@SPATEL - if you open settings, and click the "quality" - there is a "craft" section with "detail textures" - i think medium or high setting should make them show up
once the booster is seperated, not much can be relayed between the 2 crafts - the landing program would need to be in the boosters command chip, and the orbit program in the payloads command chip - then switching control between the 2 crafts can work. but, while the booster is landing, the payload will just be coasting - and vice versa. timing when each program should run is a tricky one - there are a couple players that did it, but no real documentation on how to make programs like that
@AstroAerospace - hmmm, only other thing i can think of is set the right/left wheel motors to variable inputs, (throttle+yaw) and (throttle-yaw)...like a skidsteer(along with the turning wheels), probably wouldnt need much to make a difference. might need adjusting of foreward/side traction on the wheel parts. if you want to make an unlisted/wip post of the craft, could try some testing?
sometimes having the rear wheels turn inverted from the front can help it rotate - maybe 10 degree turning angle for rearmost wheels, 5 degrees for rear middle set, and fixed position for the forewardmost rear wheel set
@zAerospace - i dont think anyone is saying the rules are broken...more of a abuse, and the large quantity of quickly built posts (only made for trading upvotes) is taking away from the quality of the website - it has already driven alot of good players away
a couple people have done it, but most vizzy readings and commands only work on the craft/chip that being controlled - and im pretty sure that no vizzy works on crafts outside of the max physics distance, so the range of the missile is limited by that setting
@kittman @Hannah1212 - great, glad it was a help! something in the designer to test them would make it easier, for sure...like a slider maybe. i wonder if anyone has made a suggestion for that yet?
i try to use the rotator part when i can (i think its easier and stronger than the hinge rotator), then use the designer to rotate it and the assembly connected to it - so, say it is 90 deg range opened, rotate it 90 in the designer - and you can test it closing by inverting the input - then when its done, switch it all back - still kind of meticulous though, hope its a help
@connorjuvonen - i havent seen that setting either, but i know you can paint them different colors to end up with some different combinations - the primary and trim 1,2,3 colors will change different parts of the stripes
Any option of the guages can be set to any input (the type of guage or indicator doesnt matter) - the "hidden properties" in "tinker panel" have alot more options to set the guage to, or a program variable can be typed in, and it will read what that variable is set to(in the program * multiplier)
@ISTINC0RP0RATED - i like them, and put them to use a couple times, usually with water as the fuel - they work great for low gravity and make very precise orbit adjustments
@Matteovir - it might be just the low twr during low orbit - i think the auto burn determines accuracy from how much the craft will change position/direction during the burn, it would have a major direction change (a 10 min burn time would be close to 1/4 of an orbit) - if you try a long auto burn in a higher orbit, or outside of droo SOI, they should still be able to get high accuracy - because the timing and direction wouldnt matter as much
that should be the delta V rating - showing the total change in velocity (figuring in the change in mass from burned fuel) - it doesnt account for air resistance, and can only be accurate for a specific air density (nozzle type will affect that)
They did a great job on the solar system expansion, nice list of places and descriptions! one of my favorites is Hyperpatchion, with the crazy deep caverns and cliffs... fun finding a landing location
on the guage settings, open the tinker panel and turn on "hidden settings", and scroll past the inputs pitch, roll, ect. until it says something like "fuelbatt%" - it will give a value from 0 to 1 (the %), then change the input multiplier to how far you want the guage indicator to rotate (360 would be a full rotation)
@TweedleAerospace @YaMomzBox420 - Yes, trying to model it like the most famous 1986 Winnebago Chieftain (intergalactic version) on our side of the universe
agreed - their connection to the other parts is weak, and disconnects way too easy - it definitely limits custom landing gear, custom landing legs, rotor assemblies, suspensions - one side of the gizmo needs to be almost weightless to be semi durable
there are alot of ways to go about it, but the engine throat size and nozzle length will change the performance at different atmosphere densities - large throat size and short nozzle length will perform better at sea level (higher air densities), and small throat size and a long nozzle length will perform better in vacuum - the sliders for "altitude" and "mach" in the "performance analyzer" for the engines will show how changing the settings effect the performance, and helps with tuning in the engines and stages
