Roll information is a problem, I bet even roll control is a problem, I had to build mechanism that changes the orientation of the command chip to get information like target bearing...etc. I hope they add more craft information in vizzy soon
I've made one in my crafts, called " SR2 tracking radar " , it tracks any satellite you select and return azimuth and altitude. Until now it's just a fancy useless thing but now it's equipped with a connector to rockets to launch when the desired satellite to rendezvous with is in the proper position to start the launch. If I accomplish this, I'll just add my auto docking to the payload
Why do you specify a certain amount of delta V for a specific maneuver? I tell the rocket what to do and that's what it should do. I know I don't do circularization the classic way (mine is easier but not used by space agencies) . It doesn't give more than couple of kilometers difference between apogee and perigee but it does crazy spin in process that I prefer to do it without first stage weight.
It works but it takes around 40 min or 20 min with fast forward (only during the less sensitive parts) . Inaccuracy was the key to success . My main problem was when to slow down, so I took advantage of the inaccuracy of homing and make that a trigger for backward translation. The aiming is based on the "input" value of pitch and yaw as the craft is pointed prograde but locked on target it sends input values to vizzy. I then lock heading to non/prograde and use those input values for translation. That's it. If I was better vizzy programmer, it would have been even better.
@CasualCrusade
I realised that after doing my first luna gravity assist, I realised I need more delta v than when I do my Mars burn from Droo . I can't exactly grasp the mechanism or concept that makes less perigee to be more effective at injection burn
That sounds close to what I would have done until I came to the idea of revolving command chip (the basic principle of the SR2 radars) , I use the window parameter you mentioned , 30 degrees. I include the radar in my craft , find the direction to Luna and then measures the remaining angle (if you just missed the window by 5 degrees then you'll need Droo to rotate 355 degrees) I add around 7 degrees before the launch window (time to orbit). Based on the angle remaining and the length of lunar day, I order a time wrap and launch. The rest is easy but full with tiny obstacles that sometimes don't appear until I encounter them by accident through varying conditions
@TopSecret2 but then I'll only have that information during noon . Anyway, I've built the required constellation sandbox and the device as craft with instructions when it starts. It nicely accurate unless the ground is uneven
@McDuetchVan that's amazing I handled the engines thing the same as you reading the trigger line, I give it an early start of 2 seconds epically for bigger engines. And as for the hover instead of touch down, I fool the program by feeding it AGL less than the actual by couple meters, that's of course after determining the command chip AGL while stand still
@pedro16797 maybe I've done something the wrong way because the orbits toggle off in the other games but not when I start ESS, but hey if it's just me then at least I know I gotta play around with options and probably trying to install it again
I already put the 2 satellites in the proper position. And just a clarification, the polaris satellite is a craft that already departed the solar system at 33 km/s with inclination 90
I have an issue with ESS , of course it was a bless to go to other planets moon, something I dreamed of since I got this game but there's some bugs
1. Other crafts orbit doesn't toggle off
2. Planets/moons are a little bit dark during day time and can't enjoy the wonderful details that you put in.
That's too long but probably the way it's done in reality. I use different method, kinda trick .
