@Arstotzka @JSO18 Sorry for failing to follow up on your earlier thread. Pitch is based on the vector to the planet, so locking to a pitch of 90 will also point toward the planet not perpendicular to the velocity vector. What you really want here is to take the cross product of the velocity vector and the orbit normal. The cross product of two vectors is a third vector that is perpendicular two the two inputs, and which direction it points (in this case either toward the center of the orbit or away from the center of the orbit). The trick is getting the orbit normal. For orbits with an inclination near zero it is really easy: (0, 1, 0), which means the expression you need is lock heading on vector [ [ velocity |Orbit| ] |cross| [ (0, 1, 0) ] ]. However if you want this to work for inclined orbits as well you will need to rotate (0, 1, 0) around your ascending node by your inclination, and you can get your ascending node by rotating (1, 0, 0) around (0, 1, 0) by your Right Ascension. I'm sorry to say that Right Ascension isn't an orbital parameter that you can get trivially! You instead have to compute it from your Position and Velocity vectors (also called Cartesian State Vectors). One option to simplify this would be to use Vizzy++ which has an expression for getting a craft or planet's Orbit Normal, but if you cannot use mods then you could take a look at this craft which has a flight program with custom expressions to calculate these things.
Mixing PCI vectors and Lat Lon? The vector you mentioned is definitely Lat Lon so if you want to compare it with nav |Position| you will need to convert that to Lat Lon as well.
It's not a single instruction, but it's not that complicated. Because you can lock heading to a PCI vector all you need to do is lock heading to the radial vector in a loop. Assuming that by "radial" you mean away from your parent body you can just use your position vector (toward the parent body would be your position vector * -1). I'm not sure it is necessary, but I tend to normalize vectors in this case by force of habit.
Transferring fuel is very simple: select the tank you want to fill, and in the part inspector panel select the "Fill" icon (it looks like a can with a fuel drop falling into it), then select the tank you want to drain and select the "Drain" icon (it looks like a can being tipped and fuel flowing out of it). Fuel will transfer so long as the two tanks are part of the same craft (including across interstages and docking ports) without any fuel line enabled parts necessary. This works for batteries just like other fuel types. Energy transfers at a rate of one Megajoule per second, which may seem slow, but since Joules are Watt Seconds that means that it is transferring at a whopping million watts (which is 300x the continuous discharge rate of the Tesla Powerwall as a point of reference). For a little added realism SR2 should have the temperature of batteries increase as they discharge energy.
@Tweedle_Aerospace Well first off, as a volunteer moderator I don't have the ability to modify the source code of this website, so "you guys" isn't really a meaningful category here. Secondly I would speculate that the developers didn't want to deal with hosting large volumes of images from arbitrary sources. When you start letting people upload any image you run into a number of issues: users can upload arbitrarily large images, you don't have control over source image encoding so you have to validate images and possibly re-encode, there is an increased risk of copyright violations and resulting liability or having to deal with take down notices, you have to pay the storage costs and maintain network infrastructure to serve files to browsers. Services like imgur exist solely because other people don't want to have to deal with these issues, and imgur chooses to focus on that as their entire business and monetize it with ads.
You could certainly submit a suggestion to have the website support attaching files including images to forum posts. I will grant you that other forums out there do support this. However, there's a lot of things the developers could be working, and most users seem to be able to figure out how to host and embed images using the current system. So I wouldn't make this a priority if it were up to me.
The URL you are currently using: https://ibb.co/23cnDRL does return an image, it returns an HTML file, and for some reason when the webpage requests it for an image tag it actually responds with an error. You need to use an image hosting service that supports cross domain image embedding. Google Drive will not work because the URL for an image hosted in google drive returns a html page that displays the image, and the actual image URL is only temporary (it will start to return an error after a few minutes).
