@Zenithspeed lol true, but that's the only way to actually play around with mods. And I'm an avid mobile user, so I wish it wasn't the way it is, but we can't really change it. Also, it was mostly just a joke, but I also had no choice but to buy a PC and the game again just to mess around with mods, so 🤷
Step 1: go to Amazon or Best Buy
Step 2: buy a PC
Step 3: download Steam
Step 4: buy SimpleRockets 2 on Steam
Step 5: download mods
Step 6: throw away your phone/tablet
Step 7: have fun!
@Sushiboi honestly I'm not sure. I'm trying to not overcomplicate things, but I don't know if I can with that. The method of determining the angle difference between planes works regardless of the orientation of the vectors used. As far as the RAAN and inclination go, I think you'd have to measure the difference of each individually then use some sort of function to determine when and where to burn to match orbits. Assuming you're trying to rendezvous or parking into a specific orbital location, then it would take multiple small maneuvers to adjust inclination, RAAN, and SMA individually as opposed to all at once. You'd want to line up the line of nodes for both orbits first(1-2 maneuvers), then adjust inclination(1-3 maneuvers), and finally adjust SMA(1-3 maneuvers). The book I linked should have a pretty good overview of the particular maneuvers involved, especially plane changes
Okay, so assuming you can find the Semi-Major Axis of both current and target orbits, you can find the angle between the normal vectors. In other words use ((norm(SMA)) angle (norm(SMA))) to find the angle between the two planes regardless of orbit orientation
@Sushiboi I don't currently have a simple answer to that. The book I shared has the equations and stuff in chapter 6.9 page 290, but it's pretty well involved
@TronicOrbital technically, broadcasting just starts a new thread. You can broadcast to another portion of the same program, another program on another chip, or a completely seperate craft. The receiving end will only activate if the broadcasting end matches the name, but the data that gets broadcast can be anything and won't effect the broadcasting. It's useful if you need to send data to a particular part or start a new instruction set with data from the previous instruction set, and helps to make more modular codes
@RocketScienceCo not exactly. There's legal reasons why it has to be the way it is. The apple and Android app stores are very specific with their terms and conditions, which is why certain features like mods are unavailable without the steam version. I just don't think Jundroo could convince those companies to change or bend the rules of their app stores just for a single game. And you can't just copy/paste the files off of steam since they add their own files to the game(the steam launcher), so the devs would get sued for copyright with their own game. Of course, the devs could easily upload their source code to any other app/game store, but none are as popular or easy to use as steam, iOS, and Android app stores, plus they all have different rules etc.
I get what you're saying and it would be cool, but there's a lot of behind the scenes stuff that makes it hard to change anything
@SmurfResearchX @MaxQAerospaceSingapore you're welcome! Ive come to the conclusion that the free sharing of ideas and info is the best way for us to advance as a species. Plus, it's my turn to give back to the community that's given so much to me!
@RocketScienceCo possibly, but the iOS and Android versions(mobile only) are specifically optimized for mobile devices to allow anyone to play with any device. A PC can run the same app with no problems, but it can't exceed the performance usage of a smartphone or tablet even if your computerhas plenty of CPU/RAM/GPU to spare. Short of making a third version that's both mobile and PC compatible with a bunch of extra code to tell what kind of device and it's capabilities, the devs can't really change that until device capabilities improve enough to handle better graphics, etc.
Yes. The app store version is optimized for mobile and will work on most computers, but the performance is limited to what mobile devices can support. You need the steam version to run at it's full potential
The 3rd link down is the one I'm trying to share. Unfortunately, I can't copy the link, so I figured this would be the next best way to do that. Just use the same google search term and find the link for the book; download the PDF file, and you're good to go!
@SmurfResearchX I used that one too, but the one I linked is a bit more intuitive in the way it works out each element. Still, it's a great one to use as well. I also found a complete book on physics for aerospace engineers in PDF format, but I can't copy the link to share it. Maybe I can take a screenshot of the Google search that leads to it so others can find it. It's probably the best one stop shop for anything orbital mechanics including maneuver calculations
I'm not sure exactly how to describe the frame of reference for PCI. Earth Centered Inertial(ECI) is what it's based off, but ECI uses actual celestial bodies (specifically certain stars in certain constellations because they're in a fixed location relative to our reference frame) to find the x and y axes. PCI is different though since Unity uses a "left-handed" coordinate system as opposed to "right-handed" like ECI, so the Y axis points up through the north pole as opposed to the Z axis like in ECI
Not sure why everyone has such large numbers. 2-3 km should be more than enough unless your orbit just so happens to pass over the highest point on the moon. The highest point on Earth's surface is only about 11 km above Sea level, so I would expect the highest point on Luna(a much smaller moon with a relatively flatter surface from cratering) to be around 5km above the average surface level or 10 km above the lowest elevation
He is the most standard of the standardized Droonaut standard training standards. He is so standard in fact that it might just be better to call it default since there's nothing below standard here.
