I have a bug and i cant report it because i have a bug in the reporting system !!
1. I attach the payload but when i launch, the game tells me missing payload.
2. when i try to report, it asks me to upload the planetary system first, apart from that being odd, even after doing so, the reporting system still asks me to upload the planetary system.
I'm planning to make a series of 6 videos episodes on how I my Luna trip is automated. I'm not a vizzy pro, I probably do things in long steps because I don't know the short cuts (the proper usage of all vizzy commands and options) but it might be useful. I'm currently occupied with automated timed launch-rendezvous-dock program which I accomplished it's start and finish
That stabilisers are meant to stabilise pitch and yaw, that's why they're ineffective for roll . Roll stability factor comes from dihedral angle (wings swept up ) if one side fall (bit of roll) its projected area will be more than the other side, hence more lift until they balance
The old font ? For long time I thought there's something called A6 on the command pod information window, but it turned out to be AG . It did look spacey and all but I bet the font in SpaceX Dragon capsule is monitors is Microsoft Arial 😁
For sometime I've been trying to program the "aggressive" suicide landing burn or that's how I call it trying to eliminate the factors that work for our safety (air drag and fuel mass loss) I knew I can't deal with air drag, so I headed to fuel consumption, but turned out to involve math beyond my pay grade 😂. So currently I'm satisfied with that burn that starts with 100% and keeps reducing, after all Spacex themselves don't use full engine thrust on their landing burn
I'm far from advanced complicated builds but even though I need wires and cables in the game (for pull / data transfer) . Materials can endure pull more than push, will that help you? Would you push that suggestion either ways? I have a craft with a radar that triggers the launch and I had to connect them with struts which looks ugly comparing to cables if they were there
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.
This is great news, however i hope you don't forget the button that says "remove visual effects" for those who don't have "good enough PC" ...that would be my potato PC lol
Ugh, I wanted to save location on the asteroid to launch various crafts for testing and playing around. Going there is not easy with its tiny sphere of influence
@EUnumPluribus
looks like i'll be heading to Twitch , i do watch your videos and the inspre me to do the challenges in them, like the recent one of landing with an angle
@Gozinya
It's funny that I never calculated the perfect altitude, vizzy does it through finding the matching the orbital period which I concluded dividing Droo circumference to the orbital velocity of a craft sitting on pad.
Take it easy and enjoy the game and share that joy with us, you'll be surprised at some point that whatever load of point you keep getting is not as important as it is now. At least that's my experience
Check Sflanker latest posts he's done nice mods , I remember your (and now my) complain about not having enough information blocks, he added bunch of orbital elements blocks
Welcome to the big boys playground :) . Trending is rockets builds and a bit of vizzy (script for automated flights) but that doesn't matter (at least to me) , i have my own weird trends of building components for better rocket control and programming, there's a guy that once built a horse with walking program ! my advice is always keep an eye on videos, forum and crafts (especially crafts as the upload rate is high) doing that will open your mind/eyes for what you can/like to do
@AnotherFireFox that would be awesome but first let me tell you in short what's the purpose. during guided landing, i have 2 sliders controls, one should be pointed east and is dedicated to steer the craft N-S and the other should be pointed north and dedicated for E-W. the problem is this is difficult to maintain so if i know where they're pointing i can reassign their values . the pitch angle (engine pointing down) varies between -45 and -90
Most of the time I play the pc version withOUT steam being running. I just double click simplerockets2 short cut. I do that to reduce the load on my poor laptop, not sure if that has much significance though but technically it should
@SmurfResearchX well, there's 2 points to analyse. #1 imagine 1.01 TWR , climbing up like a turtle because 0.01 won't only be tiny acceleration but it well be virtually zero acceleration due to atmospheric drag as the rocket gains some speed. #2 what we do in life, echos in eternity (quote from The Gladiator movie) the higher vertical speed/thrust we have near the gravity center (ground) the more it reflects on the apogee height. I made a test of burning certain amount of fuel one shot in vertical ascend then another time the same amount divide in two burns with few seconds in between. The first test showed clearly higher apogee. But at a certain point, the engine mass of high TWR combined with high speed it produce within the atmosphere would take away the advantage (unless throttled down for certain period/altitude ) . I uploaded my 3 rockets, see for your self, the higher TWR with even less calculated DeltaV does better
@Dogfish5550 OK, I thought like capsule recovery from the ocean. I have a guided landing program but never tried it from orbit but NoName101 did it from orbit to the middle of the circle on ship. Check his video couple days ago
Oh wait, I get your question. We need to know where's that "equinox" star, I bet that zero point for the sun and planets are the same, if so then it's possible, probably with Pythagorus (or whatever that guy's name is) without orbital mechanics even.
