What is your payload made of? Is it a crew cabin with docking ports? A fuel tank? Something else? How big is it and the launch vehicle? How fast does it go? TWR? What altitude does it usually fail at? What are your physics settings like? Tinker panel? Am I ever gonna run out of questions? No? O.o
@Toinkove true, but the mobile version always has its own set of bugs and stuff to deal with, so we'll see how that goes. I play a bit on PC too, but don't have a lot of time to do so(unlike mobile, which is pretty much always with me). I have messed around with the most recent PC updates a bit(beta and normal) and I'm excited to see where the devs end up taking it as time goes on.
PS, My previous comment was just a failed attempt at a joke lol
Hmmm. Not sure what's going on there, but it must be an error of some sort. I can still download crafts and stuff on mobile no problem(I literally just checked), so it's probably not the site itself, but I don't know for sure. Sorry that's happening to you, it must suck. Hopefully it gets fixed soon if possible
That's not possible with the game as it is. While the mobile version is generally optimized for phones/tablets, it's still basically the same as the PC version just with a slightly modified UI to make up for the lack of keyboard and mouse. Tilt controls(accelerometer) are common on mobile devices and nearly nonexistent on PC, so the devs probably decided it wasn't worth the extra time and effort.
As a side note, I prefer that this game doesn't have tilt controls because I tend to play while I'm in a car/bus that's moving and the game would pick up the vehicle's acceleration as me tilting the controller. I used to play a racing game with tilt controls until I realized that it was impossible to steer like that in a moving vehicle
Lol my Inspiron legit has touchscreen but the game won't give me the analog sticks on the screen(however my Bluetooth controller works better anyway lol)
Keep in mind that some sites/apps don't support filesharing for whatever reason and the image/link still won't work, so if that's the case, upload the image to a different service and try again
You also have to remember to upload the picture to a website/app like discord, imgur, reddit, etc, etc in order to then copy the link into the formatting as stated below
Someone who knows more about this than me will probably correct me if I'm wrong, but I believe it has to do with floating point accuracy just like the limit on physics distance. You can't time warp in atmosphere with engines active because of the lift/drag calculations, and you can't change time warp speed with engines active because the orbital equations are calculated based off time. Ion engines are the exception because the thrust is so low that it doesn't really matter
I mean, that's already technically a thing, you just have to upload everything to this site manually and then redownload it on the other device(s). That can be time intensive and relies on the user uploading things immediately after making them to minimize the chance of losing them, however it also gives the user control over how much data is being transferred or stored on a device which is much more desirable.
@Toinkove I haven't dug into it that far. I literally played the first contract just to check out the new setup for career mode. I'll have to check it out some more and see if I missed anything else
Honestly I'm not sure if that would work or not (I'm probably wrong though, idk). Vizzy is already an interpreted language running off another interpreted language which comes with its own set of limitations and issues. Hopefully someone who knows more about it than me can help you if that's possible
As great of an idea as that is, I could see some people taking advantage of it to troll or harass others. Still, much like YouTube, there is a good use for it since downvotes would indicate if something is good/useful or not a lot better than upvotes alone(a craft with 50 upvotes alone must be good, but a craft with 50 upvotes and 100 downvotes must be bad). YouTube removed the ability to downvotes videos, and now terrible videos are receiving huge praise because they can't be marked with downvotes, and I can see how that's probably happening here too
To add to the previous comments, once you get to the main menu(blue screen with a star and whatever recent craft displayed on top of a play button) if you press the play button it opens a menu with a list of options to play with. The first 2 are the tutorials, one for the craft designer, one for flight view, the next two are the same, but the standard "sandbox" mode, and the rest are challenge missions(still mostly "sandbox" but with specific goals/rules to follow).
You can go through the tutorials as much as you want, and the challenges are always replayable too. I suggest doing the tutorials a couple more times, then giving it a go at the challenges to learn more and practice different techniques. There's also technically a couple tutorial challenges, one for docking and another for landing a shuttle that are worth checking out.
