there are a bunch more settings for the gizmos in the "tinker panel" - turn on the "hidden properties" and there are settings for the min/max values. if you set the minimum to 0 and maximum to 1, with the range setting on the rotator to 90 degrees, it will only rotate 0 - 90 and remain at 0 for the negative input values
yes, i am getting the "a new version of the game is available" message also...but checked for an update, and there is not a new update on android. it is probably a bug
@Tweedle_Aerospace - glad it was a help - saves using up the sliders for automatic vizzy commands - it works for the rotators, pistons, electric motors, and wheels - it doesnt work for control surfaces, or throttle for engines...but some players have made modified engines that can use the variable input for throttle, and they work great
if you tap on the line that shows the input(usually starts on "throttle"), then type in the "partname.flightprogram.variablename", it should work. the part name is the part that the program is attached to... so if the program is on the command chip, and variable name is "throttle" - you would need to type "commandchip.flightprogrm.throttle" as the input
Did they say when the next launch attempt is scheduled? i only saw they called the final second raptor engine abort, but havent heard what happened exactly. @Tweedle_Aerospace - definitely!
@KnightofMandalor - click on the arrow (2nd icon down, on the left hand side of the screen) and the "move part tool" menu will come up - at the bottom it will say "part connections", click on that, and then highlight any part with the mouse - it will show all of the connection pionts for that part. there is a "-" for removing an existing connection, and a "+" for adding a connection to an empty connection point - the wings should have a connection for "base" and "tip"
sometimes they dont snap together at different angles - you can attach it first(matching the angle), then rotate the wing - or use the "part connections" screen to connect them manually
@theUSSR - the camera part worked for clicking parts(the MFD) - i didnt report it yet, seeing this post just reminded me it happened...but it worked before the update, for activating beacon lights to turn on AGs
i dont think the type of tire/wheel has any effect on performance, but a short vizzy can make a parking brake - i can send a link to a craft with it, if that would help
there is a "part mass" vizzy readout - if you set the fuel priorities to have a specific tank(on each booster) to drain last, then have it activate the interstage when that tanks mass gets to dry weight - it will seperate when empty
the approach to the target might be too fast if your craft is spinning out of control (with the heading locked on target) - if you tap on the velocity readout, it should cycle between "orbit velocity", "surface velocity", and "target velocity" - set it to "target velocity" and make an adjustment burn to get the velocity relative to the target as low as possible(10-20m/s), when you are 1-5km away...then you should be able to use rcs for the final adjustments to dock
if it is connected by an interstage, use "wait until part #(interstage) activated = true" at the beginning of the rover vizzy - both programs seem to run at start when they are connected, even if it isnt under control or activated
@RikHar - thank you, same here - i think it happened with one of the last couple updates(maybe 2 months since i noticed it) - i was building a space shuttle that used the vizzy to align the roll for the rocket engine burns, but needed the heading locked for pitch and yaw - it was working perfect, then the update... the roll had a mind of its own😭 - and saw a difference on the other crafts, it has stumped me in a couple ways now - lol
Yes - the autopilot roll(in rocket configuration) has overpowered any vizzy program i have tried, and no way to turn it off - or plane configuration doesnt use yaw - it causes trouble if there is a gyro in the build too - i hope there is a PID roll slider added to the rocket configuration...and a PID yaw slider added to the plane configuration - or some way to adjust the 2 missing inputs from the auto pilot configurations - it would give alot more control to the crafts - @sflanker @RikHar - if you find a solution anytime later send me a tag, and i will do the same...i have been trying to find a way to get around it also, but not much progress yet
if you switch the staging so the main booster comes after the side boosters, the performance analyzer will show the performance of just the side boosters...but wouldnt account for the mass lost from the fuel burn of the main booster(if they are burning at the same time) - the TWR and burn time will be accurate for the start of the burn though
the current air density shows up under "performance" in the game - and there is a slider under "analyze performance" in the builder screen that will show performance at different altitudes(based on air density)
a standard would definitely be helpful for showing program parts on the website...i hope we eventually get a way to show the screenshots and upload/download programs alone(without having to add it to a chip, and upload it as a craft)
@JustDatGuy - if you do an unlisted upload and put @SmurfResearchX in the comments, no one else will see it - if you want to...but it sounds like the wheels arent getting the battery power. if the motor input is set to throttle and motor torque isnt changing, it has to be battery or activation of the wheel - if the battery source isnt directly connected to the wheel, try turning on the "fuel line" in "advanced part settings" for the battery, wheels, and parts that connect them together.