You basically want to maintain a certain Thrust to Weight Ratio. A rough estimate can be achieved by determining the required Thrust based on the current Mass, Gravity, and Maximum Thrust. These are all constantly changing unless you moving, and/or burning propellant. The basic equation is Throttle = (TWR * Mass * Gravity) / MaxThrust. A TWR of 1.0 is hovering, a TWR of 2 will cause you to accelerate at 1x Gravity assuming you are going straight up. As you leave the atmosphere and escape the gravitational influence of your parent body this formula becomes less useful, and what you really want to adjust for is your rate of acceleration directly (instead of as a factor of gravity as TWR does).
Your post has been removed because it appears to have broken the website rules. You can read them here. We kindly ask that you refrain from using profanity. Thanks.
Public service announcement: technically sharing that you are running an illegal copy of the game is not a violation of this sites TOS. However pirating any software is a dishonest and ethically dubious thing to do. Sites like the one @ABOUSRWAL mentioned are breaking the law in many countries. Additionally if you download software from illegitimate sources like that you are putting yourself at risk of installing malware. Lastly if you are running an illegal copy of the game you aren't going to get updates, and if you have technical issue with the old illegal version they will not be addressed by the developers.
⠀
Don't be like ABOUSRWAL. Don't put your devices at risk. Be a good person and honest person and support small independent developers like Jundroo by obtaining your games from legitimate sources.
No, there are no Lagrange points in SR2. This is because SR2 uses the patched conics model and only takes into account the gravitational influence of a single parent body at a time. Lagrange points depend on N-body physics (or at least 3-body physics) because they are only possible when the gravitational influence of two bodies work together on a third body. For example an object at the Earth L1 Lagrange point (the one between Earth and the sun), if it were traveling parallel to the earth (as an object in the L1 Lagrange point would be), and it were only being influenced by the gravity of the sun, it would have to orbit the sun faster than the Earth in order to be in a relatively circular orbit, and thus it would quickly move out of that point in between the sun and the Earth. It is only because the gravitational influence of the Earth cancelling out some portion of that of the sun's that causes the object to be able to stay in that point.
There are several ways, but if you are doing this for display purposes then the best way is to use the format expression. The format expression takes a variable number of arguments. The first argument is a composite format string (with a few limitations). The remaining arguments are parameters that will be interpolated into that format string. You can follow the link for details, but a quick TLDR: composite format strings are strings that contain place holders for values to be inserted a place holder consists of an open curly brace, a number which is the index of the value to insert, an optional format specified, and a closing curly brace. A format specifier starts with a colon which may either be followed by a letter indicating a special type of format (sometimes followed by a numeric parameter), or a custom numeric format string. Some common special format types are n which is a number with thousands separators, f which is a number without thousands separators, and e which is for scientific notations. All of these can be followed by a number specifying the number of decimal places (i.e. f2 is a number without thousands separators and with two decimal places). Custom numeric format strings generally take the form #,##0.00 or 0000.0 where # is a place holder for a digit if need and 0 is a place holder for a digit which will be present whether needed or not (i.e. it pads small numbers with leading zeros).
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To sum up: format [Example: {0:n2} {1}] [1234.5678] [meters] will return "Example: 1,234.57 meters"
You can do this using two parachutes with different sizes and a bit of Vizzy. This is why the procedural aspect of SimpleRockets 2 is so great. You don't have to wait fro the developers to give you the thing you want, you can just make it.
Can you be more specific about what your having trouble with? Are you able to get to orbit and then perform the transfer maneuvers to get to Luna? Is it just the fuel efficiency aspect that you are finding difficult?
Interesting idea. Things that could be nerfed to entice people to get the full version:
One sandbox only
Default solar system only
Saved craft limit
Crafts in flight limit
No upload/share capability
No mods
I think letting people try before they buy makes a lot of sense since it is a bummer to spend money on a game only to find out that your system or device can't really handle it.
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That said, this would take some development resources, so until we get to full functionality (planet studio and campaign mode), I think this should be back burner.