@AshtvinayakAerospace - click the blue "craft" at the bottom of my last comment - the "while true"can be changed to a condition for ending it, and a "wait until" before it for starting the display
there is "engine thrust" under "performance" - put that where the variable is and it will show thrust...but it should be in a loop, like plane said, or it will only report thrust once(immediately after staging, it needs some time for the engine to start up) craft
that is the worst - who would even want credit for someone elses work? (i guess this person)...credit should always be given for building on to an existing craft, but these just look like re-uploads - hopefully they are taken down
@Elewaitingforally - yes, it definitely needs to have a program event to activate it - the craft id is good for when you have seperating crafts, and the id is next or before in sequence - and going by craft name can be useful for switching to crafts already existing in the sandbox
i think its looking for the craft id, but there is vizzy part "craft id of (name of craft)" that should work by name, and put that into the "switch to craft" piece
@ImtiaakSR - a forum post is good for getting the message out...but i think they mostly go by the highest upvoted suggestions (under "development" ) for figuring what the community wants next
@AshtvinayakAerospace - if you go into "part shape tool" then tap on the bottom or top connection, you can tap the diameter number and manually type in the size for width and depth - it works good for small adjustments, or if you know the exact size it should be - changing the "grid size" to 0 can help also, i think its default is 0.1
if you build each engine directly connected to a fuel tank with its correct fuel (even a very small one), then drag it in to the main section, it should work. and you should be able to add more tanks anywhere and the fuel lines will work from there
suspensions still use the springs, hinges and rotators though - there is a "free spin"/"floppy" or range limiting settings that work for suspension linkages
you can set the rotators/hinges to use a variable that is controlled by a vizzy program, and able to use a custom pid - the input for the rotator/hinge would have to be typed in like this {name of part with program.flightprogram.name of variable} - so, if the vizzy is on the Command Chip and the variable name is "Fin", the input would be {Command Chip.flightprogram.Fin}
then the rotator/hinge will operate by whatever you set the "Fin" variable to (in the vizzy program)
i usually launch to orbit, then burn just outside droos SOI (the craft orbit should almost match droo orbit) - then make a planned burn node with apoapsis just reaching cyleros orbit path. target cylero, then it should show cyleros closest position, and an icon where your craft will be - then rotate the burn node around your current orbit, and you should be able to see where an intercept is possible - depending on time, you might need to fast foreward an orbit period for alignment...but cylero should be ahead(in orbit) of the burn position by about 20-30 degrees (using the sun as the angle point)
@CrashINC - no problem, i have done it like that on side boosters to eject them when they run empty(and the main stage still has fuel) - a water tank might work good with just the readout on a MFD
@SPATEL - no problem, glad to hear that it is working!
3.2 years ago@SPATEL - if you open settings, and click the "quality" - there is a "craft" section with "detail textures" - i think medium or high setting should make them show up
3.2 years agoi think your settings might be on "low", if the textures arent showing up - the different textures work the same on mobile or windows
3.2 years agothere is not, it would be very helpful for alot of situations though
3.2 years agoonce the booster is seperated, not much can be relayed between the 2 crafts - the landing program would need to be in the boosters command chip, and the orbit program in the payloads command chip - then switching control between the 2 crafts can work. but, while the booster is landing, the payload will just be coasting - and vice versa. timing when each program should run is a tricky one - there are a couple players that did it, but no real documentation on how to make programs like that
+1 3.2 years ago@AstroAerospace - hmmm, only other thing i can think of is set the right/left wheel motors to variable inputs, (throttle+yaw) and (throttle-yaw)...like a skidsteer(along with the turning wheels), probably wouldnt need much to make a difference. might need adjusting of foreward/side traction on the wheel parts. if you want to make an unlisted/wip post of the craft, could try some testing?