there are settings for the control surface of the wing/fin in "part properties" for "invert" and "invert on mirror" - you should be able to fix it with that setting
if it was possible to have the PID controls adjusted by vizzy program, and a seperate roll adjustment in rocket configuration(like the plane setup has) - it would be easy to just set the roll PID to 0 when a program event was happening, and then turn it back on afterwards for the auto pilot to take back over....adjusting the PID on the fly would be super helpful for lots of control programs - spaceplanes/targeting/VTOLs
It definitely skips past time and instructions during fast warp - ramping down the warp speed as it approaches the time or condition for the burn/action so it is in play or fast foreward(but not warp) speed will make sure it doesnt skip past the instruction...especially if it is a precise #. And if you upload it, like Gozinya said, someone can see exactly what is happening
i have set a variable for "craft stages" and had it change by -1 every time it activated a stage (like a remaining stage countdown) - it worked pretty good...but doesnt have any way to know if a stage was activated manually
The Bank angle - angle of attack - side slip are all ones i keep making the regular display line to see, unless they are already part of the indicators? - that would be cool, maybe vertical velocity too
all of the moving gizmos seem to break off of the parts they are attached to very easy - even with the size and stability modifier at the highest settings - a stronger version or settings would be great - is there a suggestion to upvote?
@FLYGUY101 - in the builder mode, there is a view to show where the Center of Mass is on the craft/satellite - if the rcs blocks are not even with the CoM, it will cause the craft to rotate...the same as the Center of Thrust for the main engines will cause rotation of the craft - it might be easier to see than explain on here - ill send you a link to a craft that should show it better
maybe check if the rcs thrusters are lined up with the center of mass, or in balanced positions with the mass. if it is not close, it can spin when in translate mode, also - and when the craft begins to get close enough to use rcs, try changing the camera to "chase" mode...it is hard to tell which side is the top(so up/down/left/right are oriented properly) on symetrical satellites, and chase mode wont rotate the view slowly like orbit view does - i think the single direction rcs(in the block assembly) works better also, like zeropol said
Are they heading Eastbound and Down?
3.8 years agothere are a bunch more settings for the gizmos in the "tinker panel" - turn on the "hidden properties" and there are settings for the min/max values. if you set the minimum to 0 and maximum to 1, with the range setting on the rotator to 90 degrees, it will only rotate 0 - 90 and remain at 0 for the negative input values
3.8 years agothe planned burn is probably locked in - if you toggle off the lock icon, the "x" should work to delete the burn
+1 3.9 years agolooks great, as usual 🖒👍 - cant wait to install some guages and explore the new stock system!
3.9 years agoyes, i am getting the "a new version of the game is available" message also...but checked for an update, and there is not a new update on android. it is probably a bug
3.9 years ago@Tweedle_Aerospace - glad it was a help - saves using up the sliders for automatic vizzy commands - it works for the rotators, pistons, electric motors, and wheels - it doesnt work for control surfaces, or throttle for engines...but some players have made modified engines that can use the variable input for throttle, and they work great
+1 3.9 years agoif you tap on the line that shows the input(usually starts on "throttle"), then type in the "partname.flightprogram.variablename", it should work. the part name is the part that the program is attached to... so if the program is on the command chip, and variable name is "throttle" - you would need to type "commandchip.flightprogrm.throttle" as the input
+3 3.9 years ago@KnightofMandalor - no problem
4.0 years agoDid they say when the next launch attempt is scheduled? i only saw they called the final second raptor engine abort, but havent heard what happened exactly. @Tweedle_Aerospace - definitely!