Controls are the same across all devices, except for a few optimizations for touch controls/keyboard depending on the device. You can easily and reliably use the nav-sphere and other UI buttons to control any craft without the joysticks, etc. However, the joysticks are easier to use for airplane flight and good in a pinch with rockets.
Most inputs can be remapped to "sliders" that you can pop up next to the throttle slider and they work the same except in both directions(-1 to 1 instead of 0 to 1). These can be used to control parts of a craft that aren't easily controlled another way such as cargo bay doors, rotators, motors, etc. You can also use them to control individual control surfaces(ie, an airbrake) seperately from pitch, yaw, and roll.
The power button in the bottom corner is only for activating the next stage, it does not turn things off, only on. If you want to be able to turn things on and off with a toggle, use "Activation Groups". In flight, you can open the AG panel with button on the right side of the screen above the joystick toggle. The AG panel will pop up next to the power button and give you a list of toggleable buttons linked to various parts/systems on the rocket. By default, there 3 AGs set(Landing Gear, RCS, and Solar Panels) but there's a max of 10 AGs per craft(you can get more if you use additional command chips, etc).
An engine linked to an AG can be toggled on and off without even having to activate the stage it's in(best for aircraft since the engines can't be shut down after the stage is activated).
My advice is to look up tutorials on YouTube and download so
@PianoZystersAerospace my settings are custom too. But I have everything set to max except for water, shadows, and reflections which are all set to low. Start with everything on a low setting(except physics leave that high) and slowly increase things until you can't play again so you know what settings you can actually use
@PianoZystersAerospace as are mine. What I mean is, have you set most of your sliders to high and turned on all effects/options? Or is everything set to low and all the extra stuff turned off? Or somewhere in between
I should also mention that the settings that tax your system the most are water, shadows, and reflections. Just set them all to low or medium and see if that works. My 8gb ram phone runs this game with no problems as long as those particular settings are all low/off even if everything else is maxed out
What are your settings like? I can run the game at nearly maxed everything on my PC, but if I actually max out all the settings, it crashes immediately after the first stage activates on any craft. That's with 32GB ram and an average graphics card, so you probably just need to drop your graphics settings to medium or low
Anyone heard about this 217km Su-57 kill in Ukraine? Seems like a record long range
No, but that doesn't sound unrealistic for modern long range Air-to-air missiles. Radar guided missiles can use ground based radar and AWACS radar signals for guidance well beyond the range of the radar on the jet that fired it. "Fire and forget" "over the horizon" AMRAAM missiles assisted in such a way are basically standard these days, and can have a range in excess of 400km.
Shot 1 is an auto-tracking camera program(WIP). Still lacking major functionality, but I'm getting closer to a useable product. Automatically sets the target to the closest non-player craft but also allows the user to select a target from a list of all crafts within the current planet's SOI(for now) at any time. Using a simple motor/rotator setup to "gymbal" the camera on 2 axes coupled to sliders, it automatically tracks moving targets(ie, a rocket launch/landing) along with adjusting the zoom to keep the target in frame(when possible). Currently this is a demonstration model to prove the concept before developing a complete auto tracking camera system for multiple use cases.