This has already been resolved. For the record: Harassing other players is not ok. Posting sexually suggestive content is not ok. Disregarding moderator warnings is not ok. Creating alternate accounts in response to a temporary or permanent bans is not ok. The duration of the ban was not meant as to be spiteful, that's just the duration of a "permanent" ban.
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Be kind. Have fun. Make rockets (and planes and satellites and rovers and boats).
@DUNIAN Yup, that's the way to do it with Vizzy. I would suggest using a while loop with no condition instead of the repeat loop which will only work a finite number of times. Also you can simplify your code using the "Zero on Deactivate" property in the Piston Input part properties settings (you have to enable "Show Hidden Properties" option in the tinker panel in order to see this).
You cannot change the value of the Slider 1 or Slider 2 inputs using an activation group without using Vizzy. If you want to use Vizzy you just have to wait until the activation group expression returns true, and then set the desired slider input. However, if you don't want to use Vizzy, there are ways to use activation groups to articulate moving parts. The easies thing to do is to set the Input value for your input controller to fixed number between -1 and 1, and then set the part's activation group to the one you want to use. If you enable hidden properties in the tinker panel you can also toggle whether the part goes back to its default position when the AG is deactivated or not. There's lots more fancy stuff you can do with input controllers, so in reality you probably won't need Vizzy.
Gravatar is a site that hosts avatar images that can be referenced by other websites based on email address (so anybody who knows your email can fetch your avatar). It is now owned by the company that owns Wordpress.com. You can read more about it on wikipedia. It is not affiliated with Jundroo.
Make things that are original/unique/distinctive. There's a lot of SpaceX Starships on the site, so it's difficult to stand out making yet another one.
Make it look good, people really appreciate attention to detail. If your craft looks like you were really meticulous and put a lot of energy, and you take really good screenshots that show that work off, people tend to respond.
When you put a lot of work in to a craft, such as your Ares I (nice launch escape system), make a forum post about it with a descriptive title, including images, and links to your video content. Don't over do this and spam the forum with quick uninteresting builds, but it's a good way to get more people to see the crafts you put a lot of work into.
When making authentic/realistic replicas do your best to avoid XML modifications and tinker panel usage that makes your dry mass wonky. If it's sci-fi I don't care what you do with tinker panel so long as it looks cool, but if it's a realistic replica rocket, or a "get payload X to orbit" type utility rocket, I feel link tinker panel tends to indicate shortcuts were taken. (note: this is just my humble opinion, other players may not care).
Lastly, just don't sweat it. Remember, your self worth is something internal to your mind. The plaudits of others is something you can't truly control. If you depend on others approval, you surrender your power over yourself to others unnecessarily. Make stuff because you like doing it, if others don't appreciate it that is up to them and should not detract from your experience.
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P.S. here's a hack I've discovered (before I became a moderator and my score became even more irrelevant to me): if you make a mod for the game that people find useful it can generate a lot of points in a short time. Plus you'll learn to code and how to use Unity in the process of doing so, which could be super useful long term. That said, coding and making mods isn't for everybody.
@SNSA @HSH That black box is a code block (monospace font, respects whitespace literally instead of using normal markdown rules). It happens when you indent your text with 4 spaces. You can learn more about it in the Post Formatting Guide
“Never depend on the admiration of others. There is no strength in it. Personal merit cannot be derived from an external source. It is not to be found in your personal associations, nor can it be found in the regard of other people. It is a fact of life that other people, even people who love you, will not necessarily agree with your ideas, understand you, or share your enthusiasms. Grow up! Who cares what other people think about you!”
― Epictetus
@HSH I think @TopGottem101fly is basically in the right here. This has no relation to the site's rules about copying. Naming your craft or making use of a common word like "Aurora" in no way makes that "your property." I don't think there is a patent and trademark office on Droo with which you could file a claim, so I think you can both freely make use of the name "Aurora" however you wish.