4.0 years ago@KnightofMandalor - click on the arrow (2nd icon down, on the left hand side of the screen) and the "move part tool" menu will come up - at the bottom it will say "part connections", click on that, and then highlight any part with the mouse - it will show all of the connection pionts for that part. there is a "-" for removing an existing connection, and a "+" for adding a connection to an empty connection point - the wings should have a connection for "base" and "tip"
4.0 years agosometimes they dont snap together at different angles - you can attach it first(matching the angle), then rotate the wing - or use the "part connections" screen to connect them manually
4.0 years agousing part# mass (of the side booster fuel tanks) also works - by activating the stage when it reaches empty mass
4.0 years ago@theUSSR - the camera part worked for clicking parts(the MFD) - i didnt report it yet, seeing this post just reminded me it happened...but it worked before the update, for activating beacon lights to turn on AGs
4.1 years agoi couldnt click in 1st person either
4.1 years agoThe transparency is a slider in the paint tool , under "custom" - where the smoothness, metallic, emmision, detail sliders are
4.1 years agoyou might be able to paint the wheel with the transparency on
4.1 years agoi dont think the type of tire/wheel has any effect on performance, but a short vizzy can make a parking brake - i can send a link to a craft with it, if that would help
+1 4.1 years agothere is a "part mass" vizzy readout - if you set the fuel priorities to have a specific tank(on each booster) to drain last, then have it activate the interstage when that tanks mass gets to dry weight - it will seperate when empty
4.1 years ago@NEWFRONTIERSEXPLORATION2 - if you can upload it, i can give it a try and see if the same thing happens...im not sure what else it could be?
4.2 years ago@NEWFRONTIERSEXPLORATION2 - hmmm, i havent seen that happen before - have you tried different crafts?
4.2 years agothe approach to the target might be too fast if your craft is spinning out of control (with the heading locked on target) - if you tap on the velocity readout, it should cycle between "orbit velocity", "surface velocity", and "target velocity" - set it to "target velocity" and make an adjustment burn to get the velocity relative to the target as low as possible(10-20m/s), when you are 1-5km away...then you should be able to use rcs for the final adjustments to dock
4.2 years agoThe logo looks good, professional 👍
+1 4.2 years agoif it is connected by an interstage, use "wait until part #(interstage) activated = true" at the beginning of the rover vizzy - both programs seem to run at start when they are connected, even if it isnt under control or activated
+1 4.3 years agobasic light
4.3 years ago@RikHar - thank you, same here - i think it happened with one of the last couple updates(maybe 2 months since i noticed it) - i was building a space shuttle that used the vizzy to align the roll for the rocket engine burns, but needed the heading locked for pitch and yaw - it was working perfect, then the update... the roll had a mind of its own😭 - and saw a difference on the other crafts, it has stumped me in a couple ways now - lol
4.3 years agoYes - the autopilot roll(in rocket configuration) has overpowered any vizzy program i have tried, and no way to turn it off - or plane configuration doesnt use yaw - it causes trouble if there is a gyro in the build too - i hope there is a PID roll slider added to the rocket configuration...and a PID yaw slider added to the plane configuration - or some way to adjust the 2 missing inputs from the auto pilot configurations - it would give alot more control to the crafts - @sflanker @RikHar - if you find a solution anytime later send me a tag, and i will do the same...i have been trying to find a way to get around it also, but not much progress yet
4.3 years agoif you switch the staging so the main booster comes after the side boosters, the performance analyzer will show the performance of just the side boosters...but wouldnt account for the mass lost from the fuel burn of the main booster(if they are burning at the same time) - the TWR and burn time will be accurate for the start of the burn though
+1 4.3 years agothe current air density shows up under "performance" in the game - and there is a slider under "analyze performance" in the builder screen that will show performance at different altitudes(based on air density)
4.3 years ago@sflanker - thank you for the links - both would be great to have
4.4 years agoa standard would definitely be helpful for showing program parts on the website...i hope we eventually get a way to show the screenshots and upload/download programs alone(without having to add it to a chip, and upload it as a craft)
+2 4.4 years ago@JustDatGuy - if you do an unlisted upload and put @SmurfResearchX in the comments, no one else will see it - if you want to...but it sounds like the wheels arent getting the battery power. if the motor input is set to throttle and motor torque isnt changing, it has to be battery or activation of the wheel - if the battery source isnt directly connected to the wheel, try turning on the "fuel line" in "advanced part settings" for the battery, wheels, and parts that connect them together.