@Zenithspeed yeah, I think it's mostly just an issue with the way the game calculates heat buildup from drag as well as the particular XML value for "part explode temperature" or whatever it's called in the game. You can manually edit that attribute in tinker panel or XML, but it's weird that it's not set to a slightly lower value by default with the "newer" capsules/parts having a higher temp value to simulate better quality materials/design
I'm not completely sure without experimenting with it myself, but I believe the game doesn't accept most symbols as an input(vizzy annoys me with this. I can type anything into a comment text, but trying to use certain symbols causes the game to convert it to a square or blank space. I'm not really sure if there's anything that can be done about it either
@Zenithspeed parts breaking from heat is a weird mechanic. It sounds great in theory, but in practice, it does things that don't make sense. I've had rockets that blew up from heat damage during liftoff if pitch was just a couple degrees too low, but refused to burn up during re-entry even at orbital speeds. I also had to try to burn up the stock command pod, since even without a heat shield it still survives hitting the atmosphere at 6km/s(not every time, but enough to make me wonder why)
@OverCAT yes and no. I know how it works in general, but actually making one is a whole different ball game(I'm kidding, but it's still kinda hard to do). I suggest checking out the #vizzy channel on the Simple Rockets discord since they have some pinned information about PIDs, and you can ask for help from people who really know what they're doing
Proportional Integral Derivative controller. It's what you use when you want a smooth transition without overshoot, like the autopilot in the game, it tries to match the output to a predetermined value.
@TritonAerospace It might not be the same, but if you got the recent beta version, then you have access to Overload now. It seems to be hidden in the tinker panel, I think show hidden properties has to be on, but it will have a new button that opens up the new window that lets you edit parts XML values among other things. You can click through different pages of info with the arrows at the top, but inputs aren't there. Until you click the (+) button which lets you add an input controller(as well as set a custom name for it). There doesn't seem to be a limit to how many you can have(although I still don't know if you can have two inputs controlling a single part yet), and funk should also be effective with it.
@OverCAT okay, that's what I guessed, just had to make sure. You mean "Roll to Align Azimuth". I don't know of any specific crafts that have a code to do that, but I'm sure there's a few here somewhere.
It's not the easiest thing to program since you have to use a PID if you want a smooth roll, plus it's not very straightforward in vizzy
@LegoJoe really cool secret stuff. There's things hidden all over if you know where to look. There's other posts about some of them if you just Google search "SR2 easter eggs".
The recent update is only open to beta testers on mobile platforms. I happened to get lucky a year ago and get in on the Google play beta so I can test stuff before it comes out, but I believe it's limited to a certain number of users. Steam, of course, doesn't have that restriction, but requires a PC.
My suggestion is to just check if there's an open beta on the play store and join(it's real easy if you can).
@Aquaflames4571 your current "what" vector? Position? Heading? Acceleration? Velocity? There's a lot of different vectors to work with here. You need to be more specific
I can't even make a simple tracking camera and you make this! I need to find something else to do with my time lol
Seriously though, that's pretty impressive. I'm amazed at the level of detail and functionality you've gotten out of that! Waiting for the finished product is gonna be hard now
Added on/off button to parachute. Didn't work. Made vizzy code for button. Still didn't work. Manually clicked the button. Still didn't work. Gave up and clicked explode part. Parachute deployed
@OverCAT sorry, I kinda assumed you were a noob who just wanted someone else to figure things out for them. 🤦 Still, experimentation is the best way to learn, especially in this game. Good luck with whatever you're working on
But you won't learn anything like that! You have to experiment, figure things out by trial and error. If someone just tells you the information you want, you won't gain any knowledge, just copy and paste like cheating in school.
You need to play with things and figure out what they do on your own. There's plenty of help from tooltips in the game, and people like Scott Manley and the Everyday Astronaut on YouTube have a ton of great videos about everything rocket related to learn from. I mostly play mobile myself and understand the frustration sometimes, but you should use it as a strength, not a weakness.
