-level attitude throughout the flight, I just can't translate this to vizzy at the moment. Thank you for sharing your craft though, it sounds as it might very well have the solution I'm looking for, since pitch will (for the most part) the only variable to change during my craft's flight. As far as why I didn't share my craft, there are many reasons, the main one being that I wanted the craft to be a surprise for the community and I hate to spoil it, plus the question is in regards to vizzy and not about the craft's aerodynamics.
I'm very new to using vizzy but one way I have controlled hinges is to assign a slider to that hinge and then program vizzy to "set slider 'x' to 'y'", and that will let you control a hinge with vizzy
There is already a suggestion for this, you can find it here and upvote it. The Devs for this game are great in that if you post suggestions and they get enough upvotes it is likely they will incorporate them into future updates, but they have to be in the Feedback-Suggestions area of the website, but if you post them here on the forums it's much harder for the devs to see and for people to get behind and upvote your idea so it's not as productive.
@TestRunner I'm just trying to make flaps controlled by slider1, unfortunately the only way to currently do this is to not mirror the wing at all because there is no "invert on mirror" option
In other words control surfaces assigned to sliders 1 or 2 should function like "pitch" or "yaw" and not have opposing actions like "roll"
@TopGottem101fly thanks! I really appreciate that :D
4.0 years agoI have a halfway finished forklift, if this post gets more upvotes I will work faster on it
4.0 years ago@pedro16797 Congratulations!
4.3 years ago@Clory @sflanker Congratulations!
4.3 years agoWhat kind of topics would be good to cover?
4.5 years agoNot sure if being facetious or honest
+1 4.5 years agoThe old font gave the game a very unique feel in terms of its UI and the new font makes the UI feel very generic. Although I agree the new font is easier to read I would prefer to have the old font back.
+1 4.5 years agoI also find SSTOs very challenging to make. Some suggestions I have would be to start with your payload plus 10% and then add your tank and engine combination that gives you a delta-v of at least 6000 and twr over 1.1, this gives you enough fudge factor. If you want jet engines and wings then consider all their weight part of your dry mass.
Lastly I would recommend paying close attention to your engine's specific twr as well as their performance at both sea level and in vacuum.
4.6 years agoThat ducted tiltrotor is looking mighty fine
4.6 years agoI recently learned that using the first time warp helps to dock way faster. Also make sure your docking post does not have collisions turned off which I also learned the hard way will prevent you from docking
4.6 years agoThe era of cockpits has begun
4.6 years agoI vote for "Shackleton Base", after this guy.
4.6 years agoNo worries and hope you get access to a device soon :D
4.6 years agoI think SpaceX need to slow down a bit and develop better welding techniques and work on their proprietary steel alloy before continuing on, I feel theyre just buring money doing these tests
4.6 years agowelcome to the community :D
+1 4.7 years ago2024 and 7075 Aluminums, A higher strength Stainless (ex. a 500 series or the not-as-yet made SpaceX-proprietary Stainless steel), and as Forwind mentioned carbon fiber composites and other composites
+1 4.7 years agoUnfortunately the suggestions label is only a tag that works for the forums. If you want your suggestions with upvotes to be seen by the devs you have to post them in the siggestions area instead.
+2 4.7 years agoThis would be a great suggestion for the suggestions area
4.7 years ago@jopaslona I would recommend nuclear engines with liquid hydrogen then. It will get you a high amount of delta-v and lower weight, although the TWR might not be higher than 1, although as you said this craft is not taking off from the surface so it should work well in space. I made a very extreme craft with 13 max size (50x25) fuel tanks and about 30 nuclear engines, this had low TWR but the delta-v was high at 18k.
4.7 years agoI think you can get it to have less mass by using nuclear engines & liquid hydrogen, and should have a decent amount of delta-v. Is it a must that your craft be that heavy? (At 270 000 tons that sounds like a generation ship). What is the delta-v number you want to be at?
4.7 years agoHow many stages is your craft? Are you looking for 7-10 mins burn time of the first stage? If so I would suggest splitting the 1st stage into 2 stages (each with 3 mins burn time) but depending on your set up 7-10 minites burn sounds high. Maybe try adding SRBs to the first stage as well.