Shot 2 is my first real attempt at implementing a simple PID to make a rocket hover at a predetermined altitude. Results have been lackluster with many hours spent in frustration agonizing over bugs and various implementations of the processes involved. While the PID itself works flawlessly, the current implementation of the overall code makes it nearly useless. Overcorrection and "bouncing" between extremes is inevitable, and even when it seems to balance out close to the target Integral creep causes wild variations in output after a while. Needs more testing and a complete rebuild from the ground up
Math. It's the only reliably repeatable method. It's also kinda hard so 🤷. Look up stuff about satellite rendezvous and launch guidance. It also helps to have a good understanding of orbital elements. The biggest challenge for you is gonna be accounting for the planets rotation. Launching into an equatorial (0° inclination) orbit doesn't make as much difference, but the higher the target inclination, the more the planets rotation effects your actual orbit. Using vizzy, you can calculate the future position of the target and account for the plabet's rotation to determine the ideal launch window
@sacr3dbac0n0 also, I made a series of programs that can determine drag force in realtime using the equations for drag that look similar to what's below. The specific coefficient of drag for any craft can be found by letting it freefall through the atmosphere while running the calculations(this is the first of my programs. It works for any craft shape/size and in any atmosphere). Then you use the "average" drag coefficient to run the drag calculations in realtime(the second program). Using this method, I've gotten surprisingly accurate results, in fact nearly identical to the games own calculations. I haven't uploaded those yet as they're not quite finished to my liking, but I'll try to make them available soon. The equations for lift are very similar and could probably be calculated using a similar method, but I haven't tried it yet
Like someone stated before, you have to upload your image to a hosting site like Discord, Reddit, imgur, or something else you have access to that allows for public sharing. Then you have to copy the link and insert it into the proper formatting as shown below. If you use a site that doesn't work, try another one. And yeah, you can just edit the existing post until it works instead of making a new one every time. It gets kinda annoying
It's been a while, but not that I know of. If my foray into drag taught me anything there's an easier way to do that using what the game offers. Take the acceleration vector and subtract everything that isn't lift from it(gravity, drag, thrust, etc). You probably have to do some projecting of vectors, but if done right, the ONLY type of acceleration left will be from lift, and you can then convert that back into force units or whatever from there
Also, it's been a while(about a year in fact) since I've done much with vectors and stuff in the game. I also can't remember the easy way to find pitch yaw and roll using an arbitrary vector, and it's not easy to find the specific post it was in
So I'm still kinda lost on exactly what you're trying to do with this. Maybe you could explain what the purpose of the code is and how it's supposed to work.
There's also a few things that I gotta point out to help you. To start, the [nav(position)] block returns a value in vector format, so there's no need to put that in a (vec()()()) block. Second, the [nav(position)] block gives you the line from the center of the parent body to the "center" of the craft(or part). This line will ALWAYS point straight up from the ground unless you do some vector math with it.
I think I kinda see what you might be trying to do and I might have a better way. Subtract the [part()(position)] vector from the [Nav(position)]{or another parts position} vector(or the other way around if that's backwards). This will give you a new vector that goes from the part to the "center" of the craft(or another part) and you can then measure the angle between this vector and a few others(nav position and cross products) to get pitch, yaw, roll(if done properly, for a specific part of a craft, seperately from the crafts actual pitch,yaw,roll)
Hmmm. Something about that doesn't seem right. (0,0,1) is a unit vector with a magnitude of 1 in the z axis, which you can use to constrain a vector in a specific direction or turn a non-vector value into a vector in the specified direction. In PCI (0,0,1) will always point in the same direction relative to space and is therefore a constant value[(1,0,0) and (0,1,0) being the x and y unit vectors respectively]. In local, the x, y, and z axes are fixed to the craft and change values as the craft moves. The x axis is the crafts roll axis, y is pitch, and z is yaw.
The actual PCI coordinates of whatever part you're messing with should look more like: (3.937153849,1.765893355,0.00027370) and at least two of those numbers will slowly but constantly change even if the craft is grounded because the planet is rotating underneath
Look up "Earth Centric Inertial coordite system" to get a pretty good rundown of exactly how PCI(Planet Centered Inertial) works. If you've already gotten that far, it's just a matter of finding the right block in vizzy. Gimme a bit and I'll check it out
That's where the efficiency comes from though. You conserve on mass and internal energy requirements by accelerating very slowly through use of charged particles
@plane918273645 also, you could just project the vector onto North and East, then add those vectors to get a vector that's tangential to the ground and still pointing the right direction
