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    english vulcan - always thought this was a cool airplane.

    4.6 years ago
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    once you lock the heading, the auto pilot is on - the proportional/integral/derivative are adjustments for how it reacts to the heading changes. if you look in the "part properties" of the command pod/chip of the craft(in the builder screen) it will have the saved auto pilot settings, and highlighting each one will show a pop-up with how each adjustment affects the auto pilot reactions. if you change the settings in flight, they wont be saved.

    +2 4.6 years ago
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    to create a link
    (name that will appear in blue)[copied url]

    4.6 years ago
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    "wait until (Activation Group #) = (true)
    then launch program
    or

    while (true)
    if (activation group #) = (true) then
    launch program

    the activation group needs to be connected to a part to show up, its easy to add a beacon light to show its on

    +2 4.7 years ago
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    @zeropol - i typed the wrong thing, just looked to make sure -
    nav(craft position) "dist" nav(target position), sorry about that

    +1 4.7 years ago
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    in the craft information part of the vizzzy there is a misc - "solar radiation" - if you do

    -on start
    -wait until(solar rad>0)
    -wait (x) seconds
    -launch program

    it should wait until the sunrise, then however many seconds to delay the launch, but not sure if the mod would affect it

    +1 4.7 years ago
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    if you open the part properties, it will show a "gyroscope power" number that will change as the size changes - there is a slider that can be adjusted also, for more or less power at any size...and needs a battery fuel tank big enough to run it

    +1 4.7 years ago
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    it is difficult to line up the green icons, especially getting the planned burn node in view also, i usually do the main burn to just get a path to the SOI, then a correction closer to the planet, where its easier to see the icons, and find a view where they dont disappear...but not ideal for efficiency

    +1 4.7 years ago
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    Hide...if you see the rocket police coming!

    4.7 years ago
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    if you have an added interstage underneath, the rocket engines need to build up thrust for a second or so(depending on the engine type) - activate the engines with the first stage, wait until the TWR is above 1, then activate the interstage...and it should work

    4.7 years ago
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    Awesome job - so much more is possible with the vizzy additions, and the astronauts are great -👍👍

    4.7 years ago
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    click

    4.7 years ago
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    @C4RD1NAL - hmmm, is it hitting the ground fast? i have had some bounce, when it hit the ground under 300M/S ish

    4.8 years ago
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    by default, nose cones start empty of fuel, and it needs to be added in part properties. i try to use a different fuel than the rocket engine uses(battery and solid work good), so the nose cone stays full, and ready for the impact.

    or are they working, but only not after reentry?

    +2 4.8 years ago
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    Agent J

    4.8 years ago
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    @crowxe - that sounds like a good way to get past the heavy drag...i need to get some more time on the beta version to check it out better, and want to take a shot at the challenge when the update for mobile comes out. i wonder if it could also be done by the temperature of a selected low aerodynamic part(if that is readable to vizzy yet), and reduce acceleration when it gets above a set temp. maybe that could be a different way factor in the aerodynamics of different rockets for a optimal velocity:altitude?

    4.8 years ago
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    if you can upload one of them to look at, or link to the wip, we can try to see whats happening

    4.8 years ago
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    @crowxe - awesome findings - makes me rethink the engines i have used, and a new approach in the future.

    +1 4.8 years ago
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    @crowxe - yeah - definitely suprising results, i wouldnt have guessed that the higher twr would be more efficient...and the challenge was a great way to figure it out. i was wondering if it was because the higher twr got it moving faster initially(like the solid stage), or needed it the whole flight, and the best way to test that? just food for thought

    4.8 years ago
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    i have used some low twr rockets, that seemed to get to orbit efficiently...but they burn so much fuel getting up to the first 100-200M/S, i would add a solid stage(high twr) with just enough to get it moving. but not sure if that quick fuel burn ended up saving fuel overall...

    4.8 years ago
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    Thrust to Weight Ratio

    4.8 years ago
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    another way you can try is - "set craft pitch" command, then "wait 1 second" (whatever time it takes the craft to respond), then "lock heading on current". that should hold the heading until you want to change it, then "lock heading on none" to stop it

    4.8 years ago
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    the nuclear powered engines work good on satellites for small, accurate adjustments. the water as fuel can keep the fuel tank size small...hydrogen needs a tank about 10 times as big for the same delta v

    4.8 years ago
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    i tried it a couple times on docking satellites, and couldnt figure out how to control it. eventually changed it to the 5 fixed nozzle assemblies, and that worked alot more accurate

    4.8 years ago
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    @crowxe @Insanity - thanks, i just have the android version...so hopefully the update will be released soon, but sounds like it adds alot

    4.8 years ago
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    yes - the input is in degrees...but recording the output = the position of the pitch slider, while auto pilot is correcting the heading, and will be close to 0 when the craft is lined up with the heading. sounds like the next update will help with alot