@Insanity alright, I can live with that but the problem is once fins are added to any object, all the rest of its lift capability seems to vanish , not in magnitude but in position or direction
I'd have said vizzy if they were few students with good math background or else the fun class would turn into a math class. I have some ideas.
1. With the same rocket perform a certain task/mission the way they suggest and then repeat it the way it should be done so they can see the effect.
2. Show them the relation between force/mass/acceleration through engines thrust and craft mass and maybe the dummy pilot
3. Before reentry (with dummy pilot on board) reset the G meter and show them how many Gs are produced even at that high altitude with thin air since the function of drag incorporates velocity squared × air density.
4. With all your demonstrations you can have a small vizzy script to display relevant data (such as the product of velocity squared × air density)
5. Have a satellite at geostationary orbit , it would be fun to watch how they maintain relative position to the surface (you can download my GPS sandbox to save time, it already has a satellite in geostationary orbit directly above the space center and also has another satellite shot outside the solar system with 90 degrees inclination representing polaris)
The main problem is that unrealistic Gforce is allowed. However, when that issue is fixed I think they'll put 2 modes for parachutes that can be activated / controlled through staging. Once that is available, you can either activate manually or by a flight program that incorporates velocity with air density to trigger in the optimum conditions (
{ square the velocity × air density } would be the function you need )
I just landed here so I'll watch your videos on my way out, I just don't understand what you mean by "fixing" , you mean if I made a craft that's not working as I expect it to? Or make it look better? ..etc coz yeah all my crafts are ugly 😂
I suck at building things, so here's what I wanted to build. A camera vehicle, nothing fancy, just a vehicle that's stable, heavy, slow and with separate riders groups for driving / controlling the camera platform. I imagine this vehicle moving beside a jet liner before takeoff and doing all possible cinematic moves....after all, "cam" is a part of your name ;)
Fictional tuff ? Indeed, it inspires others. And reading replicas, of course, however I recommend uploading the crude version if there's any, before the final version (in terms of parts count) . I was looking for space station for my docking video and the replica I found was perfect but it crashed the game.
@swope alright. I got it now, initially it confused me that non of the 3 numbers contained altitude nor radius of orbit but now I tried to use the x and z together, they returned my semi-major (my orbit is nearly perfect circle) . Oh man thank you a lot. I hope it's OK to ask you if I have other problems
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
@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
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
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
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
@Toinkove
that's true for rockets as they devour fuel like a hungry beast, however for planes that may take hours, so baring in mind all the sophisticated options added in this simulator, a fuel dump option is just an insignificant effort. at least for planes.
@Dala1
@WhiskyRaptor
No ( . I lift it since I ran into a bigger problem of failing to report the bug. If you report it they'll respond better and faster witha solution, please let me know
@Vedhaspace
I believe the details you mentioned is fully correct (at least orbital period) the orbital period I mentioned earlier was based on trial and error but after I learned a bit about xml , I ran into that in Droo file and I guess it was exactly 14 hours
I have a bug and i cant report it because i have a bug in the reporting system !!
+4 1.9 years ago1. I attach the payload but when i launch, the game tells me missing payload.
2. when i try to report, it asks me to upload the planetary system first, apart from that being odd, even after doing so, the reporting system still asks me to upload the planetary system.