@plane918273645 I meant to add that it needs to be flattened, but I'm too busy with work and stuff to even notice stuff like that lol. Really I was just trying to give ideas. Besides, it's not that inaccurate. I have a ballistic missile launch code that uses the same idea for heading guidance
Not sure exactly what you mean there. In vizzy there's a block that gives target info like it's position and velocity vectors, and use that to find the direction the target is moving(current target position - previous target position will give you a vector along the path of the target's flight. Then use [(nav north) angle (target path vector)] to find the angle
Could be. Could be your settings, or the launch location. Maybe you've downloaded a custom system? Idk there's a lot of potential reasons for it to be weird like that
@SamTheFox in a nutshell, yes. There's a bunch of other stuff(mostly theoretical physics and relativity among other things) that goes into it, but everything in the game is going to be based off these equations and general ideas(even if a different specific equation is used). Really though, everything in the book is pretty much all the info you need to send rockets to anywhere in our solar system and even beyond(even if it takes forever)
Yes, and no... The "primary" chip will always be the main one, and is absolutely required to fly/drive a craft. However, you can broadcast to any other chips to start secondary programs(or another craft's program). Basically, yes you can have multiple chips with multiple programs running at once (or one overall program with smaller subprograms on different chips), but you will always have the same primary chip in control of things
@Matteovir yeah, the devs mentioned that the last couple updates probably broke a lot of mods since the actual base code of the game changed so much so quickly, especially since the damage models and part properties have been redone(I think physics was updated too, but not exactly sure how). Some mods probably still work, and others have already been fixed by their creators, but not all of them are actively maintained or easy to update, so it might be a while before they work again
You have to wait for it like the rest of us. It's the next major update, but there's doubtless a few more smaller updates/patches before that happens. Just give it time
That's because the devs decided to troll all us mobies XP
1.8 years agoWhat is your payload made of? Is it a crew cabin with docking ports? A fuel tank? Something else? How big is it and the launch vehicle? How fast does it go? TWR? What altitude does it usually fail at? What are your physics settings like? Tinker panel? Am I ever gonna run out of questions? No? O.o
1.8 years ago@Toinkove true, but the mobile version always has its own set of bugs and stuff to deal with, so we'll see how that goes. I play a bit on PC too, but don't have a lot of time to do so(unlike mobile, which is pretty much always with me). I have messed around with the most recent PC updates a bit(beta and normal) and I'm excited to see where the devs end up taking it as time goes on.
PS, My previous comment was just a failed attempt at a joke lol
1.8 years agoNEVER!!! (There is no update for mobile ;)
Jk lol but it feels like it at this point XP
1.8 years agoHmmm. Not sure what's going on there, but it must be an error of some sort. I can still download crafts and stuff on mobile no problem(I literally just checked), so it's probably not the site itself, but I don't know for sure. Sorry that's happening to you, it must suck. Hopefully it gets fixed soon if possible
1.8 years agoThat's not possible with the game as it is. While the mobile version is generally optimized for phones/tablets, it's still basically the same as the PC version just with a slightly modified UI to make up for the lack of keyboard and mouse. Tilt controls(accelerometer) are common on mobile devices and nearly nonexistent on PC, so the devs probably decided it wasn't worth the extra time and effort.
As a side note, I prefer that this game doesn't have tilt controls because I tend to play while I'm in a car/bus that's moving and the game would pick up the vehicle's acceleration as me tilting the controller. I used to play a racing game with tilt controls until I realized that it was impossible to steer like that in a moving vehicle
1.8 years agoLol I noticed the same thing... It's a conspiracy! XP
1.9 years agoLol my Inspiron legit has touchscreen but the game won't give me the analog sticks on the screen(however my Bluetooth controller works better anyway lol)
1.9 years agoKeep in mind that some sites/apps don't support filesharing for whatever reason and the image/link still won't work, so if that's the case, upload the image to a different service and try again
1.9 years agoYou also have to remember to upload the picture to a website/app like discord, imgur, reddit, etc, etc in order to then copy the link into the formatting as stated below
1.9 years agoSomeone who knows more about this than me will probably correct me if I'm wrong, but I believe it has to do with floating point accuracy just like the limit on physics distance. You can't time warp in atmosphere with engines active because of the lift/drag calculations, and you can't change time warp speed with engines active because the orbital equations are calculated based off time. Ion engines are the exception because the thrust is so low that it doesn't really matter
1.9 years agoI mean, that's already technically a thing, you just have to upload everything to this site manually and then redownload it on the other device(s). That can be time intensive and relies on the user uploading things immediately after making them to minimize the chance of losing them, however it also gives the user control over how much data is being transferred or stored on a device which is much more desirable.