I'll give you a little head start: you've already figured most of it out on your own. You can select engine types, fuel types, combustion cycles, etc in the designer by using the part properties tab. If you highlight the engine with part properties open, it will show you a blue button that says "analyze performance" that you can click on to open another window that shows everything you need to know about the engine(and craft in general). You can use this to see exactly how any changes effect the engines performance. Just play around with things until you know what each thing does and go from there
Lol I'm glad you finally made it! You definitely deserve the recognition for your hard work. And thanks for the shout-out too! I appreciate your friendship and input in things, plus you're always fun to talk to. Let's hope you're next stop is 5k 👍
Welcome to the community! That's a pretty long time to play this game without joining in the fun here, so I'm very interested in seeing what you've come up with in that time. Unfortunately, there's a limit to how many crafts/etc you can post per day, so it might take a while to post everything you want to(at least if you have a decent number of crafts to share).
Anyway, have a good time and enjoy being part of the community now!
Doin a little formation flying, eh? Nice pic! 👍
2.5 years ago@Zenithspeed lol true, but that's the only way to actually play around with mods. And I'm an avid mobile user, so I wish it wasn't the way it is, but we can't really change it. Also, it was mostly just a joke, but I also had no choice but to buy a PC and the game again just to mess around with mods, so 🤷
2.5 years agoStep 1: go to Amazon or Best Buy
2.5 years agoStep 2: buy a PC
Step 3: download Steam
Step 4: buy SimpleRockets 2 on Steam
Step 5: download mods
Step 6: throw away your phone/tablet
Step 7: have fun!
@Sushiboi honestly I'm not sure. I'm trying to not overcomplicate things, but I don't know if I can with that. The method of determining the angle difference between planes works regardless of the orientation of the vectors used. As far as the RAAN and inclination go, I think you'd have to measure the difference of each individually then use some sort of function to determine when and where to burn to match orbits. Assuming you're trying to rendezvous or parking into a specific orbital location, then it would take multiple small maneuvers to adjust inclination, RAAN, and SMA individually as opposed to all at once. You'd want to line up the line of nodes for both orbits first(1-2 maneuvers), then adjust inclination(1-3 maneuvers), and finally adjust SMA(1-3 maneuvers). The book I linked should have a pretty good overview of the particular maneuvers involved, especially plane changes
2.5 years agoOkay, so assuming you can find the Semi-Major Axis of both current and target orbits, you can find the angle between the normal vectors. In other words use ((norm(SMA)) angle (norm(SMA))) to find the angle between the two planes regardless of orbit orientation
2.5 years ago@Sushiboi I don't currently have a simple answer to that. The book I shared has the equations and stuff in chapter 6.9 page 290, but it's pretty well involved
2.5 years ago@TronicOrbital technically, broadcasting just starts a new thread. You can broadcast to another portion of the same program, another program on another chip, or a completely seperate craft. The receiving end will only activate if the broadcasting end matches the name, but the data that gets broadcast can be anything and won't effect the broadcasting. It's useful if you need to send data to a particular part or start a new instruction set with data from the previous instruction set, and helps to make more modular codes
2.6 years ago@RocketScienceCo not exactly. There's legal reasons why it has to be the way it is. The apple and Android app stores are very specific with their terms and conditions, which is why certain features like mods are unavailable without the steam version. I just don't think Jundroo could convince those companies to change or bend the rules of their app stores just for a single game. And you can't just copy/paste the files off of steam since they add their own files to the game(the steam launcher), so the devs would get sued for copyright with their own game. Of course, the devs could easily upload their source code to any other app/game store, but none are as popular or easy to use as steam, iOS, and Android app stores, plus they all have different rules etc.
I get what you're saying and it would be cool, but there's a lot of behind the scenes stuff that makes it hard to change anything
2.6 years ago@SmurfResearchX @MaxQAerospaceSingapore you're welcome! Ive come to the conclusion that the free sharing of ideas and info is the best way for us to advance as a species. Plus, it's my turn to give back to the community that's given so much to me!
2.6 years ago@RocketScienceCo possibly, but the iOS and Android versions(mobile only) are specifically optimized for mobile devices to allow anyone to play with any device. A PC can run the same app with no problems, but it can't exceed the performance usage of a smartphone or tablet even if your computerhas plenty of CPU/RAM/GPU to spare. Short of making a third version that's both mobile and PC compatible with a bunch of extra code to tell what kind of device and it's capabilities, the devs can't really change that until device capabilities improve enough to handle better graphics, etc.