I'm planning to make a series of 6 videos episodes on how I my Luna trip is automated. I'm not a vizzy pro, I probably do things in long steps because I don't know the short cuts (the proper usage of all vizzy commands and options) but it might be useful. I'm currently occupied with automated timed launch-rendezvous-dock program which I accomplished it's start and finish
+4 4.9 years agoThat stabilisers are meant to stabilise pitch and yaw, that's why they're ineffective for roll . Roll stability factor comes from dihedral angle (wings swept up ) if one side fall (bit of roll) its projected area will be more than the other side, hence more lift until they balance
+3 4.8 years agoThe old font ? For long time I thought there's something called A6 on the command pod information window, but it turned out to be AG . It did look spacey and all but I bet the font in SpaceX Dragon capsule is monitors is Microsoft Arial 😁
+2 4.5 years agoMy stomach is full with vizzy and still didn't digest it and yoou giving us more to feed on lol . great work..thank you all
+2 4.8 years agoFor sometime I've been trying to program the "aggressive" suicide landing burn or that's how I call it trying to eliminate the factors that work for our safety (air drag and fuel mass loss) I knew I can't deal with air drag, so I headed to fuel consumption, but turned out to involve math beyond my pay grade 😂. So currently I'm satisfied with that burn that starts with 100% and keeps reducing, after all Spacex themselves don't use full engine thrust on their landing burn
+2 4.8 years agoI'm far from advanced complicated builds but even though I need wires and cables in the game (for pull / data transfer) . Materials can endure pull more than push, will that help you? Would you push that suggestion either ways? I have a craft with a radar that triggers the launch and I had to connect them with struts which looks ugly comparing to cables if they were there
+2 4.8 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 4.9 years agoThis is great news, however i hope you don't forget the button that says "remove visual effects" for those who don't have "good enough PC" ...that would be my potato PC lol
+1 1.3 years ago@SamTheFox
+1 1.6 years agoPardon my ignorance.. I thought you're talking about T.T the moon of Droo lol
@CloakPin
+1 1.6 years agoThanks for your wise words, at least my crafts and vizzy that i created in process are still intact
@Dala1
+1 1.9 years agoThank you a lot for letting me know, I can live with that bug for now that I know. I'm still not able though to report bugs :(
One BUG is bugging me is the destruction on launch for massively heavy boats. other than that..it is PERFECT
+1 2.6 years agoUgh, I wanted to save location on the asteroid to launch various crafts for testing and playing around. Going there is not easy with its tiny sphere of influence
+1 3.8 years ago@EUnumPluribus
+1 4.4 years agolooks like i'll be heading to Twitch , i do watch your videos and the inspre me to do the challenges in them, like the recent one of landing with an angle
Would love to see it , my orbital period for geo stationary satellite was 50416 but of course would love a double check
+1 4.5 years ago@Gozinya
+1 4.5 years agoIt's funny that I never calculated the perfect altitude, vizzy does it through finding the matching the orbital period which I concluded dividing Droo circumference to the orbital velocity of a craft sitting on pad.
Take it easy and enjoy the game and share that joy with us, you'll be surprised at some point that whatever load of point you keep getting is not as important as it is now. At least that's my experience
+1 4.5 years agoCheck Sflanker latest posts he's done nice mods , I remember your (and now my) complain about not having enough information blocks, he added bunch of orbital elements blocks
+1 4.5 years agoWelcome to the big boys playground :) . Trending is rockets builds and a bit of vizzy (script for automated flights) but that doesn't matter (at least to me) , i have my own weird trends of building components for better rocket control and programming, there's a guy that once built a horse with walking program ! my advice is always keep an eye on videos, forum and crafts (especially crafts as the upload rate is high) doing that will open your mind/eyes for what you can/like to do
+1 4.6 years agoI have lots of issues with vizzy handling but that's mainly because my laptop can't tolerate the game.
+1 4.7 years ago@AnotherFireFox that would be awesome but first let me tell you in short what's the purpose. during guided landing, i have 2 sliders controls, one should be pointed east and is dedicated to steer the craft N-S and the other should be pointed north and dedicated for E-W. the problem is this is difficult to maintain so if i know where they're pointing i can reassign their values . the pitch angle (engine pointing down) varies between -45 and -90
+1 4.7 years ago@KraZIvan you're welcome but thats Mrmanaut. i do have couple of vizzy videos but they are long and kinda boring
+1 4.8 years agoMost of the time I play the pc version withOUT steam being running. I just double click simplerockets2 short cut. I do that to reduce the load on my poor laptop, not sure if that has much significance though but technically it should
+1 4.8 years ago@SmurfResearchX well, there's 2 points to analyse. #1 imagine 1.01 TWR , climbing up like a turtle because 0.01 won't only be tiny acceleration but it well be virtually zero acceleration due to atmospheric drag as the rocket gains some speed. #2 what we do in life, echos in eternity (quote from The Gladiator movie) the higher vertical speed/thrust we have near the gravity center (ground) the more it reflects on the apogee height. I made a test of burning certain amount of fuel one shot in vertical ascend then another time the same amount divide in two burns with few seconds in between. The first test showed clearly higher apogee. But at a certain point, the engine mass of high TWR combined with high speed it produce within the atmosphere would take away the advantage (unless throttled down for certain period/altitude ) . I uploaded my 3 rockets, see for your self, the higher TWR with even less calculated DeltaV does better
+1 4.8 years ago@Teague
+1 4.8 years agoi'm crowxe1221 on instagram
@Dogfish5550 OK, I thought like capsule recovery from the ocean. I have a guided landing program but never tried it from orbit but NoName101 did it from orbit to the middle of the circle on ship. Check his video couple days ago
+1 4.8 years agoWhat's recovery script?