1.9 years ago@Toinkove I haven't dug into it that far. I literally played the first contract just to check out the new setup for career mode. I'll have to check it out some more and see if I missed anything else
1.9 years ago@Toinkove yeah, I remember a couple references to that name around the time that the "new" system (including Brigo) was first released
1.9 years agoHonestly I'm not sure if that would work or not (I'm probably wrong though, idk). Vizzy is already an interpreted language running off another interpreted language which comes with its own set of limitations and issues. Hopefully someone who knows more about it than me can help you if that's possible
1.9 years agoAs great of an idea as that is, I could see some people taking advantage of it to troll or harass others. Still, much like YouTube, there is a good use for it since downvotes would indicate if something is good/useful or not a lot better than upvotes alone(a craft with 50 upvotes alone must be good, but a craft with 50 upvotes and 100 downvotes must be bad). YouTube removed the ability to downvotes videos, and now terrible videos are receiving huge praise because they can't be marked with downvotes, and I can see how that's probably happening here too
1.9 years agoAlso, welcome to the SimpleRockets community, and I hope you enjoy your stay
2.0 years agoTo add to the previous comments, once you get to the main menu(blue screen with a star and whatever recent craft displayed on top of a play button) if you press the play button it opens a menu with a list of options to play with. The first 2 are the tutorials, one for the craft designer, one for flight view, the next two are the same, but the standard "sandbox" mode, and the rest are challenge missions(still mostly "sandbox" but with specific goals/rules to follow).
You can go through the tutorials as much as you want, and the challenges are always replayable too. I suggest doing the tutorials a couple more times, then giving it a go at the challenges to learn more and practice different techniques. There's also technically a couple tutorial challenges, one for docking and another for landing a shuttle that are worth checking out.
Controls are the same across all devices, except for a few optimizations for touch controls/keyboard depending on the device. You can easily and reliably use the nav-sphere and other UI buttons to control any craft without the joysticks, etc. However, the joysticks are easier to use for airplane flight and good in a pinch with rockets.
Most inputs can be remapped to "sliders" that you can pop up next to the throttle slider and they work the same except in both directions(-1 to 1 instead of 0 to 1). These can be used to control parts of a craft that aren't easily controlled another way such as cargo bay doors, rotators, motors, etc. You can also use them to control individual control surfaces(ie, an airbrake) seperately from pitch, yaw, and roll.
The power button in the bottom corner is only for activating the next stage, it does not turn things off, only on. If you want to be able to turn things on and off with a toggle, use "Activation Groups". In flight, you can open the AG panel with button on the right side of the screen above the joystick toggle. The AG panel will pop up next to the power button and give you a list of toggleable buttons linked to various parts/systems on the rocket. By default, there 3 AGs set(Landing Gear, RCS, and Solar Panels) but there's a max of 10 AGs per craft(you can get more if you use additional command chips, etc).
An engine linked to an AG can be toggled on and off without even having to activate the stage it's in(best for aircraft since the engines can't be shut down after the stage is activated).
My advice is to look up tutorials on YouTube and download so
2.0 years ago@PianoZystersAerospace my settings are custom too. But I have everything set to max except for water, shadows, and reflections which are all set to low. Start with everything on a low setting(except physics leave that high) and slowly increase things until you can't play again so you know what settings you can actually use
2.0 years ago@PianoZystersAerospace as are mine. What I mean is, have you set most of your sliders to high and turned on all effects/options? Or is everything set to low and all the extra stuff turned off? Or somewhere in between
2.0 years agoI should also mention that the settings that tax your system the most are water, shadows, and reflections. Just set them all to low or medium and see if that works. My 8gb ram phone runs this game with no problems as long as those particular settings are all low/off even if everything else is maxed out
2.0 years agoWhat are your settings like? I can run the game at nearly maxed everything on my PC, but if I actually max out all the settings, it crashes immediately after the first stage activates on any craft. That's with 32GB ram and an average graphics card, so you probably just need to drop your graphics settings to medium or low
2.0 years agoNo, but that doesn't sound unrealistic for modern long range Air-to-air missiles. Radar guided missiles can use ground based radar and AWACS radar signals for guidance well beyond the range of the radar on the jet that fired it. "Fire and forget" "over the horizon" AMRAAM missiles assisted in such a way are basically standard these days, and can have a range in excess of 400km.
