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    @RikHar I figured it out. For some reason the hinge rotator's part id is changing after returning control back to the vehicle's command chip. If you rename your hinge rotator to something unique like "left-door-hinge" and the replace all your usage of the part id 386 with the expression part ID of [left-door-hinge] that should make it work. I haven't been able to reproduce the part id changing behavior with a simpler craft so I'm not sure what's causing that, but it commonly happens when crafts dock, so it's a good idea to avoid hard coded part ids anyway.

    4.2 years ago
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    I take it this happens in flight, when you are controlling the astronaut. This could be an issue with activation group replication, or if you are relying in Slider 1/Slider 2 the it could be that parts are switching from the command chip in your rover to the astronaut. Does selecting the command chip and clicking "Take Control" fix the issue?

    4.2 years ago
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    SimpleRockets.com use the same system as SimplePlanes.com for craft points. Details here. You get points for upvotes to forum posts and videos as well.

    +2 4.2 years ago
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    🍰

    +1 4.2 years ago
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    There were flight programs in the nosecones of your side boosters. Here is a version without any extra flight programs.

    4.2 years ago
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    It is possible to add Flight Programs to parts that are not Command Pods/Command Chips. This is done using the "Add Flight Program" button in the ticker panel. Unfortunately it is not easy to find a Flight Program on a non-standard part without looking at the XML (you basically have to select every part and check it's properties for an "Edit Program" button). If you can share an unlisted craft link I would be happy to take a look.

    4.2 years ago
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    I prefer A personally. I think the extra visual detail (the lines running down the length of the ship) break up the monotony that is otherwise a large flat panel.

    4.2 years ago
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    I believe the part ids changed and so needed to be updated. I fixed this by using part names to get ids.

    +1 4.2 years ago
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    They both have support for mods on PC. But I presume from your question that you are on mobile, probably android. IOS prohibits mods because the nanny state that is Apple has to review every line of code that runs on their platform. Android has recently made some technical changes that have stopped Unity mods built with mono from working, so mods won't be available for Android at least until Unity/mono resolve this issue. In other words this is completely out of the developers, and modders, hands.


    I'm not a SimplePlanes player but my understanding is that it used to support mods on Android before that platform underwent the technical change that broke mods. I also understand that SP has a few very popular mods built in. This is possible even on mobile because the mod code is included as part of the game when it is initially compiled. Normal mods are dynamically loaded at runtime which is where the technical and app store policy problems arise. Theoretically SR2 could do something like this in the future, but given there's still a lot of features to work on I suggest we have patience.

    +3 4.2 years ago
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    These two modes for velocity exist because sometimes it is useful to know your velocity relative to the surface (which is what "surf" mod shows you), and on the other hand in space it is more useful to know your velociting relative to the planet's center. If you use orbit velocity sitting on the ground you will see that you are moving at over 100 meters per second. The behavior you are seeing with regard to Vizzy is because "prograde" depends on what the user has selected in the user interface. It is unfortunate that Vizzy does not make it possible to specify which version of prograde you would like to lock to. I hope this helps.

    4.2 years ago
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    Assuming that when you said "how to add crafts to my stock system" you actually meant Planets/Moons. In planet studio you select the celestial body around which your new planet/moon will orbit, then in the "Map View" panel click the button that looks like a target reticle (strange icon choice, but the tool tip says "Add new planet"). This will prompt you to select a previously saved planetary body and place it in orbit around the currently selected body. You can then set the new celestial body's orbital parameters.


    If you actually did mean "craft." Then I don't really understand the question. Open a craft, click the blue play button, select Launch Craft. If you want to start from a different location, use the Flight Menu and click Relaunch. This will let you select a previously saved location. There's no way to select an arbitrary location to launch a craft*. So if you want to get there you've gotta fly there.


    * Technically you can do this in planet studio as well, although initial launch locations must be on the surface of the planet, not in orbit.

    +1 4.2 years ago
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    ...yes. Once two craft become docked they turn into a single craft, so flight programs running on what were previously two separate craft should be able to exchange messages.