Vizzy is a visual programming system similar to Scratch that allows you to program your craft. You can do all sorts of things with Vizzy, making your craft move, displaying information, making aspects of your craft automatic, manipulating the camera, and much more. If you'd like to learn more I would highly recommend that you watch these videos.
The feed icon (several concentric quarter circles, this is the standard icon for RSS feeds) allows you to subscribe or unsubscribe to comments on the post (blue = subscribed, black = unsubscribed). But the subscription in this case has nothing to do with RSS, it is via website notifications, which you may also receive via email depending on your settings.
The switch to craft [0] instruction will change which craft the player is actively controlling. To use this you must specify the numeric id of the craft. if you know the name of the craft you can get the id from that (so for example if the craft is targeted, you get get its name then its id). You can also list all of the crafts around the planet if you want to try and identify it based on distance for example. Vizzy++ has an expression to get the ID of the target craft so you can skip the name->id conversion.
10 km is the distance at which other crafts that are not inside the atmosphere will be loaded such that they have a full physics model, run vizzy programs. Beyond this distance crafts will only have their positions updated based on basic orbital mechanics assuming no forces besides the gravity from the parent planet. If you set up two satellites on a perfect collision course, and then switched to control of a 3rd satellite that was more than 10 km away the first two satellites would pass right through each other without colliding. So you are correct, the extra CPU activity and consequent lag is due to loading the details of that craft (all of its parts, their state, meshes, colliders, etc.).
@hendore Here's a list of some great (IMHO) mods. (Disclaimer several of these are mods I developed or worked on)
Overload - Tool for editing hidden properties of parts and part modifiers that would otherwise require manually editing XML files.
Realistic Engine Overhaul - More fuel types and power cycle options and more realistic thrust and fuel efficiency (a must for using realistically scaled solar systems).
Real Fuel Tanks - Fuel tanks with more realistic capacity/size ratios.
Designer Tools - This is new and still a bit buggy but it adds some key features to the designer such as adding 2d images to act as guides, and an orthographic camera mode.
Real Magnets - A part mod that introduces an electro magnet. This can be used in place of docking ports and has a much better physics model.
Crew Dragon HUD - Adds a Heads Up Display like you get in the SpaceX Crew Dragon simulator to make docking easier (and adds some 3d guides).
SR2LoggerPlus - Output data using log messages and/or variables to either a file or an external program (via UDP socket).
Vizzy++ - Some additional expressions and instructions for Vizzy that either make things easier, or give you access to game internals not otherwise exposed (like detailed orbital elements).
VizzyGL - Vizzy instructions to draw 3d graphics in the flight and map view (non-physical, non-colliding, objects).
I mostly use PC/Mac and definitely prefer it to mobile. Being able to use mods makes a huge difference in what is possible, and as more mods are developed this gap will grow. I also personally prefer the mouse/keyboard UI for the designer and vizzy editor. Manually flying a craft is actually a nice experience on mobile because you have the joystick mode, but on PC you can use a real joystick/game controller. With good hardware you can also get a better graphics experience on PC/Mac. Whenever i see a super low resolution non-anti-aliased screenshot from a mobile device I cannot help but cringe.
@FLYGUY101 I think the same concept would work fine with a motor. The input constant is just the power level. And the activation group controls whether it's on or off. If you wanted to target a fixed rpm or something that would be more complicated.
There's no way to make a part truly invisible, however you can use part scale and move it inside of another part. You move parts inside of others using the move parts tool and switch the mode to "Self" instead of "Connected".
@theUSSR There is nothing in the rules about not posting links to Discord servers or YouTube channels. So long as the it is relevant to SimpleRockets 2 this kind of content is a benefit to the community. I'm sorry if there was a misunderstanding previously, but no post should have been removed solely because of a Discord/YouTube link (perhaps there was some other issue).
If by "follow a node" you mean automatically perform a burn for a maneuver node, you will want to lock the node by clicking the lock icon on map view panel, and enable auto-burn by clicking the funny icon that looks sort of like a flame coming out of a rocket nozzle. I've run into glitches where auto-burn fails, but I don't have consistent steps that reproduce this.