1. While prograde If perigee more than 500m , cut off thrust
2. Time to apogee ÷ orbit period × 360 = the angle remaining to apogee
3.thrust to 2~4% and Dip down the craft pitch below zero by the value from previous line. Now you'd be pointing your thrust vector perpendicular on the major axis, increasing perigee while relatively not reducing apogee
4. If apogee - perigee < 500m cut off engines
I agree, there should be a command in vizzy called "use command chip pilot sitting" . I wanted to upload crafts but they required special autopilot sittings so I didn't because it will only piss off those who download it
I know another guy did it as well as me. I can give you the program and you can downland my navigation device "LWFAL" from my page which finds the launch window and timewrap towards it and launch. Or you can do full throttle from stable Droo orbit with 36,000 km apogee. From there it's easy, watch my video "The Luna job automated"
That's the question that I've been asking and I think I received answers that I didn't understand. We need the experienced folks to explain these things...preferably in simple English
@TopSecret2 we still didn't try having the command chip right on the CG , I believe this will stop the swaying , but as for the almost perfect circular orbit I wouldn't worry if my perigee switched with apogee when it's couple of 100 m difference, I don't think it matters even in real space travel
@pedro16797 I just wanted that stage2 continues on its program to orbit while stage1 performs return and landing program but they'd be disconnected at that point. I'm not even sure what's the use for 2 chips on same rocket if not something like that (which I did fail to achieve)
@pedro16797 I just wanted that stage2 continues on its program to orbit while stage1 performs return and landing program but they'd be disconnected at that point. I'm not even sure what's the use for 2 chips on same rocket if not something like that (which I did fail to achieve)
@Panthadroo can we do that broadcast thing? I thought it allow us to manage control through multiple command chips but I couldn't make use of that. Please tell me it's possible...and of course, how? :)
I did some good work with vizzy too but I'm sure I'm using complicated lines to compensate for my lack of knowledge with vizzy. That being said, I hope you can explain your following segment in simple English "subsytem to keep variables up to date, and then reference those in memory variables rather than calls to craft properties"
@NoIDontWanna oh ok i got it, well i said the rotation "feeds in" velocity to the calculation, the orbit itself doesn't change. it the display because the speed feed comes from the capsule , if a rocket has command chip exactly in the center of mass then rotation will not affect the displayed orbit. and regarding minimum orbit i think it's not more than 58.25 km , never decayed above that unless it require several hours/days which i never done
I think the lowest orbit is between 58 exactly and 58.25 , I'm sure it was 58.25 but recently I think it no decay happened above 58 . The orbit nodes flickering can happen (even in less perfect circular orbits) when the RCS is on or when you change orientation even by gyro as it tends to swivel the command pod/chip around thus feeds in increase/decrease in velocity and its vector into the calculations that displays the orbit. That's my hypothesis. Not sure if it's correct.
You'll need 2 lines , a trigger and control. Trigger is the minimum time remaining to touch the ground with engines at full thrust. Time to bleed the vertical speed to zero , and how fast can we bleed the speed (acceleration) = max thrust ÷ craft mass . So you divide vertical speed to that. That's your time ability , time allowed is the average speed until full stop which means vertical velocity ÷ 2 . Now I must say I sometimes don't understand things that I wrote few days earlier but if you look at my program you'll get idea
@Enroy
alright, i'm there but the drop down menu is set to "NONE - Opt out of all beta programs" and has no other option :( ...... oh wait , i closed the game and now got "beta public beta testing" and there's something downloading
Roll information is a problem, I bet even roll control is a problem, I had to build mechanism that changes the orientation of the command chip to get information like target bearing...etc. I hope they add more craft information in vizzy soon
+2 5.1 years agoI've made one in my crafts, called " SR2 tracking radar " , it tracks any satellite you select and return azimuth and altitude. Until now it's just a fancy useless thing but now it's equipped with a connector to rockets to launch when the desired satellite to rendezvous with is in the proper position to start the launch. If I accomplish this, I'll just add my auto docking to the payload
+1 5.1 years agoWhy do you specify a certain amount of delta V for a specific maneuver? I tell the rocket what to do and that's what it should do. I know I don't do circularization the classic way (mine is easier but not used by space agencies) . It doesn't give more than couple of kilometers difference between apogee and perigee but it does crazy spin in process that I prefer to do it without first stage weight.
5.1 years agoThe craft is released and continuously ceiling enhanced to my best. When I'm tired of it I'll move to next challenge... rendezvous and dock 😈😈😈
5.1 years ago@Rizkyman I do have that program and required device, check my craft uploads
5.1 years agoIt works but it takes around 40 min or 20 min with fast forward (only during the less sensitive parts) . Inaccuracy was the key to success . My main problem was when to slow down, so I took advantage of the inaccuracy of homing and make that a trigger for backward translation. The aiming is based on the "input" value of pitch and yaw as the craft is pointed prograde but locked on target it sends input values to vizzy. I then lock heading to non/prograde and use those input values for translation. That's it. If I was better vizzy programmer, it would have been even better.
