Connected means it rotates/translates the part and all those connected to it. Self translates/rotates only that part, even if others are connected to it. Local relates to the directions relative to the part, eg: if part is at 15°, translate is also at 15°. World means the directions relative to the world, eg: translate arrow direction remains the same regardless of part angle.
I have a method which I find easy to use for rendezvous. Set up a rendezvous as close as you can. Then as you get to your nearest point, burn target velocity retrograde until your relative velocity is zero. Then lock target and burn towards it for a bit. Then lock target retrograde again, and as you reach your new nearest point, burn again to set your velocity to zero. Just repeat the process, and it should get you there. This method is neither the most fuel efficient or the most time saving, but it helps to get started on rendezvous. I have got this to work with intercepts 200km apart. As long as you have enough delta-v it will work.
the purpose of SimpleRockets is to make realistic crafts, yet keep them available for all or most to enjoy
Not at all. The purpose of SimpleRockets 2 is for fun, and this applies to everyone. Everything else should be second to that, within reason. This means they should be able to build what they want, without an arbitrary obligation.
@sflanker
I solved this problem. It was just to make one port freely rotating and use a physical system that prevents the different crafts from rotating relative to each other.
@sflanker
Thanks for the tip. I am going to have to learn how variables work😁
@Insanity
I never thought of that mod, let me give it a shot. Thanks for the help!
@blackorange1
It turns out it is a bug with Vizzy not being able to roll while heading is locked, so I do have a program that works, but it will have to wait until the next update. I am still happy to share the craft's roll control program if you want to take a look at how it works.
I battled quite a bit getting to Tydos, but I eventually managed to do it with a rocket with Delta-v of about 10km/s. My method was to get Tydos overhead at dawn, lock pitch at 90° and just burn straight up until I get into a transfer trajectory. Probably not the most efficient way but it's the only one I can get to work for myself.
A quick tip. The base resolution of the equirectangular maps can be changed with a variable in the program. The maximum allowable by default on any MFD is 256, but you can XML the limit higher, and change the "ResMax" limiter variable to the new limit, then the "Resolution" variable to the resolution you want.
The green ones are your prograde/retrograde burn. Prograde pushes you into a higher orbit, and retrograde slows you down and pushes you into a lower orbit. The red circles are for burning to change inclination. I generally haven't used the blue ones much, with the exception of fine tuning intercepts, but they do come in handy as well, like trying to push your periapsis closer to the planet without having to really slow down. As Hannah1212 said, the main ones you'll use are the green ones, and likely the red ones.
No, don't use a set variable. They are local variables that can be used in the script of the event. An example is the part collision. Every time a part collides, that is called, but the variable 'part' changes for the part that collided in each.
The coordinate system of the MFD works with 0,0 in the middle, as far as I can tell, with x increasing right and y increasing up, so you can move the widget to any pixel by inputting co-ordinates
@AzureCorp
In that case, if, once again, you are on PC, you can use the overload mod to edit some XML. As for using external programs to edit the XML files, I can't tell you, as I haven't delved much in XML.
I am assuming you're on PC. Left Shift throttles up and Left Ctrl throttles down, Z is full throttle immediately and X kills throttle. And yes, there is a simplerockets discord server, the SRC. Welcome to the site, and have fun.
@Tweedle_Aerospace
You misunderstand. I am using vizzy to try create a craft that has a communications dish that is constantly facing Droo. I have a program that works to orientate the dish, but I need a vector that points from the craft to Droo.
@Shippy456
I am not entirely sure about mobile as I do not have it myself, but click the planet, and in the window that comes up there will be several buttons. The one is for setting a planet as a target.
The little grey arrows are for adjusting your orbit's inclination. When you say intercept node, do you mean a node that you burn at to reach the planet you have targeted?
You need to have the centre of thrust at takeoff balanced with the centre of mass. I have experimented a bit with it, but I have not done much with VTOL
@Arstotzka is not far off. It stands for Planet Centered Inertial. There is a similar thing in reality for Earth, called Earth Centered Inertial. you can find a Wikipedia article for it here. Basically, it is a three axis system. The z-axis passes through the north pole, and the other two axes through the equatorial plane. The important thing about the system is it does not move with the planet. So the x-axis will always point in the same direction, no matter where the planet is in its orbit, and no matter how it rotates. Hope this helps some!
Okay, so I'm now at my computer for more detailed instructions. In the designer, there is an option that looks like an arrow, clicking on that brings up several options. Then click on the one that looks like a blue square with triangles/arrows pointing away from every face. This is the part shape tool. Selecting the end of a fuel tank will show several options. The one you want is corner radius. Set that to 0, and the face becomes square. Hope this helps!
You can use the part shape tool. If you are on PC you can access it by pressing F, I think the key is. I'm not sure of the path to get it on mobile, but it should be in the same menu as the paint option.
