@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!
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"
This suggestion has already been made, you can find it here. You should post suggestions in the suggestions section, you can still link them back to the forums if you wish.
I hope you can make it work! I was messing around with a spinning station earler today and I couldnt make it work, but my station is much smaller that yours so maybe you'll have better luck!
The trick will be getting the space sailors to walk, because they still "float" while in space even in a moving craft
@SupremeDorian Thank you for the info, and for being transparent. There are always things going on behind the scenes the rest of us (like me) might not be cognizant of so it's easy to make assumptions. We are grateful to you the mods and the devs though!
Presumably if your craft has enough Delta-V (5500 I think) to reach LEO, you shouldn't have to modify your craft for RSS. However if you're on the RSS sandbox, I would highly recommend Realistic Engine Overhaul as @sflanker suggested, since the goal of RSS is to increase the game's realism, using REO takes this one step further and lets you design engines that have stats closer to their real-life counterparts
Hey Striker, it's been a while! I used to make a payload first then build a simple 2 stage rocket around it, but as others have suggested I just have a rocket that can handle (almost) any payload. But if you want to be more realistic and more efficient then a family of rockets for diverse payloads would also work as Kell & Insanity suggested.
Good train of thought, however engines and also electric motors do not generate electricity at negative values unfortunately. You can however increase solar panel efficiency in XML. As @Mod suggested, overload is quite an awesome tool for changing XML values on the fly, I highly recommend it.
@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 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 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 agoIs this possible, to export live flight data during flight?
4.7 years agoC
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 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 agoHow did you make the window cutouts?
4.7 years agoThis suggestion has already been made, you can find it here. You should post suggestions in the suggestions section, you can still link them back to the forums if you wish.
4.7 years agoWhat bugs specifically? Use the bug reporting tool and if you want to post the link to them here
4.7 years ago@Greenmachine No need to remove but if you make a suggestion you can post a link to it here so we can upvote your suggestion
4.7 years agoIf you post this under suggestions I will definitely upvote
4.7 years agoWow is ur ban really that long?
4.7 years agoSweet! I'm guessing you fixed the line problem?
4.7 years agoWill do, hope u get ur laptop back soon :D
4.7 years ago@Natedog120705 hmm i thought i saw some other people saying they encountered motor bugs but idk of its related or not
4.7 years agoI hope you can make it work! I was messing around with a spinning station earler today and I couldnt make it work, but my station is much smaller that yours so maybe you'll have better luck!
The trick will be getting the space sailors to walk, because they still "float" while in space even in a moving craft
4.7 years agoThere's a handy mod for that here
4.7 years agoLink to suggestion HERE
4.7 years ago@ColonelStriker I cant wait to see what you have planned :D
4.7 years agoFor pictures see the Text Formatting Guide
4.7 years agoWhat opportunity are we talking about?
@SupremeDorian Thank you for the info, and for being transparent. There are always things going on behind the scenes the rest of us (like me) might not be cognizant of so it's easy to make assumptions. We are grateful to you the mods and the devs though!
4.7 years agoPlease be safe! Take care of yourself in the meantime, hope things quiet dow soon so we can see more of your creations!
4.7 years ago@Jundroo
4.7 years ago@AndrewGarrison
@Mod
@SupremeDorian ah, thanks for that :D
4.7 years agoThank you for this!
4.7 years ago@SpacedOut nah its actually pretty boring tbh
4.7 years ago@Insanity ah yes youre right
4.7 years agoPresumably if your craft has enough Delta-V (5500 I think) to reach LEO, you shouldn't have to modify your craft for RSS. However if you're on the RSS sandbox, I would highly recommend Realistic Engine Overhaul as @sflanker suggested, since the goal of RSS is to increase the game's realism, using REO takes this one step further and lets you design engines that have stats closer to their real-life counterparts
4.7 years agoThank you for these tutorials!
4.7 years ago@JastroOne1 OMG you're right! Although to be fir this is a "protip" lol
4.7 years ago@sflanker I'll suggest it, thank you
4.8 years ago@BarsikKT thats understandable. Also you should only add it if others want it as well, I understand what youre doing takes up time
4.8 years agoHey Striker, it's been a while! I used to make a payload first then build a simple 2 stage rocket around it, but as others have suggested I just have a rocket that can handle (almost) any payload. But if you want to be more realistic and more efficient then a family of rockets for diverse payloads would also work as Kell & Insanity suggested.
4.8 years agoThank you devs for all your hard work!
4.8 years agoI think the White Sun System from Firefly would be an amazing addition of a solar system. Here's a map of that solar system:
White Sun System (Bai Hu System)
4.8 years ago@AstronautPlanes it looks great, i love the curves! I cant wait to fly it!
4.8 years agoGood train of thought, however engines and also electric motors do not generate electricity at negative values unfortunately. You can however increase solar panel efficiency in XML. As @Mod suggested, overload is quite an awesome tool for changing XML values on the fly, I highly recommend it.
4.8 years ago@NoIDontWanna my comrade
4.8 years agoI found that little island too, I can't wait to set up a base there
4.8 years agoCan you rephrase? not sure what you're asking for
4.8 years agoYES PLEASE!
4.8 years agoI was thinking that it is time for me to start making Droonaut-friendly station modules, maybe we can make a new CSS with these new type modules?
4.8 years ago@PorkyClown3 thanks I will try that!
4.8 years ago