3.3 years agosometimes having the rear wheels turn inverted from the front can help it rotate - maybe 10 degree turning angle for rearmost wheels, 5 degrees for rear middle set, and fixed position for the forewardmost rear wheel set
+2 3.3 years agoLooks Awesome 👍👍 Next, can we learn to sweep...
3.3 years agoa guage or mfd can be set to display the (total mass - dry mass) by part #s, of the tank sets for each fuel type
3.3 years ago@zAerospace - i dont think anyone is saying the rules are broken...more of a abuse, and the large quantity of quickly built posts (only made for trading upvotes) is taking away from the quality of the website - it has already driven alot of good players away
+3 3.3 years agoyes - i think, in the game
3.3 years ago1Mm = 1,000 Km
1Gm = 1,000 Mm or 1,000,000 Km
a couple people have done it, but most vizzy readings and commands only work on the craft/chip that being controlled - and im pretty sure that no vizzy works on crafts outside of the max physics distance, so the range of the missile is limited by that setting
3.3 years ago@kittman @Hannah1212 - great, glad it was a help! something in the designer to test them would make it easier, for sure...like a slider maybe. i wonder if anyone has made a suggestion for that yet?
3.3 years agoi try to use the rotator part when i can (i think its easier and stronger than the hinge rotator), then use the designer to rotate it and the assembly connected to it - so, say it is 90 deg range opened, rotate it 90 in the designer - and you can test it closing by inverting the input - then when its done, switch it all back - still kind of meticulous though, hope its a help
3.4 years ago@connorjuvonen - i havent seen that setting either, but i know you can paint them different colors to end up with some different combinations - the primary and trim 1,2,3 colors will change different parts of the stripes
3.4 years agoAny option of the guages can be set to any input (the type of guage or indicator doesnt matter) - the "hidden properties" in "tinker panel" have alot more options to set the guage to, or a program variable can be typed in, and it will read what that variable is set to(in the program * multiplier)
3.4 years agoyes - type the part # (in the first blank) of the light/gizmo, and use true/false (in 2nd blank) for on/off
+1 3.4 years ago@ISTINC0RP0RATED - i like them, and put them to use a couple times, usually with water as the fuel - they work great for low gravity and make very precise orbit adjustments
+1 3.4 years ago@Matteovir - it might be just the low twr during low orbit - i think the auto burn determines accuracy from how much the craft will change position/direction during the burn, it would have a major direction change (a 10 min burn time would be close to 1/4 of an orbit) - if you try a long auto burn in a higher orbit, or outside of droo SOI, they should still be able to get high accuracy - because the timing and direction wouldnt matter as much
3.4 years agothat should be the delta V rating - showing the total change in velocity (figuring in the change in mass from burned fuel) - it doesnt account for air resistance, and can only be accurate for a specific air density (nozzle type will affect that)
+1 3.4 years agoThey did a great job on the solar system expansion, nice list of places and descriptions! one of my favorites is Hyperpatchion, with the crazy deep caverns and cliffs... fun finding a landing location
3.5 years agothe Tweedle Bus
+1 3.5 years agoon the guage settings, open the tinker panel and turn on "hidden settings", and scroll past the inputs pitch, roll, ect. until it says something like "fuelbatt%" - it will give a value from 0 to 1 (the %), then change the input multiplier to how far you want the guage indicator to rotate (360 would be a full rotation)
3.5 years ago@TweedleAerospace @YaMomzBox420 - Yes, trying to model it like the most famous 1986 Winnebago Chieftain (intergalactic version) on our side of the universe
+1 3.5 years agoi agree with @seventeen - you make great crafts...and to quote a fish "just keep swimming"
+2 3.5 years agoagreed - their connection to the other parts is weak, and disconnects way too easy - it definitely limits custom landing gear, custom landing legs, rotor assemblies, suspensions - one side of the gizmo needs to be almost weightless to be semi durable
3.5 years agothere are alot of ways to go about it, but the engine throat size and nozzle length will change the performance at different atmosphere densities - large throat size and short nozzle length will perform better at sea level (higher air densities), and small throat size and a long nozzle length will perform better in vacuum - the sliders for "altitude" and "mach" in the "performance analyzer" for the engines will show how changing the settings effect the performance, and helps with tuning in the engines and stages