It is unlikely any future update will be able to add mod support unless the scripting backend changes. I'm not too clued up on this, but you can find a bit more information here. Maybe one of the others can shed a little more light on this for you.
@sflanker
After messing around with the code a bit, I realised one or two things, confirmed one or two questions, and then coded it to work relative to the craft, so now it works in orbit in any orientation in addition to on planets.
@sflanker @SilverstoneAerospace
Thank you very greatly. This fits nicely. With some tinkering with this code I could some more understanding of how it works, but for now this nearly completely solves my problem. Thanks for the help!
@YourBestFriend
I have no problem docking. The problem comes when I want the two ports to dock with an exact relative angle. The only way I have found to do it so far is continually undock and redock, rotating it each time, until i get the angle as close as i can. Thanks anyway though.
@Insanity
I have tried something like that, and it does work to an extent, with a physical alignment system, but it's still not perfect. Oh well, I guess I can only get it so close😁
In the part settings menu, go to advanced part settings. There is an option there for buoyancy. Set the part to be as buoyant as you want.
+4 3.9 years agoConnected means it rotates/translates the part and all those connected to it. Self translates/rotates only that part, even if others are connected to it. Local relates to the directions relative to the part, eg: if part is at 15°, translate is also at 15°. World means the directions relative to the world, eg: translate arrow direction remains the same regardless of part angle.
+4 5.1 years agoPegasus
+3 5.2 years agoIt's currently being worked on, it seems. Be patient, it is coming.
+3 5.4 years agoGood luck, but as someone who has suffered severe depression, if you're battling, get yourself help in some form.
+2 3.4 years agoI have a method which I find easy to use for rendezvous. Set up a rendezvous as close as you can. Then as you get to your nearest point, burn target velocity retrograde until your relative velocity is zero. Then lock target and burn towards it for a bit. Then lock target retrograde again, and as you reach your new nearest point, burn again to set your velocity to zero. Just repeat the process, and it should get you there. This method is neither the most fuel efficient or the most time saving, but it helps to get started on rendezvous. I have got this to work with intercepts 200km apart. As long as you have enough delta-v it will work.
+2 4.0 years agoYes, it is saved, and there already is a vizzy tag for crafts.
+1 1.7 years agoNot at all. The purpose of SimpleRockets 2 is for fun, and this applies to everyone. Everything else should be second to that, within reason. This means they should be able to build what they want, without an arbitrary obligation.
+1 2.7 years agoThere is a vizzy tutorial that you can find handy here.
+1 2.8 years ago@sflanker
+1 4.3 years agoI solved this problem. It was just to make one port freely rotating and use a physical system that prevents the different crafts from rotating relative to each other.
@sflanker
+1 4.3 years agoThanks for the tip. I am going to have to learn how variables work😁
@Insanity
I never thought of that mod, let me give it a shot. Thanks for the help!
@blackorange1
+1 4.4 years agoIt turns out it is a bug with Vizzy not being able to roll while heading is locked, so I do have a program that works, but it will have to wait until the next update. I am still happy to share the craft's roll control program if you want to take a look at how it works.
@Insanity Thank you greatly, and yes I do know that it changes, I just didn't know what the prefix was😁
+1 4.7 years agoI battled quite a bit getting to Tydos, but I eventually managed to do it with a rocket with Delta-v of about 10km/s. My method was to get Tydos overhead at dawn, lock pitch at 90° and just burn straight up until I get into a transfer trajectory. Probably not the most efficient way but it's the only one I can get to work for myself.
+1 5.0 years ago@DPSAircraftManufacturer @KraZIvan
+1 5.2 years agoOkay, so then i won't feel bad about failing to create that myself so far. However, i will still persevere...
@DPSAircraftManufacturer
+1 5.2 years agoWhen I solve it I will share the craft with you... unless you solve it first of course
A quick tip. The base resolution of the equirectangular maps can be changed with a variable in the program. The maximum allowable by default on any MFD is 256, but you can XML the limit higher, and change the "ResMax" limiter variable to the new limit, then the "Resolution" variable to the resolution you want.
2.8 years ago@FriendlyFin you should check out Curious Archive on YouTube, he does quite a bit of speculative biology you may find interesting.
2.9 years agoThere is a very good post that allows for this stuff here. You will have to design a simpler image though.
3.4 years agoThe green ones are your prograde/retrograde burn. Prograde pushes you into a higher orbit, and retrograde slows you down and pushes you into a lower orbit. The red circles are for burning to change inclination. I generally haven't used the blue ones much, with the exception of fine tuning intercepts, but they do come in handy as well, like trying to push your periapsis closer to the planet without having to really slow down. As Hannah1212 said, the main ones you'll use are the green ones, and likely the red ones.
3.6 years agoIt means they are actively looking into whether it is feasible to implement. If it is and they want to add it, it moves to planned.