+1 4.8 years agoOh wait, I get your question. We need to know where's that "equinox" star, I bet that zero point for the sun and planets are the same, if so then it's possible, probably with Pythagorus (or whatever that guy's name is) without orbital mechanics even.
+1 4.8 years ago@Insanity alright, I can live with that but the problem is once fins are added to any object, all the rest of its lift capability seems to vanish , not in magnitude but in position or direction
+1 4.8 years ago@Probreyene yes there's a perfect point that can't be achieved but the two notches around it make tiny shift of couple of degrees within few weeks
+1 4.8 years agoI'd have said vizzy if they were few students with good math background or else the fun class would turn into a math class. I have some ideas.
+1 4.8 years ago1. With the same rocket perform a certain task/mission the way they suggest and then repeat it the way it should be done so they can see the effect.
2. Show them the relation between force/mass/acceleration through engines thrust and craft mass and maybe the dummy pilot
3. Before reentry (with dummy pilot on board) reset the G meter and show them how many Gs are produced even at that high altitude with thin air since the function of drag incorporates velocity squared × air density.
4. With all your demonstrations you can have a small vizzy script to display relevant data (such as the product of velocity squared × air density)
5. Have a satellite at geostationary orbit , it would be fun to watch how they maintain relative position to the surface (you can download my GPS sandbox to save time, it already has a satellite in geostationary orbit directly above the space center and also has another satellite shot outside the solar system with 90 degrees inclination representing polaris)
The main problem is that unrealistic Gforce is allowed. However, when that issue is fixed I think they'll put 2 modes for parachutes that can be activated / controlled through staging. Once that is available, you can either activate manually or by a flight program that incorporates velocity with air density to trigger in the optimum conditions (
+1 4.8 years ago{ square the velocity × air density } would be the function you need )
I just landed here so I'll watch your videos on my way out, I just don't understand what you mean by "fixing" , you mean if I made a craft that's not working as I expect it to? Or make it look better? ..etc coz yeah all my crafts are ugly 😂
+1 4.8 years agoI suck at building things, so here's what I wanted to build. A camera vehicle, nothing fancy, just a vehicle that's stable, heavy, slow and with separate riders groups for driving / controlling the camera platform. I imagine this vehicle moving beside a jet liner before takeoff and doing all possible cinematic moves....after all, "cam" is a part of your name ;)
+1 4.8 years agoFictional tuff ? Indeed, it inspires others. And reading replicas, of course, however I recommend uploading the crude version if there's any, before the final version (in terms of parts count) . I was looking for space station for my docking video and the replica I found was perfect but it crashed the game.
+1 4.8 years ago@swope alright. I got it now, initially it confused me that non of the 3 numbers contained altitude nor radius of orbit but now I tried to use the x and z together, they returned my semi-major (my orbit is nearly perfect circle) . Oh man thank you a lot. I hope it's OK to ask you if I have other problems
+1 4.9 years agoRoll 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
+1 4.9 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 4.9 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 4.9 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 4.9 years agoThat's too long but probably the way it's done in reality. I use different method, kinda trick .
+1 4.9 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
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
+1 4.9 years ago@McDuetchVan
+1 4.9 years agoI did beautiful one, soft touchdown from a suicide landing burn
@Toinkove
6 months agothat's true for rockets as they devour fuel like a hungry beast, however for planes that may take hours, so baring in mind all the sophisticated options added in this simulator, a fuel dump option is just an insignificant effort. at least for planes.
@Toinkove
6 months agoNo they don't, engines burn fuel, not dump or jettison it.
@SamTheFox
1.6 years agowhat is that?
This is nuts 😳
1.6 years ago@Dala1
1.9 years ago@WhiskyRaptor
No ( . I lift it since I ran into a bigger problem of failing to report the bug. If you report it they'll respond better and faster witha solution, please let me know
@Vedhaspace
2.5 years agoI believe the details you mentioned is fully correct (at least orbital period) the orbital period I mentioned earlier was based on trial and error but after I learned a bit about xml , I ran into that in Droo file and I guess it was exactly 14 hours