You can't share bare naked flight programs. The best way is to put the flight program into a command pod and share the craft. Just make sure you include a description of the flight program so people know what the heck you are sharing.
@Arstotzka @JSO18 Sorry for failing to follow up on your earlier thread. Pitch is based on the vector to the planet, so locking to a pitch of 90 will also point toward the planet not perpendicular to the velocity vector. What you really want here is to take the cross product of the velocity vector and the orbit normal. The cross product of two vectors is a third vector that is perpendicular two the two inputs, and which direction it points (in this case either toward the center of the orbit or away from the center of the orbit). The trick is getting the orbit normal. For orbits with an inclination near zero it is really easy:
+2 3.9 years ago(0, 1, 0)
, which means the expression you need islock heading on vector [ [ velocity |Orbit| ] |cross| [ (0, 1, 0) ] ]
. However if you want this to work for inclined orbits as well you will need to rotate(0, 1, 0)
around your ascending node by your inclination, and you can get your ascending node by rotating(1, 0, 0)
around(0, 1, 0)
by your Right Ascension. I'm sorry to say that Right Ascension isn't an orbital parameter that you can get trivially! You instead have to compute it from your Position and Velocity vectors (also called Cartesian State Vectors). One option to simplify this would be to use Vizzy++ which has an expression for getting a craft or planet's Orbit Normal, but if you cannot use mods then you could take a look at this craft which has a flight program with custom expressions to calculate these things.There are bugs related to burn nodes created in future orbits after a change of SOI. If you still cannot delete a burn node even though it is unlocked, then perhaps you are running into that?
3.9 years agoMixing PCI vectors and Lat Lon? The vector you mentioned is definitely Lat Lon so if you want to compare it with
3.9 years agonav |Position|
you will need to convert that to Lat Lon as well.It's not a single instruction, but it's not that complicated. Because you can lock heading to a PCI vector all you need to do is lock heading to the radial vector in a loop. Assuming that by "radial" you mean away from your parent body you can just use your position vector (toward the parent body would be your position vector
3.9 years ago* -1
). I'm not sure it is necessary, but I tend to normalize vectors in this case by force of habit.The Ansible Mod makes it possible to broadcast to other crafts within range (default is 10km when in orbit).
3.9 years agoSee also Post Formatting Guide
+2 3.9 years ago![](publicly_accessible_url_of_image)
You can use a hosting service like imgur or use the URL of a discord attachement for your image URL
+2 3.9 years agoTransferring fuel is very simple: select the tank you want to fill, and in the part inspector panel select the "Fill" icon (it looks like a can with a fuel drop falling into it), then select the tank you want to drain and select the "Drain" icon (it looks like a can being tipped and fuel flowing out of it). Fuel will transfer so long as the two tanks are part of the same craft (including across interstages and docking ports) without any fuel line enabled parts necessary. This works for batteries just like other fuel types. Energy transfers at a rate of one Megajoule per second, which may seem slow, but since Joules are Watt Seconds that means that it is transferring at a whopping million watts (which is 300x the continuous discharge rate of the Tesla Powerwall as a point of reference). For a little added realism SR2 should have the temperature of batteries increase as they discharge energy.
+3 3.9 years ago@Tweedle_Aerospace Well first off, as a volunteer moderator I don't have the ability to modify the source code of this website, so "you guys" isn't really a meaningful category here. Secondly I would speculate that the developers didn't want to deal with hosting large volumes of images from arbitrary sources. When you start letting people upload any image you run into a number of issues: users can upload arbitrarily large images, you don't have control over source image encoding so you have to validate images and possibly re-encode, there is an increased risk of copyright violations and resulting liability or having to deal with take down notices, you have to pay the storage costs and maintain network infrastructure to serve files to browsers. Services like imgur exist solely because other people don't want to have to deal with these issues, and imgur chooses to focus on that as their entire business and monetize it with ads.