    4.3 years ago
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    In case you are not familiar with the dot vector operator, the full name for it is dot product and it is a way of combining to vectors and getting a single number. Algebraically it involves multiplying and summing all of the components. Geometrically it is the product of the lengths of the two vectors times the cosine of the angle between them. So when the angle between them is greater than 90 degrees (i.e. one of the vectors points "away" from the other) the result is negative.

    4.3 years ago
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    If you have a PCI vector with from your position to your target's position (which you can get via [nav |Target Position|] - [nav |Position|]), then you can find the heading to that vector by projecting that vector onto the plane tangential to the surface at your position, finding the angle between the North PCI vector and your vector to target, and then if the vector is pointing "away from" the east vector you would take 360 minus the resulting angle).

    • To project a vector onto a plane defined as the plane perpendicular to your gravity vector: $vector_to_target - [ [$vector_to_target] |project| [velocity |Gravity|] ] (what this is doing is taking the vertical component of the vector and subtracting it).
    • Checking if the vector points "away" from east: if [ [$projected_vector_to_target |dot| [nav |East|]] < 0] then [ 360 - [ [$projected_vector_to_target] |angle| [nav |North|] ] ] else [ [$projected_vector_to_target] |angle| [nav |North|] ]

    4.3 years ago
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    It will be hard to figure out what is going on without seeing a screenshot of your code or being able to download your craft.

    4.3 years ago
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    @QarabinaKa @Insanity I'm not sure my improved docking port mod will be necessary here. Unless you have other reasons to want to make a connection between parts of the same craft (i.e. a robotic arm), I think simply articulating the existing docking port should work.

    +1 4.3 years ago
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    @QarabinaKa Attach one of your docking points via a hinge rotator, bind that rotator's input to a vizzy variable, and and then in vizzy after docking occurs calculate the angle required to achieve the desired alignment and set the variable accordingly.

    +1 4.3 years ago
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    🎁

    +1 4.3 years ago
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    Good luck!

    4.3 years ago
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    I think the most important thing would be that the craft be distinctive. So based on a new/original idea is definitely a one option. But on top of that, and whether it's an original or a replica of an uncommon rocket, it needs to have an attention to detail that is shown in the screenshots that will catch peoples eye.

    Also, when making replicas or realistic crafts I think some users frown on excessive use of tinker panel, but it looks like your crafts all of realistic masses and thrust levels.

    +1 4.3 years ago
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    I think the community is pretty stingy with the upvotes for simple but functional rockets. It's also pretty stingy with certain replicas because they've been done so many times (there must be 50 Falcon 9s on the site). I think most people upvotes things when the think it looks really cool/unique/distinctive, or when it looks like it took a lot of work. Most simple rockets don't look like they took a lot of effort, even if you actually put a lot of work into tuning your stages and engine parameters.

    4.3 years ago
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    I'm not sure you can download celestial bodies individually on mobile, since Planet Studio isn't currently available on mobile. However you should be able to download a planetary system by clicking the blue download button and then clicking download for mobile. This should automatically open the app and download the system.

    +1 4.3 years ago
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    @Nhonho It doesn't hurt to leave this here for others having a similar issue to find and learn from (you're not the first to make this mistake).

    +1 4.3 years ago
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    One thing to be aware of is that it is not possible for a craft to dock with itself, so if you are trying to assemble a station with multiple segments in orbit you can only dock each new component with precisely one docking port on the station. There's a suggestion to change this, and if you are on a PC there is a mod to work around it. With either the mod, or with that suggestion implemented, you could construct a robotic arm to precisely position components in order to get them docked.

    4.3 years ago
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    I don't understand the issue you are describing. Is it specific parts that you find to be off in terms of there mass? Note: fuel tank dimensions are displayed as their radius when using the resize handles in the designer, not diameter (so if you are trying to make a scale version of something, make sure you size your tanks according to radius, or one half of the diameter).