+2 5.1 years ago@Rizkyman i dont know much orbital mechanics , just let me know what script you need and i may have it in my list
5.1 years ago@Rizkyman fifth UpVote means will do the video soon
5.1 years agoLol , I'd have contributed earlier
5.1 years ago@CasualCrusade
5.1 years agoI realised that after doing my first luna gravity assist, I realised I need more delta v than when I do my Mars burn from Droo . I can't exactly grasp the mechanism or concept that makes less perigee to be more effective at injection burn
That sounds close to what I would have done until I came to the idea of revolving command chip (the basic principle of the SR2 radars) , I use the window parameter you mentioned , 30 degrees. I include the radar in my craft , find the direction to Luna and then measures the remaining angle (if you just missed the window by 5 degrees then you'll need Droo to rotate 355 degrees) I add around 7 degrees before the launch window (time to orbit). Based on the angle remaining and the length of lunar day, I order a time wrap and launch. The rest is easy but full with tiny obstacles that sometimes don't appear until I encounter them by accident through varying conditions
5.1 years ago@Jaime731 only the system start up and the Luna DeOrbit/landing . We don't wanna rocket launch or land when we're not paying attention
5.1 years ago@TopSecret2 but then I'll only have that information during noon . Anyway, I've built the required constellation sandbox and the device as craft with instructions when it starts. It nicely accurate unless the ground is uneven
5.1 years ago@McDuetchVan that's amazing I handled the engines thing the same as you reading the trigger line, I give it an early start of 2 seconds epically for bigger engines. And as for the hover instead of touch down, I fool the program by feeding it AGL less than the actual by couple meters, that's of course after determining the command chip AGL while stand still
+1 5.1 years ago@Jaime731 unfortunately I can't select targets as crafts, only planets 😭 , this doesn't make any sense. Why not crafts?
5.2 years ago@Jaime731 Jamie...You're the man 👍👍👍👍👍👍👍👍👍👍
5.2 years ago@Jaime731
5.2 years agoI thought I didn't see it but in fact it doesn't exist. You're talking about another game
@Jaime731 wow man, you're my hero. Where can I find it
5.2 years ago@pedro16797 maybe I've done something the wrong way because the orbits toggle off in the other games but not when I start ESS, but hey if it's just me then at least I know I gotta play around with options and probably trying to install it again
5.2 years agoI already put the 2 satellites in the proper position. And just a clarification, the polaris satellite is a craft that already departed the solar system at 33 km/s with inclination 90
+1 5.2 years ago@AwesomeCronk I'm with you, let's wait and see, either someone shows us where's the trick or vizzy upgrade solves this
5.2 years agoI have an issue with ESS , of course it was a bless to go to other planets moon, something I dreamed of since I got this game but there's some bugs
5.2 years ago1. Other crafts orbit doesn't toggle off
2. Planets/moons are a little bit dark during day time and can't enjoy the wonderful details that you put in.
@DPSAircraft
5.2 years agoThe tinker panel gives additional option to program a part, which is again useless same as a programmed chip not being set to primary
@DPSAircraft what's that and how can I find it?
5.2 years agoThat's too long but probably the way it's done in reality. I use different method, kinda trick .