You could certainly submit a suggestion to have the website support attaching files including images to forum posts. I will grant you that other forums out there do support this. However, there's a lot of things the developers could be working, and most users seem to be able to figure out how to host and embed images using the current system. So I wouldn't make this a priority if it were up to me.
3.9 years agoThe URL you are currently using: https://ibb.co/23cnDRL does return an image, it returns an HTML file, and for some reason when the webpage requests it for an image tag it actually responds with an error. You need to use an image hosting service that supports cross domain image embedding. Google Drive will not work because the URL for an image hosted in google drive returns a html page that displays the image, and the actual image URL is only temporary (it will start to return an error after a few minutes).
3.9 years agoYou basically want to maintain a certain Thrust to Weight Ratio. A rough estimate can be achieved by determining the required Thrust based on the current Mass, Gravity, and Maximum Thrust. These are all constantly changing unless you moving, and/or burning propellant. The basic equation is
3.9 years agoThrottle = (TWR * Mass * Gravity) / MaxThrust
. A TWR of 1.0 is hovering, a TWR of 2 will cause you to accelerate at 1x Gravity assuming you are going straight up. As you leave the atmosphere and escape the gravitational influence of your parent body this formula becomes less useful, and what you really want to adjust for is your rate of acceleration directly (instead of as a factor of gravity as TWR does).I appreciate that you're just testing things out, but I'm removing it as it doesn't really add any value for the community.
4.0 years agoVizzy on Non Controlled Craft - What Works and What Doesn't
4.0 years agoYour post has been removed because it appears to have broken the website rules. You can read them here. We kindly ask that you refrain from using profanity. Thanks.
4.1 years ago@Orbit absolutely it is wrong to pirate software no matter what. I just wanted to reiterate that there are many reasons not to do this.
+4 4.1 years agoPublic service announcement: technically sharing that you are running an illegal copy of the game is not a violation of this sites TOS. However pirating any software is a dishonest and ethically dubious thing to do. Sites like the one @ABOUSRWAL mentioned are breaking the law in many countries. Additionally if you download software from illegitimate sources like that you are putting yourself at risk of installing malware. Lastly if you are running an illegal copy of the game you aren't going to get updates, and if you have technical issue with the old illegal version they will not be addressed by the developers.
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Don't be like ABOUSRWAL. Don't put your devices at risk. Be a good person and honest person and support small independent developers like Jundroo by obtaining your games from legitimate sources.
+15 4.1 years agoNo, there are no Lagrange points in SR2. This is because SR2 uses the patched conics model and only takes into account the gravitational influence of a single parent body at a time. Lagrange points depend on N-body physics (or at least 3-body physics) because they are only possible when the gravitational influence of two bodies work together on a third body. For example an object at the Earth L1 Lagrange point (the one between Earth and the sun), if it were traveling parallel to the earth (as an object in the L1 Lagrange point would be), and it were only being influenced by the gravity of the sun, it would have to orbit the sun faster than the Earth in order to be in a relatively circular orbit, and thus it would quickly move out of that point in between the sun and the Earth. It is only because the gravitational influence of the Earth cancelling out some portion of that of the sun's that causes the object to be able to stay in that point.
+3 4.1 years agodouble post 😕
4.1 years agoThere are several ways, but if you are doing this for display purposes then the best way is to use the
format
expression. Theformat
expression takes a variable number of arguments. The first argument is a composite format string (with a few limitations). The remaining arguments are parameters that will be interpolated into that format string. You can follow the link for details, but a quick TLDR: composite format strings are strings that contain place holders for values to be inserted a place holder consists of an open curly brace, a number which is the index of the value to insert, an optional format specified, and a closing curly brace. A format specifier starts with a colon which may either be followed by a letter indicating a special type of format (sometimes followed by a numeric parameter), or a custom numeric format string. Some common special format types aren
which is a number with thousands separators,f
which is a number without thousands separators, ande
which is for scientific notations. All of these can be followed by a number specifying the number of decimal places (i.e.f2
is a number without thousands separators and with two decimal places). Custom numeric format strings generally take the form#,##0.00
or0000.0
where#
is a place holder for a digit if need and0
is a place holder for a digit which will be present whether needed or not (i.e. it pads small numbers with leading zeros).⠀
To sum up:
+2 4.1 years agoformat [Example: {0:n2} {1}] [1234.5678] [meters]
will return "Example: 1,234.57 meters"You can do this using two parachutes with different sizes and a bit of Vizzy. This is why the procedural aspect of SimpleRockets 2 is so great. You don't have to wait fro the developers to give you the thing you want, you can just make it.