2.0 years ago@GaryamaxInc lol, yeah Innova Aerospace is a good one. Different from the norm and I like the connotation of "Innova(tion)"
2.0 years agoShot 1 is an auto-tracking camera program(WIP). Still lacking major functionality, but I'm getting closer to a useable product. Automatically sets the target to the closest non-player craft but also allows the user to select a target from a list of all crafts within the current planet's SOI(for now) at any time. Using a simple motor/rotator setup to "gymbal" the camera on 2 axes coupled to sliders, it automatically tracks moving targets(ie, a rocket launch/landing) along with adjusting the zoom to keep the target in frame(when possible). Currently this is a demonstration model to prove the concept before developing a complete auto tracking camera system for multiple use cases.
Shot 2 is my first real attempt at implementing a simple PID to make a rocket hover at a predetermined altitude. Results have been lackluster with many hours spent in frustration agonizing over bugs and various implementations of the processes involved. While the PID itself works flawlessly, the current implementation of the overall code makes it nearly useless. Overcorrection and "bouncing" between extremes is inevitable, and even when it seems to balance out close to the target Integral creep causes wild variations in output after a while. Needs more testing and a complete rebuild from the ground up
2.0 years agoSpaghettiCode
2.0 years agoMath. It's the only reliably repeatable method. It's also kinda hard so 🤷. Look up stuff about satellite rendezvous and launch guidance. It also helps to have a good understanding of orbital elements. The biggest challenge for you is gonna be accounting for the planets rotation. Launching into an equatorial (0° inclination) orbit doesn't make as much difference, but the higher the target inclination, the more the planets rotation effects your actual orbit. Using vizzy, you can calculate the future position of the target and account for the plabet's rotation to determine the ideal launch window
2.1 years agoD = Cd * A * .5 * r * V^2
Cd = D / (A * .5 * r * V^2)
2.1 years ago@sacr3dbac0n0 also, I made a series of programs that can determine drag force in realtime using the equations for drag that look similar to what's below. The specific coefficient of drag for any craft can be found by letting it freefall through the atmosphere while running the calculations(this is the first of my programs. It works for any craft shape/size and in any atmosphere). Then you use the "average" drag coefficient to run the drag calculations in realtime(the second program). Using this method, I've gotten surprisingly accurate results, in fact nearly identical to the games own calculations. I haven't uploaded those yet as they're not quite finished to my liking, but I'll try to make them available soon. The equations for lift are very similar and could probably be calculated using a similar method, but I haven't tried it yet
2.1 years agoLike someone stated before, you have to upload your image to a hosting site like Discord, Reddit, imgur, or something else you have access to that allows for public sharing. Then you have to copy the link and insert it into the proper formatting as shown below. If you use a site that doesn't work, try another one. And yeah, you can just edit the existing post until it works instead of making a new one every time. It gets kinda annoying
2.1 years ago@SamTheFox as a side note, that's nearly the same as the drag equation lol
2.1 years agoIt's been a while, but not that I know of. If my foray into drag taught me anything there's an easier way to do that using what the game offers. Take the acceleration vector and subtract everything that isn't lift from it(gravity, drag, thrust, etc). You probably have to do some projecting of vectors, but if done right, the ONLY type of acceleration left will be from lift, and you can then convert that back into force units or whatever from there
2.1 years agoAlso, it's been a while(about a year in fact) since I've done much with vectors and stuff in the game. I also can't remember the easy way to find pitch yaw and roll using an arbitrary vector, and it's not easy to find the specific post it was in
2.1 years ago@TritonAerospace lol it's all good.
So I'm still kinda lost on exactly what you're trying to do with this. Maybe you could explain what the purpose of the code is and how it's supposed to work.
There's also a few things that I gotta point out to help you. To start, the [nav(position)] block returns a value in vector format, so there's no need to put that in a (vec()()()) block. Second, the [nav(position)] block gives you the line from the center of the parent body to the "center" of the craft(or part). This line will ALWAYS point straight up from the ground unless you do some vector math with it.