4.4 years ago@AvBruh - lol - hopefully it was in time, before the demon curse went too far...🕆
+2 4.4 years agomaybe the motor input or are they set to an activation group? if you can upload it, im sure we can help get the wheels moving
4.4 years ago@JavierF12 - im glad it worked - good luck with the building!
4.4 years agothere are settings for the control surface of the wing/fin in "part properties" for "invert" and "invert on mirror" - you should be able to fix it with that setting
+1 4.4 years agoif it was possible to have the PID controls adjusted by vizzy program, and a seperate roll adjustment in rocket configuration(like the plane setup has) - it would be easy to just set the roll PID to 0 when a program event was happening, and then turn it back on afterwards for the auto pilot to take back over....adjusting the PID on the fly would be super helpful for lots of control programs - spaceplanes/targeting/VTOLs
+2 4.5 years agoIt definitely skips past time and instructions during fast warp - ramping down the warp speed as it approaches the time or condition for the burn/action so it is in play or fast foreward(but not warp) speed will make sure it doesnt skip past the instruction...especially if it is a precise #. And if you upload it, like Gozinya said, someone can see exactly what is happening
+1 4.5 years agoi have set a variable for "craft stages" and had it change by -1 every time it activated a stage (like a remaining stage countdown) - it worked pretty good...but doesnt have any way to know if a stage was activated manually
4.5 years agothe batmobile - from the "pow" "bam" batman show, classic style...and has the jet engine in the rear
+1 4.5 years ago@AstronautPlanes - awesome - glad to see you back, and i hope everything is going well for you
4.5 years agolooks great! like a cousin to the puma
4.5 years ago@NikNak - thank you, this is a super old post from before they added the mobile friendly tag, it has been helpful
4.5 years agoThe Bank angle - angle of attack - side slip are all ones i keep making the regular display line to see, unless they are already part of the indicators? - that would be cool, maybe vertical velocity too
4.6 years ago@OldCoach - that has happened to me also, it just says "submitted", and never gets to the suggestion section - maybe @mod knows what we are missing?
4.6 years agoall of the moving gizmos seem to break off of the parts they are attached to very easy - even with the size and stability modifier at the highest settings - a stronger version or settings would be great - is there a suggestion to upvote?
4.6 years agoJohnny 5
+1 4.6 years ago@FLYGUY101 - yes - i put a tag on an example craft to look at, it should show up as a notification
+1 4.6 years ago@FLYGUY101 - in the builder mode, there is a view to show where the Center of Mass is on the craft/satellite - if the rcs blocks are not even with the CoM, it will cause the craft to rotate...the same as the Center of Thrust for the main engines will cause rotation of the craft - it might be easier to see than explain on here - ill send you a link to a craft that should show it better
+1 4.6 years agomaybe check if the rcs thrusters are lined up with the center of mass, or in balanced positions with the mass. if it is not close, it can spin when in translate mode, also - and when the craft begins to get close enough to use rcs, try changing the camera to "chase" mode...it is hard to tell which side is the top(so up/down/left/right are oriented properly) on symetrical satellites, and chase mode wont rotate the view slowly like orbit view does - i think the single direction rcs(in the block assembly) works better also, like zeropol said
+2 4.6 years ago@zeropol - thanks - got my brackets backwards, lol
4.6 years ago