+4 4.1 years agoCan you be more specific about what your having trouble with? Are you able to get to orbit and then perform the transfer maneuvers to get to Luna? Is it just the fuel efficiency aspect that you are finding difficult?
4.1 years ago@HSH then it should be really easy, just click the download on mobile link.
+1 4.1 years agoInteresting idea. Things that could be nerfed to entice people to get the full version:
I think letting people try before they buy makes a lot of sense since it is a bummer to spend money on a game only to find out that your system or device can't really handle it.
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That said, this would take some development resources, so until we get to full functionality (planet studio and campaign mode), I think this should be back burner.
+7 4.1 years agoThis has already been resolved. For the record: Harassing other players is not ok. Posting sexually suggestive content is not ok. Disregarding moderator warnings is not ok. Creating alternate accounts in response to a temporary or permanent bans is not ok. The duration of the ban was not meant as to be spiteful, that's just the duration of a "permanent" ban.
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Be kind. Have fun. Make rockets (and planes and satellites and rovers and boats).
+3 4.1 years ago@DUNIAN Yup, that's the way to do it with Vizzy. I would suggest using a
+2 4.1 years agowhile
loop with no condition instead of therepeat
loop which will only work a finite number of times. Also you can simplify your code using the "Zero on Deactivate" property in the Piston Input part properties settings (you have to enable "Show Hidden Properties" option in the tinker panel in order to see this).You cannot change the value of the Slider 1 or Slider 2 inputs using an activation group without using Vizzy. If you want to use Vizzy you just have to wait until the activation group expression returns true, and then set the desired slider input. However, if you don't want to use Vizzy, there are ways to use activation groups to articulate moving parts. The easies thing to do is to set the
+3 4.1 years agoInput
value for your input controller to fixed number between -1 and 1, and then set the part's activation group to the one you want to use. If you enable hidden properties in the tinker panel you can also toggle whether the part goes back to its default position when the AG is deactivated or not. There's lots more fancy stuff you can do with input controllers, so in reality you probably won't need Vizzy.Gravatar is a site that hosts avatar images that can be referenced by other websites based on email address (so anybody who knows your email can fetch your avatar). It is now owned by the company that owns Wordpress.com. You can read more about it on wikipedia. It is not affiliated with Jundroo.
+1 4.1 years ago@MagellanAerospace Here's a few thoughts:
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P.S. here's a hack I've discovered (before I became a moderator and my score became even more irrelevant to me): if you make a mod for the game that people find useful it can generate a lot of points in a short time. Plus you'll learn to code and how to use Unity in the process of doing so, which could be super useful long term. That said, coding and making mods isn't for everybody.
+1 4.1 years ago@SNSA @HSH That black box is a code block (monospace font, respects whitespace literally instead of using normal markdown rules). It happens when you indent your text with 4 spaces. You can learn more about it in the Post Formatting Guide
4.1 years agoIndeed, this is SimpleRockets not SimpleDrama.
+8 4.1 years ago
@HSH I think @TopGottem101fly is basically in the right here. This has no relation to the site's rules about copying. Naming your craft or making use of a common word like "Aurora" in no way makes that "your property." I don't think there is a patent and trademark office on Droo with which you could file a claim, so I think you can both freely make use of the name "Aurora" however you wish.