3.9 years agoNo, don't use a set variable. They are local variables that can be used in the script of the event. An example is the part collision. Every time a part collides, that is called, but the variable 'part' changes for the part that collided in each.
3.9 years agoThe coordinate system of the MFD works with 0,0 in the middle, as far as I can tell, with x increasing right and y increasing up, so you can move the widget to any pixel by inputting co-ordinates
3.9 years agoAlso somewhat simple.
Draw Rectangle widget named (name)
Set widget (name) size to (1,1)
This creates a rectangle the size of one MFD unit.
3.9 years agoNo problem. I am still learning it as well 😂
3.9 years agoIt is quite simple to do.
Create ellipse widget named (name)
Set widget (name) size to (get widget (_Screen) size)
That should draw a circle widget that will automatically resize itself to your MFD screen.
3.9 years agoYou can then use
Set widget (name) colour.
@AzureCorp
3.9 years agoIn that case, if, once again, you are on PC, you can use the overload mod to edit some XML. As for using external programs to edit the XML files, I can't tell you, as I haven't delved much in XML.
I am assuming you're on PC. Left Shift throttles up and Left Ctrl throttles down, Z is full throttle immediately and X kills throttle. And yes, there is a simplerockets discord server, the SRC. Welcome to the site, and have fun.
3.9 years ago@MarshallLewisAerospace
3.9 years agoNo problem. Orbital rendezvous is not the easiest thing to do.
@Why1
4.0 years agoAs far as I know it is 8 803km above Droo. Quite within the SOI.
Use the part shape tool on them, and turn corner radius to 0%.
4.0 years ago@Tweedle_Aerospace
4.0 years agoYou misunderstand. I am using vizzy to try create a craft that has a communications dish that is constantly facing Droo. I have a program that works to orientate the dish, but I need a vector that points from the craft to Droo.
Use [velocity vertical]. If it is negative you are going down, if it is positive, up.
4.0 years agoSorry for the late reply, was in an exam.
4.0 years ago@Shippy456
4.0 years agoI am not entirely sure about mobile as I do not have it myself, but click the planet, and in the window that comes up there will be several buttons. The one is for setting a planet as a target.
Intercept information does come up as long as you have the other planet targeted and your planned orbital paths cross.
4.0 years agoThe little grey arrows are for adjusting your orbit's inclination. When you say intercept node, do you mean a node that you burn at to reach the planet you have targeted?
4.0 years agoYou need to have the centre of thrust at takeoff balanced with the centre of mass. I have experimented a bit with it, but I have not done much with VTOL
4.0 years ago@Arstotzka is not far off. It stands for Planet Centered Inertial. There is a similar thing in reality for Earth, called Earth Centered Inertial. you can find a Wikipedia article for it here. Basically, it is a three axis system. The z-axis passes through the north pole, and the other two axes through the equatorial plane. The important thing about the system is it does not move with the planet. So the x-axis will always point in the same direction, no matter where the planet is in its orbit, and no matter how it rotates. Hope this helps some!
4.0 years agoGlad it worked. Happy building!
4.2 years agoOkay, so I'm now at my computer for more detailed instructions. In the designer, there is an option that looks like an arrow, clicking on that brings up several options. Then click on the one that looks like a blue square with triangles/arrows pointing away from every face. This is the part shape tool. Selecting the end of a fuel tank will show several options. The one you want is corner radius. Set that to 0, and the face becomes square. Hope this helps!
4.2 years agoYou can use the part shape tool. If you are on PC you can access it by pressing F, I think the key is. I'm not sure of the path to get it on mobile, but it should be in the same menu as the paint option.
4.2 years agoIt is unlikely any future update will be able to add mod support unless the scripting backend changes. I'm not too clued up on this, but you can find a bit more information here. Maybe one of the others can shed a little more light on this for you.
4.2 years agoI'd say B.
4.2 years agoAs far as I know they both have the same support for mods, which is to say that PC supports it, and they cannot add mod support for mobile.
4.2 years ago@sflanker
4.3 years agoAfter messing around with the code a bit, I realised one or two things, confirmed one or two questions, and then coded it to work relative to the craft, so now it works in orbit in any orientation in addition to on planets.
@sflanker @SilverstoneAerospace
4.3 years agoThank you very greatly. This fits nicely. With some tinkering with this code I could some more understanding of how it works, but for now this nearly completely solves my problem. Thanks for the help!
@YourBestFriend
4.3 years agoI have no problem docking. The problem comes when I want the two ports to dock with an exact relative angle. The only way I have found to do it so far is continually undock and redock, rotating it each time, until i get the angle as close as i can. Thanks anyway though.
@Insanity
4.3 years agoI have tried something like that, and it does work to an extent, with a physical alignment system, but it's still not perfect. Oh well, I guess I can only get it so close😁
The SRC is growing well.
4.3 years ago