+1 5.2 years ago1. While prograde If perigee more than 500m , cut off thrust
2. Time to apogee ÷ orbit period × 360 = the angle remaining to apogee
3.thrust to 2~4% and Dip down the craft pitch below zero by the value from previous line. Now you'd be pointing your thrust vector perpendicular on the major axis, increasing perigee while relatively not reducing apogee
4. If apogee - perigee < 500m cut off engines
I agree, there should be a command in vizzy called "use command chip pilot sitting" . I wanted to upload crafts but they required special autopilot sittings so I didn't because it will only piss off those who download it
5.2 years agoI know another guy did it as well as me. I can give you the program and you can downland my navigation device "LWFAL" from my page which finds the launch window and timewrap towards it and launch. Or you can do full throttle from stable Droo orbit with 36,000 km apogee. From there it's easy, watch my video "The Luna job automated"
5.2 years agoThat's the question that I've been asking and I think I received answers that I didn't understand. We need the experienced folks to explain these things...preferably in simple English
5.2 years ago@Nethereal is that the create variable thing? I was suffering until I knew how to do it . It's awesome, is this what you're referring to?
5.2 years ago@TopSecret2 we still didn't try having the command chip right on the CG , I believe this will stop the swaying , but as for the almost perfect circular orbit I wouldn't worry if my perigee switched with apogee when it's couple of 100 m difference, I don't think it matters even in real space travel
5.2 years ago@pedro16797 I just wanted that stage2 continues on its program to orbit while stage1 performs return and landing program but they'd be disconnected at that point. I'm not even sure what's the use for 2 chips on same rocket if not something like that (which I did fail to achieve)
5.2 years ago@pedro16797 I just wanted that stage2 continues on its program to orbit while stage1 performs return and landing program but they'd be disconnected at that point. I'm not even sure what's the use for 2 chips on same rocket if not something like that (which I did fail to achieve)
5.2 years ago@pedro16797 I just didn't wanna flood that section with something that's already there. Thanks man, I'll do it
5.2 years ago@Panthadroo can we do that broadcast thing? I thought it allow us to manage control through multiple command chips but I couldn't make use of that. Please tell me it's possible...and of course, how? :)
5.2 years agoI did some good work with vizzy too but I'm sure I'm using complicated lines to compensate for my lack of knowledge with vizzy. That being said, I hope you can explain your following segment in simple English "subsytem to keep variables up to date, and then reference those in memory variables rather than calls to craft properties"
5.2 years ago@NoIDontWanna oh ok i got it, well i said the rotation "feeds in" velocity to the calculation, the orbit itself doesn't change. it the display because the speed feed comes from the capsule , if a rocket has command chip exactly in the center of mass then rotation will not affect the displayed orbit. and regarding minimum orbit i think it's not more than 58.25 km , never decayed above that unless it require several hours/days which i never done
5.2 years ago@NoIDontWanna can't understand fragmented phrases
5.2 years ago@NoIDontWanna not sure which point are you referring to !
5.2 years agoI think the lowest orbit is between 58 exactly and 58.25 , I'm sure it was 58.25 but recently I think it no decay happened above 58 . The orbit nodes flickering can happen (even in less perfect circular orbits) when the RCS is on or when you change orientation even by gyro as it tends to swivel the command pod/chip around thus feeds in increase/decrease in velocity and its vector into the calculations that displays the orbit. That's my hypothesis. Not sure if it's correct.
5.2 years agoYou'll need 2 lines , a trigger and control. Trigger is the minimum time remaining to touch the ground with engines at full thrust. Time to bleed the vertical speed to zero , and how fast can we bleed the speed (acceleration) = max thrust ÷ craft mass . So you divide vertical speed to that. That's your time ability , time allowed is the average speed until full stop which means vertical velocity ÷ 2 . Now I must say I sometimes don't understand things that I wrote few days earlier but if you look at my program you'll get idea
+1 5.2 years ago@McDuetchVan
+1 5.2 years agoI did beautiful one, soft touchdown from a suicide landing burn
@Enroy
5.9 years agoalright, i'm there but the drop down menu is set to "NONE - Opt out of all beta programs" and has no other option :( ...... oh wait , i closed the game and now got "beta public beta testing" and there's something downloading
i'm still on V 6.9.2 ! how do i get the update ?
5.9 years ago