I think I kinda see what you might be trying to do and I might have a better way. Subtract the [part()(position)] vector from the [Nav(position)]{or another parts position} vector(or the other way around if that's backwards). This will give you a new vector that goes from the part to the "center" of the craft(or another part) and you can then measure the angle between this vector and a few others(nav position and cross products) to get pitch, yaw, roll(if done properly, for a specific part of a craft, seperately from the crafts actual pitch,yaw,roll)
2.1 years ago🖼️ATATATA
2.1 years ago🖼️B
2.1 years agoHmmm. Something about that doesn't seem right. (0,0,1) is a unit vector with a magnitude of 1 in the z axis, which you can use to constrain a vector in a specific direction or turn a non-vector value into a vector in the specified direction. In PCI (0,0,1) will always point in the same direction relative to space and is therefore a constant value[(1,0,0) and (0,1,0) being the x and y unit vectors respectively]. In local, the x, y, and z axes are fixed to the craft and change values as the craft moves. The x axis is the crafts roll axis, y is pitch, and z is yaw.
The actual PCI coordinates of whatever part you're messing with should look more like: (3.937153849,1.765893355,0.00027370) and at least two of those numbers will slowly but constantly change even if the craft is grounded because the planet is rotating underneath
2.1 years agoLook up "Earth Centric Inertial coordite system" to get a pretty good rundown of exactly how PCI(Planet Centered Inertial) works. If you've already gotten that far, it's just a matter of finding the right block in vizzy. Gimme a bit and I'll check it out
2.1 years agoThat's where the efficiency comes from though. You conserve on mass and internal energy requirements by accelerating very slowly through use of charged particles
2.5 years agoI'm just confused by whether it's lead like the metal or lead like "to lead" or "leader"?!?!?!?
2.5 years ago@plane918273645 also, you could just project the vector onto North and East, then add those vectors to get a vector that's tangential to the ground and still pointing the right direction
2.5 years ago@plane918273645 I meant to add that it needs to be flattened, but I'm too busy with work and stuff to even notice stuff like that lol. Really I was just trying to give ideas. Besides, it's not that inaccurate. I have a ballistic missile launch code that uses the same idea for heading guidance
2.5 years agoNot sure exactly what you mean there. In vizzy there's a block that gives target info like it's position and velocity vectors, and use that to find the direction the target is moving(current target position - previous target position will give you a vector along the path of the target's flight. Then use [(nav north) angle (target path vector)] to find the angle
2.5 years agoCould be. Could be your settings, or the launch location. Maybe you've downloaded a custom system? Idk there's a lot of potential reasons for it to be weird like that
2.5 years ago@SamTheFox in a nutshell, yes. There's a bunch of other stuff(mostly theoretical physics and relativity among other things) that goes into it, but everything in the game is going to be based off these equations and general ideas(even if a different specific equation is used). Really though, everything in the book is pretty much all the info you need to send rockets to anywhere in our solar system and even beyond(even if it takes forever)
2.5 years agoYou can do that too. Just use the [switch to craft()] block. The original craft will continue it's vizzy too as long as it's within physics diatance
2.5 years agoYes, and no... The "primary" chip will always be the main one, and is absolutely required to fly/drive a craft. However, you can broadcast to any other chips to start secondary programs(or another craft's program). Basically, yes you can have multiple chips with multiple programs running at once (or one overall program with smaller subprograms on different chips), but you will always have the same primary chip in control of things
2.5 years ago@t4zcomz yes!
2.5 years ago@Matteovir yeah, the devs mentioned that the last couple updates probably broke a lot of mods since the actual base code of the game changed so much so quickly, especially since the damage models and part properties have been redone(I think physics was updated too, but not exactly sure how). Some mods probably still work, and others have already been fixed by their creators, but not all of them are actively maintained or easy to update, so it might be a while before they work again
2.5 years agoYou have to wait for it like the rest of us. It's the next major update, but there's doubtless a few more smaller updates/patches before that happens. Just give it time
2.5 years ago