2.6 years agoYes. The app store version is optimized for mobile and will work on most computers, but the performance is limited to what mobile devices can support. You need the steam version to run at it's full potential
2.6 years ago@MaxQAerospaceSingapore
2.6 years agoThe 3rd link down is the one I'm trying to share. Unfortunately, I can't copy the link, so I figured this would be the next best way to do that. Just use the same google search term and find the link for the book; download the PDF file, and you're good to go!
2.6 years ago@SmurfResearchX I used that one too, but the one I linked is a bit more intuitive in the way it works out each element. Still, it's a great one to use as well. I also found a complete book on physics for aerospace engineers in PDF format, but I can't copy the link to share it. Maybe I can take a screenshot of the Google search that leads to it so others can find it. It's probably the best one stop shop for anything orbital mechanics including maneuver calculations
2.6 years ago@MaxQAerospaceSingapore it's not that hard to find what you're looking for, just gotta know how to use Google to sort the results for you. This is already pinned on SRC discord, but here's my resource for that: https://oer.pressbooks.pub/lynnanegeorge/chapter/chapter-3-the-classical-orbital-elements-coes/
2.6 years agoLots of math. Some of that is easily accessible in vizzy now, but the rest comes from equations
2.6 years agoI'm not sure exactly how to describe the frame of reference for PCI. Earth Centered Inertial(ECI) is what it's based off, but ECI uses actual celestial bodies (specifically certain stars in certain constellations because they're in a fixed location relative to our reference frame) to find the x and y axes. PCI is different though since Unity uses a "left-handed" coordinate system as opposed to "right-handed" like ECI, so the Y axis points up through the north pole as opposed to the Z axis like in ECI
2.6 years ago@ChaoticGraviton lol that's a good burn! 🔥
2.6 years agoLol "pubic channels" 🤣
2.6 years agoI mean, that's basically exactly what the DSC area is supposed to represent anyway right? Lol @plane918273645
2.6 years agoNot sure why everyone has such large numbers. 2-3 km should be more than enough unless your orbit just so happens to pass over the highest point on the moon. The highest point on Earth's surface is only about 11 km above Sea level, so I would expect the highest point on Luna(a much smaller moon with a relatively flatter surface from cratering) to be around 5km above the average surface level or 10 km above the lowest elevation
2.6 years agoHe is the most standard of the standardized Droonaut standard training standards. He is so standard in fact that it might just be better to call it default since there's nothing below standard here.
2.6 years ago@Dereric agreed! Drogue chutes are the way to go at higher velocities/altitudes
2.6 years ago@Zenithspeed yeah, I think it's mostly just an issue with the way the game calculates heat buildup from drag as well as the particular XML value for "part explode temperature" or whatever it's called in the game. You can manually edit that attribute in tinker panel or XML, but it's weird that it's not set to a slightly lower value by default with the "newer" capsules/parts having a higher temp value to simulate better quality materials/design
2.7 years agoI'm not completely sure without experimenting with it myself, but I believe the game doesn't accept most symbols as an input(vizzy annoys me with this. I can type anything into a comment text, but trying to use certain symbols causes the game to convert it to a square or blank space. I'm not really sure if there's anything that can be done about it either
2.7 years ago@Zenithspeed parts breaking from heat is a weird mechanic. It sounds great in theory, but in practice, it does things that don't make sense. I've had rockets that blew up from heat damage during liftoff if pitch was just a couple degrees too low, but refused to burn up during re-entry even at orbital speeds. I also had to try to burn up the stock command pod, since even without a heat shield it still survives hitting the atmosphere at 6km/s(not every time, but enough to make me wonder why)
2.7 years ago@OverCAT yes and no. I know how it works in general, but actually making one is a whole different ball game(I'm kidding, but it's still kinda hard to do). I suggest checking out the #vizzy channel on the Simple Rockets discord since they have some pinned information about PIDs, and you can ask for help from people who really know what they're doing
2.7 years agoProportional Integral Derivative controller. It's what you use when you want a smooth transition without overshoot, like the autopilot in the game, it tries to match the output to a predetermined value.