    4.8 years ago
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    @AnotherFireFox - thank you, i will upload it now

    4.8 years ago
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    @AnotherFireFox im not on experimental, just the mobile version...the last update included the vizzy part

    4.8 years ago
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    @AnotherFireFox - im not sure what is happening - if i send you the private upload, would you be able to take a quick look? i replaced that part with "while 0=0", and the rest of the program works...but it doesnt start when i switch it to performance inputs

    4.8 years ago
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    try checking the control surface inputs in the part settings of the wings/fins, and make sure they are each set for what it is supposed to do...they could get set to a activation group, and turn off, but the activation group would show up in flight

    +2 4.9 years ago
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    try looking in the command chip/pod part settings, and toggle on "adjust pilot orientation" - the craft will do crazy things if it is facing the wrong direction, with an engine is on...and above 1-2x speed will just lock the rotation

    4.9 years ago
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    sorry

    4.9 years ago
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    @SupremeDorian - ok - thanks for the quick response, and link to the suggestion

    4.9 years ago
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    @huuminberd - the setup of yours are awesome...still using some lift from the wings on the rocket, with a payload, and balanced the 2. i tried a top release - it rolled off, tipped the plane, nosed down with no recovery, or just went into a spin...so i switched to a X1 style drop from the bottom and just rocket thrust, the lift plane does a major pitch up after release too. the gyro orientation is working...so my plane, that releases a rocket, goes into low orbit, then the rocket releases a small drone plane, that reenters and can fly around/land, is almost done. not sure how to name that thing

    4.9 years ago
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    @huuminberd - that could be it - there is so much going on during that transition(especially with gizmos and cargo bay involved), its hard to narrow down what exactly is happening

    5.0 years ago
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    @huuminberd - im not too familiar with the auto pilot...but the mothership looks right on for controls. on the shuttle, i wonder if 1 command chip(set to rocket) used for space(so gimble/gyro works right) - and a 2nd command chip(set to plane) that only controls wing control surfaces(and maybe additional jet engine). i agree on the crazy actions right after release, probably controls fighting each other

    5.0 years ago
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    @huuminberd - it could be the "reorient on configuration change" setting - it keeps resetting my rocket to "plane", when i rotate it from vertical to horizontal(to attach to the launch plane). i toggled that "reorient on config change" to off(before rotating), and it kept the rocket as a rocket, while it was horizontal...and gyro worked properly(for the 2nd time ever)

    5.0 years ago
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    @huuminberd - yes, sorry, forgot that you didnt want to release it. nice job on the rocket launcher planes - i am trying to figure out the gyro orientation, for a cargo plane that drops a rocket...it worked once, by luck...but every time i change the drop rocket, the gyro spins it like a top, instead of holding the heading - did you have any of that happening, or an idea of what im doing wrong?

    5.0 years ago
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    to control a seperated part, it needs its own command chip, choose "set primary" in the main one of focus, and the other will come up as "craft _".
    activation groups are controlled by the command chip settings in "edit activation groups" - it has a toggle for starting on or off

    +1 5.0 years ago
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    not sure what you are asking... in the part shape tool?

    5.0 years ago
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    @huuminberd - cool - glad it worked for you. i had the same issue before, and all the mechanical parts worked right...but if a gyro is in there, its orientation gets funny(if both assemblies dont have the same "up" or heading)

    5.0 years ago
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    if you build the arm seperately, with its own command chip/action groups, then save it as a subassembly - it will keep its commands to itself. after that, load your main craft, bring in the arm subassmbly, and attach it with a interstage. it works the same as having a rover or satellite that has seperate controls

    +1 5.0 years ago
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    Ok, thanks - and RIP to all of our fallen juice

    5.0 years ago
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    @Bmcclory - im not sure what that means, keyboard letters? i was wondering for the control sticks on the mobile version(i should have put that first). if i put foreward/reverse on pitch input, then brake is effected when i turn(on the left stick) - or foreward on throttle input(with no reverse), and turn with roll - or all left stick= throttle input and yaw to turn(no reverse) but its adjusting throttle/brake at every turn

    5.0 years ago
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    we are going to have to build super heavy duty excavating equipment now....

    +1 5.0 years ago
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    i had a couple act funny until i put them on a activation group, and turned on the fuel lines between them and the battery

    5.0 years ago
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    sorry, i did get the wheel brakes to work...so just cant get the reverse thrust on brake input

    5.0 years ago
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    majical beanstalks...

    5.0 years ago
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    i am on the android, so i dont think i can do the xml...but i did use the electric motors on a different rover, still attached them to wheels, but set them on an activation group that i kept "off". i might try that again - the rocker bogie does look like a fun one to build

    5.0 years ago