4.1 years agoPlease don't spam the forums with meaningless posts.
4.2 years agoVizzy is a visual programming system similar to Scratch that allows you to program your craft. You can do all sorts of things with Vizzy, making your craft move, displaying information, making aspects of your craft automatic, manipulating the camera, and much more. If you'd like to learn more I would highly recommend that you watch these videos.
+2 4.2 years agoThe profile pics on this website are managed via Gravatar based on the email used to register here.
+3 4.2 years agoThe build id is part of the URL for the craft, which you can find in the location bar of your browser. For example, the build id for this craft: https://www.simplerockets.com/c/g7k0Ls/100km-fastmen-gg-1-working-Space-debris-sonar is
g7k0Ls
.The feed icon (several concentric quarter circles, this is the standard icon for RSS feeds) allows you to subscribe or unsubscribe to comments on the post (blue = subscribed, black = unsubscribed). But the subscription in this case has nothing to do with RSS, it is via website notifications, which you may also receive via email depending on your settings.
+1 4.2 years agoThe actual reason why mods don't work on android is explained here.
4.2 years agoThe
+2 4.2 years agoswitch to craft [0]
instruction will change which craft the player is actively controlling. To use this you must specify the numeric id of the craft. if you know the name of the craft you can get the id from that (so for example if the craft is targeted, you get get its name then its id). You can also list all of the crafts around the planet if you want to try and identify it based on distance for example.Vizzy++ has an expression to get the ID of the target craft so you can skip the name->id conversion.
1km is the distance where crafts within the atmosphere get loaded.
4.2 years ago10 km is the distance at which other crafts that are not inside the atmosphere will be loaded such that they have a full physics model, run vizzy programs. Beyond this distance crafts will only have their positions updated based on basic orbital mechanics assuming no forces besides the gravity from the parent planet. If you set up two satellites on a perfect collision course, and then switched to control of a 3rd satellite that was more than 10 km away the first two satellites would pass right through each other without colliding. So you are correct, the extra CPU activity and consequent lag is due to loading the details of that craft (all of its parts, their state, meshes, colliders, etc.).
4.2 years ago@hendore Here's a list of some great (IMHO) mods. (Disclaimer several of these are mods I developed or worked on)
Not actually, a mod but also useful is the Craft Resize Tool
+4 4.2 years agoI mostly use PC/Mac and definitely prefer it to mobile. Being able to use mods makes a huge difference in what is possible, and as more mods are developed this gap will grow. I also personally prefer the mouse/keyboard UI for the designer and vizzy editor. Manually flying a craft is actually a nice experience on mobile because you have the joystick mode, but on PC you can use a real joystick/game controller. With good hardware you can also get a better graphics experience on PC/Mac. Whenever i see a super low resolution non-anti-aliased screenshot from a mobile device I cannot help but cringe.
+4 4.2 years agoMake you URL a link like this:
[link text](https://your-url-here/)
Here's a link to your subreddit
+1 4.2 years ago@FLYGUY101 I think the same concept would work fine with a motor. The input constant is just the power level. And the activation group controls whether it's on or off. If you wanted to target a fixed rpm or something that would be more complicated.
4.2 years agoThis question is not appropriate for this forum.
4.2 years agoThere's no way to make a part truly invisible, however you can use part scale and move it inside of another part. You move parts inside of others using the move parts tool and switch the mode to "Self" instead of "Connected".
4.2 years ago98% MacOS, 1% Windows, 1% iPad
4.2 years ago@theUSSR There is nothing in the rules about not posting links to Discord servers or YouTube channels. So long as the it is relevant to SimpleRockets 2 this kind of content is a benefit to the community. I'm sorry if there was a misunderstanding previously, but no post should have been removed solely because of a Discord/YouTube link (perhaps there was some other issue).
+2 4.2 years agoAlso, welcome to the SimpleRockets 2 community 🚀.
+2 4.2 years ago