2.7 years ago@TritonAerospace It might not be the same, but if you got the recent beta version, then you have access to Overload now. It seems to be hidden in the tinker panel, I think show hidden properties has to be on, but it will have a new button that opens up the new window that lets you edit parts XML values among other things. You can click through different pages of info with the arrows at the top, but inputs aren't there. Until you click the (+) button which lets you add an input controller(as well as set a custom name for it). There doesn't seem to be a limit to how many you can have(although I still don't know if you can have two inputs controlling a single part yet), and funk should also be effective with it.
2.7 years ago@OverCAT okay, that's what I guessed, just had to make sure. You mean "Roll to Align Azimuth". I don't know of any specific crafts that have a code to do that, but I'm sure there's a few here somewhere.
It's not the easiest thing to program since you have to use a PID if you want a smooth roll, plus it's not very straightforward in vizzy
2.7 years ago@NovaAerospace ahhh that's why it's familiar! Still, it looks great with the other stuff around it.
2.7 years agoI like that launchpad! Is it custom or some kind of prebuilt asset?
2.7 years agoWhat do you mean by roll program?
2.7 years ago@LegoJoe really cool secret stuff. There's things hidden all over if you know where to look. There's other posts about some of them if you just Google search "SR2 easter eggs".
2.7 years ago@SamTheFox lol good answer!
2.7 years agoThe recent update is only open to beta testers on mobile platforms. I happened to get lucky a year ago and get in on the Google play beta so I can test stuff before it comes out, but I believe it's limited to a certain number of users. Steam, of course, doesn't have that restriction, but requires a PC.
My suggestion is to just check if there's an open beta on the play store and join(it's real easy if you can).
2.7 years agoYes
2.7 years ago@SamTheFox yeah, that or position. It's hard to know without more info though
2.7 years ago@SamTheFox agreed
@Aquaflames4571 your current "what" vector? Position? Heading? Acceleration? Velocity? There's a lot of different vectors to work with here. You need to be more specific
2.7 years agoHOW THE HELL?
I can't even make a simple tracking camera and you make this! I need to find something else to do with my time lol
Seriously though, that's pretty impressive. I'm amazed at the level of detail and functionality you've gotten out of that! Waiting for the finished product is gonna be hard now
2.7 years ago@Staticalliam7 lol that's funny! Oregon is Boring. Such a Drain that there's no funny town names here.
2.7 years ago@Staticalliam7 zumbatek
2.7 years ago@SamTheFox instructions unclear
Added on/off button to parachute. Didn't work. Made vizzy code for button. Still didn't work. Manually clicked the button. Still didn't work. Gave up and clicked explode part. Parachute deployed
2.7 years ago@OverCAT sorry, I kinda assumed you were a noob who just wanted someone else to figure things out for them. 🤦 Still, experimentation is the best way to learn, especially in this game. Good luck with whatever you're working on
2.7 years agoBut you won't learn anything like that! You have to experiment, figure things out by trial and error. If someone just tells you the information you want, you won't gain any knowledge, just copy and paste like cheating in school.
You need to play with things and figure out what they do on your own. There's plenty of help from tooltips in the game, and people like Scott Manley and the Everyday Astronaut on YouTube have a ton of great videos about everything rocket related to learn from. I mostly play mobile myself and understand the frustration sometimes, but you should use it as a strength, not a weakness.
I'll give you a little head start: you've already figured most of it out on your own. You can select engine types, fuel types, combustion cycles, etc in the designer by using the part properties tab. If you highlight the engine with part properties open, it will show you a blue button that says "analyze performance" that you can click on to open another window that shows everything you need to know about the engine(and craft in general). You can use this to see exactly how any changes effect the engines performance. Just play around with things until you know what each thing does and go from there
2.7 years agoAlso, be prepared for some hardcore trolling XP
2.7 years ago@Staticalliam7 lol 🥸
2.7 years agocue orchestra
Voice of The Rock:
"What can I saaaaay except, You're Welcome!"
Lol I'm glad you finally made it! You definitely deserve the recognition for your hard work. And thanks for the shout-out too! I appreciate your friendship and input in things, plus you're always fun to talk to. Let's hope you're next stop is 5k 👍
2.7 years agoAre you sure those were made by the same person? O.o
2.7 years agoWelcome to the community! That's a pretty long time to play this game without joining in the fun here, so I'm very interested in seeing what you've come up with in that time. Unfortunately, there's a limit to how many crafts/etc you can post per day, so it might take a while to post everything you want to(at least if you have a decent number of crafts to share).
Anyway, have a good time and enjoy being part of the community now!
2.7 years ago