I know the feeling very well. I'm in my last year of high school in South Africa, so I have the same sort of exams in a month or two. Wishing you the best of luck.
Try this: On Start
While [true]
If [3 > velocity surface] and [Activation Group 1 = 1]
Set throttle to 1
Else if [velocity surface > 3] and [Activation Group 1 = 1]
Set throttle to 0
sflanker's answer is excellent. There is a method that I use that doesn't require maths, although it is both fuel and time intensive. My method works as follows:
Set your craft up into a lower orbit than the target craft. Then set up a burn node that intersects the orbit of the target craft, and drag it along until the predicted rendezvous is as close as possible. I find that under 50km is generally alright. Burn that node, and then set your velocity type to 'Target' to get velocity relative to target. Wait until you are nearing the closest point, ideally a bit before, then burn retrograde on this until velocity is 0. Lock target, and burn towards the target a short while. When you look like you're going to swing past, burn Target Velocity Retrograde again, until velocity is 0. Repeat burning towards target and then burning retrograde until you are as close as you need to be. This method isn't as scientific or efficient as sflanker's, but it gets the job done for me. Hope this helps.
There is an option to make it floppy. If you move one of the sliders (I think it's the speed slider) all the way to the left, it should then say floppy.
@Natedog120705
Apologies, when you said make it to the sun I didn't realise you mean landing on it. No, I haven't landed on the sun. If you get too close you will be destroyed.
I have made it to the sun once before, but I don't think it's something many people have done. I made a solar probe that I have also shared on the website.
Set up a rendezvous as close to your target craft as possible, make sure the other craft is selected as target, and change the velocity to target, which then shows it relative to the target, and burn retrograde.
@CSR27
No, unfortunately that doesn't work, you see, i need it to be floppy with a range, so that the docking ports are free to move to dock, but then stop moving when I need them to.
@KraZIvan
I have been trying to use the delta-v map. The problem isn't really flying the rocket so much as making a stable rocket that can reach the delta-v required.
There is a setting that helps with that. It's under 'Advanced Part Settings', where you find the Fuel Line option. I think it's called Stability Modifier
I know the feeling very well. I'm in my last year of high school in South Africa, so I have the same sort of exams in a month or two. Wishing you the best of luck.
4.3 years agoThere is a similar suggestion here, if you are interested.
4.3 years agoWelcome to Simplerockets, and have fun building. Your rocket is a great start (far better than mine 😂)
4.3 years agoThere is a suggestion for this here
4.3 years agoI will try test it when I get some time.
4.3 years ago@sflanker
4.3 years agoThank you greatly. I haven't messed around with positions or vectors much, so this helps a lot.
@RikHar
4.3 years agoIt's no problem. Glad to see that it works for you
The "If" and "else if" blocks are inside the "while block", but not each other. Hope this works for you!
4.3 years agoTry this:
4.3 years agoOn Start
While [true]
If [3 > velocity surface] and [Activation Group 1 = 1]
Set throttle to 1
Else if [velocity surface > 3] and [Activation Group 1 = 1]
Set throttle to 0
@Hannah1212
4.4 years agoI think the current program I have could be modified to suit the purpose that you want.
@Hannah1212
4.4 years agoI'm not entirely sure. I will try take a look and see
@Hannah1212
4.4 years agoThanks, but I think I may have possibly fixed my problem. I just hope that it works...
sflanker's answer is excellent. There is a method that I use that doesn't require maths, although it is both fuel and time intensive. My method works as follows:
4.5 years agoSet your craft up into a lower orbit than the target craft. Then set up a burn node that intersects the orbit of the target craft, and drag it along until the predicted rendezvous is as close as possible. I find that under 50km is generally alright. Burn that node, and then set your velocity type to 'Target' to get velocity relative to target. Wait until you are nearing the closest point, ideally a bit before, then burn retrograde on this until velocity is 0. Lock target, and burn towards the target a short while. When you look like you're going to swing past, burn Target Velocity Retrograde again, until velocity is 0. Repeat burning towards target and then burning retrograde until you are as close as you need to be. This method isn't as scientific or efficient as sflanker's, but it gets the job done for me. Hope this helps.
Currently editing planets can only be done via XML editing as far as I know.
4.6 years agoI look forward to it.
4.6 years agoI did create a suggestion for this, although I used Blender's name for it, transmission. It is here
4.7 years ago@AnotherFireFox
4.7 years agoExcellent. I look forward to using this mod :)
There is a suggestion for this here
4.7 years agoHow about radioisotope thermoelectric generators? They could fit well with the ion engine.
4.7 years agoThere is an option to make it floppy. If you move one of the sliders (I think it's the speed slider) all the way to the left, it should then say floppy.
4.7 years ago@Natedog120705
5.0 years agoApologies, when you said make it to the sun I didn't realise you mean landing on it. No, I haven't landed on the sun. If you get too close you will be destroyed.
I have made it to the sun once before, but I don't think it's something many people have done. I made a solar probe that I have also shared on the website.
5.0 years agoSet up a rendezvous as close to your target craft as possible, make sure the other craft is selected as target, and change the velocity to target, which then shows it relative to the target, and burn retrograde.
5.0 years agoThanks
5.0 years ago@CSR27
5.0 years agoThat's a good idea. I will be trying that after my exams.
@CSR27
5.0 years agoNo, unfortunately that doesn't work, you see, i need it to be floppy with a range, so that the docking ports are free to move to dock, but then stop moving when I need them to.
@AlexNL
5.1 years agoI have had that as well. I solved it by checking the checkbox on the other pods that makes them duplicate commands
I'm loving the moons of Tydos. Looking forward to this next update
5.1 years agoThank you for the help. I will try it next time I attempt Tydos.
5.2 years ago@KraZIvan
5.2 years agoI have been trying to use the delta-v map. The problem isn't really flying the rocket so much as making a stable rocket that can reach the delta-v required.
It moves your ship left/right/up/down/forward/back. I have only really used it for docking.
5.5 years ago@PriyanshuRoy
5.5 years agoThose are the ones I am currently experimenting with. I was mainly wondering if anyone has been able to do it.
@PriyanshuRoy I have tried, but generating lots of lift means larger wings, which makes it much harder to transport in a rocket.
5.5 years agoThere is a setting that helps with that. It's under 'Advanced Part Settings', where you find the Fuel Line option. I think it's called Stability Modifier
5.5 years ago@Kell
5.5 years agoThanks for the help. Now it makes sense.
This passed through my mind yesterday, as i was working on my space station in orbit. It would be interesting to see how it would work.
5.6 years ago