3.5 years ago@AshtvinayakAerospace - click the blue "craft" at the bottom of my last comment - the "while true"can be changed to a condition for ending it, and a "wait until" before it for starting the display
3.6 years agothere is "engine thrust" under "performance" - put that where the variable is and it will show thrust...but it should be in a loop, like plane said, or it will only report thrust once(immediately after staging, it needs some time for the engine to start up)
3.6 years agocraft
that is the worst - who would even want credit for someone elses work? (i guess this person)...credit should always be given for building on to an existing craft, but these just look like re-uploads - hopefully they are taken down
3.6 years ago@Elewaitingforally - yes, it definitely needs to have a program event to activate it - the craft id is good for when you have seperating crafts, and the id is next or before in sequence - and going by craft name can be useful for switching to crafts already existing in the sandbox
3.6 years agoi think its looking for the craft id, but there is vizzy part "craft id of (name of craft)" that should work by name, and put that into the "switch to craft" piece
3.6 years ago@ImtiaakSR - a forum post is good for getting the message out...but i think they mostly go by the highest upvoted suggestions (under "development" ) for figuring what the community wants next
3.6 years agoThere is an active Suggestion - definitely would be helpful
+1 3.6 years ago@AshtvinayakAerospace - if you go into "part shape tool" then tap on the bottom or top connection, you can tap the diameter number and manually type in the size for width and depth - it works good for small adjustments, or if you know the exact size it should be - changing the "grid size" to 0 can help also, i think its default is 0.1
3.6 years agoWhat is happening? using the drag arrows, or typing the diameter in the part shape tool seems to be working - on mobile version
3.6 years agodid you start a new game? it will ask which system to choose when you load the new sandbox
+1 3.7 years agothat is correct, this orbital mechanics is a good reference
+1 3.7 years ago@Colinmayer1 - no problem, it is a giant rocket 👍
3.7 years agoBig Rocket
+2 3.7 years agoif you build each engine directly connected to a fuel tank with its correct fuel (even a very small one), then drag it in to the main section, it should work. and you should be able to add more tanks anywhere and the fuel lines will work from there
+1 3.7 years agosuspensions still use the springs, hinges and rotators though - there is a "free spin"/"floppy" or range limiting settings that work for suspension linkages
3.7 years agoyou can set the rotators/hinges to use a variable that is controlled by a vizzy program, and able to use a custom pid - the input for the rotator/hinge would have to be typed in like this {name of part with program.flightprogram.name of variable} - so, if the vizzy is on the Command Chip and the variable name is "Fin", the input would be {Command Chip.flightprogram.Fin}
3.7 years agothen the rotator/hinge will operate by whatever you set the "Fin" variable to (in the vizzy program)
i usually launch to orbit, then burn just outside droos SOI (the craft orbit should almost match droo orbit) - then make a planned burn node with apoapsis just reaching cyleros orbit path. target cylero, then it should show cyleros closest position, and an icon where your craft will be - then rotate the burn node around your current orbit, and you should be able to see where an intercept is possible - depending on time, you might need to fast foreward an orbit period for alignment...but cylero should be ahead(in orbit) of the burn position by about 20-30 degrees (using the sun as the angle point)
3.7 years ago👍👍👍
3.8 years ago@GSpace - that sounds safe - there is a (planet "atmosphere height") readout that showed the 58.3 km, that is where i got the number from - good luck!
+1 3.8 years agothe vizzy says - 58.3 km
3.8 years ago@CrashINC - no problem, i have done it like that on side boosters to eject them when they run empty(and the main stage still has fuel) - a water tank might work good with just the readout on a MFD
3.8 years agoyou should be able to find it by part mass(fuel tank part ID) - dry part mass
+1 3.8 years ago@kittman - Nice! - they are looking awesome in the screenshot - Cant go wrong with Smokey and the Bandit! looking foreward to seeing them in action
3.8 years ago