4.7 years agoMy Comrade
4.7 years ago@pedro16797 haha i saw that too
4.7 years ago@socialist you're right its been there a while but some suggestions are there for a while before the devs implement them
4.7 years ago@sflanker Dude that's too funny, I was actually thinking of suggesting that XD
4.7 years agobruh those fighters look sick
4.7 years agoThis suggestion has already been put forward, you can find it here. Don't forget to check the suggestions area before posting a new suggestion to avoid repeats.
4.7 years agoImage dead for me too
+1 4.7 years ago@SupremeDorian oh wel that sux lol
4.7 years agoYou should sticky this even if just tempprarily
4.7 years agoI wamt it! Mod or not it doesn't matter!
4.7 years agoI'll be honest, for a while when I started playing I felt as you do, I found it very hard to get a cylero encounter. However after many tries (and trial and error) I can now get an encounter much more easily (and I'm sure you will too). Keep at it and don't give up! Kell's Delta-V map is a must if you want to get an encounter more easily. Also here is a tutorial for how to get to Cylero. Post an update when you can!
+1 4.7 years agoBugfix updates are good too!
+2 4.7 years ago@AnotherFireFox sorry, I totally missed the "auto select fuel type" toggle in the pic, I wasn't sure because I didn't see a fuel quantity slider :p
+1 4.7 years ago@sflanker No worries and thanks! I'm studying your vizzy script and the explanations you typed within the script are very helpful. Admittedly my craft is quite heavy at full capacity and although it has fairly good lateral stability and I have worked out some of the roll problem at lower altitudes for the most part, the roll issues seem to come back at higher altitudes. I think the autopilot has a hard time controlling the craft out of atmo as a plane, and inside atmo if it has a rocket orientation. I'll keep at it though!
4.7 years agoThese look great! will they also carry fuel?
+1 4.7 years ago@AnotherFireFox The idea for a PID Controller sounds intriguing, however as you said it would be more difficult to implement. I am already using the "set roll to" block, I have used it as a stand-along block and also inside a "while" block, I think I will try to repeat this block and see if that changes anything.
@sflanker as I already mentioned, the craft is set to rocket orientation. Adding dihedral is a good idea but I have already implemented this, my problem is that since this is my first attempt at a vizzy program, I don't fully know and understand how to use the blocks correctly, so I'm more looking for pointers in this regard. I am able to control the craft manually and maintain a wings-level attitude throughout the flight, I just can't translate this to vizzy at the moment. Thank you for sharing your craft though, it sounds as it might very well have the solution I'm looking for, since pitch will (for the most part) the only variable to change during my craft's flight. As far as why I didn't share my craft, there are many reasons, the main one being that I wanted the craft to be a surprise for the community and I hate to spoil it, plus the question is in regards to vizzy and not about the craft's aerodynamics.
+1 4.7 years agoI'm very new to using vizzy but one way I have controlled hinges is to assign a slider to that hinge and then program vizzy to "set slider 'x' to 'y'", and that will let you control a hinge with vizzy
4.7 years agoGood suggestion, you should post this in the feedback section
+1 4.7 years agoIs this possible, to export live flight data during flight?
4.7 years agoomgomgomgomgomg
+1 4.7 years agoC
4.7 years agoThats great! I wish he would do a new video showing the space sailors as well
+2 4.7 years agoThere is already a suggestion for this, you can find it here and upvote it. The Devs for this game are great in that if you post suggestions and they get enough upvotes it is likely they will incorporate them into future updates, but they have to be in the Feedback-Suggestions area of the website, but if you post them here on the forums it's much harder for the devs to see and for people to get behind and upvote your idea so it's not as productive.
4.7 years agoA different capsule shape or add orion or dragon crew as capsule options. Also cockpit shapes for aircraft or orbiters would be nice.
@Insanity I made an RTG
+3 4.7 years ago@TestRunner I'm just trying to make flaps controlled by slider1, unfortunately the only way to currently do this is to not mirror the wing at all because there is no "invert on mirror" option
In other words control surfaces assigned to sliders 1 or 2 should function like "pitch" or "yaw" and not have opposing actions like "roll"
4.7 years ago@Bmcclory No prob! I just thought I was missing an option on my install or something
4.7 years agogasp You monster!
just joking :p I myself have not used it a whole lot, ive only messed with it but I'm still in the building phase of many of my projects
4.7 years ago@Bmcclory here are my options, where should the toggle be?
4.7 years ago@Bmcclory wth honest to god I dont have this option
4.7 years ago