    +2 4.3 years ago
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    So, I've played around with your rover a bit, and I've come to the conclusion that the built in autopilot logic may just not work well for wheel based vehicles. The thing is the plane auto pilot is designed to bank (roll) in the direction of the desired heading, and then use pitch to change current heading to approach the target, and then return to level once the craft arrives at it's target. As it is you are basically ignoring the pitch component, which I think makes things prone to oscillation. It might be possible to use Vizzy to combine roll and pitch into a single input to the wheels such that the autopilot does the job, I'm not sure. You can improve the situation by cranking down the Proportional and Derivative autopilot settings to very low levels.

    +1 4.3 years ago
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    For getting log data out of SR2 and into a text file you can use the SR2LoggerPlus mod, assuming you're on a PC.

    +1 4.3 years ago
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    Another thing you could do is tweak the nozzles for your second stage to be more optimized for vacuum firing (i.e. use a bell nozzle with higher nozzle length. However, if your second stage is designed to return to the surface of Droo eventually this might not be advisable.

    4.3 years ago
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    Full flow staged methalox w/ max chamber pressure is pretty much as good as it gets for launch vehicles. One thing you could try to eke out a little more delta-v would be to decrease your nozzle throat sizes. A smaller nozzle throat will be more efficient but generate less thrust. Fortunately with a starting TWR of 2.4x you have thrust to spare.

    +1 4.3 years ago
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    @ANik2007 there's no excuse for pirating software. It is theft, it hurts software developers who work hard on these things, and it is against the law in many if not most jurisdictions. Situations like yours are the reason Jundroo has an educational use program. What you need to do is talk to a teacher or librarian about working with you to use SimpleRockets 2 as a tool to teach you about physics, math, computer programming, and/or history.

    +1 4.3 years ago
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    Are this sitting on the surface? If so you will need some mechanism to perfect the alignment. Docking ports must be precisely aligned down to the millimeter and fraction of a degree. In space this can be achieved because craft can drift freely, but on the surface of a planet friction and gravity get it the way.

    +1 4.3 years ago
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    The difference between bad at coding and good at coding is just knowledge and practice. The best place to start is this video tutorial series by Mrmaraunet. There's also some explanation of the different instructions and expressions on the wiki.

    4.3 years ago
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    This sounds like some kind of bug. There of been intermittent reports of such problems in the past. You should probably report it from within the game.

    4.3 years ago
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    This sounds like something a hybrid from Battlestar Galactica would say 🤣

    +1 4.3 years ago
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    Thorough answer posted in Discord.

    For anybody who hasn't joined yet/if that link doesn't work, here's an invite to the SimpleRockets Chat Discord.

    4.3 years ago
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    It's hard to tell what is going on. Probably an issue with part connections or the interaction of the physics components (pistons, shocks, rotators). It's going to be hard to debug without a link to the craft.

    +1 4.3 years ago
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    Personally I think one of the virtues of SimpleRockets 2 is that it is absent "fluff" like background graphics akin to KSP's vehicle assembly building. To me such graphics are just a distraction and hinderance when you are working on a build. If this did get added I would hope for it to be possible to disable it. In any case I think there are more significant things to work on than this.

    +2 4.3 years ago
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    1. Make sure you are running the latest version of SimpleRockets 2 (0.9.404 as of this comment)
    2. Make sure you copy the complete URL (when you click the Download button you need to copy the text in the blue outlined input box).

    The URL for planetary systems should look like: https://www.simplerockets.com/PlanetarySystems/View/{system_code}/{system_title}.

    +1 4.3 years ago
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    Good question. I'm glad you posted it and it looks like you got a good answer. Your post would be a little better with a more descriptive title like "how to transfer data between Android devices." Also if CASXA's comment answered your question you should pin it.

    +1 4.3 years ago
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    This really isn't how the game is intended to be used. There are four hollow components: cargo bays, fairings, inlets, and engine shrouds (I don't know how people use engine shrouds by I've heard it's a thing). In the designer I doubt it would be feasible to make a part this side, however, if you edit the XML you might be able to. I tested making a giant square inlet by modifying the Fuselage element of an Inlet part like so:

    <Fuselage bottomScale="1000,1000" cornerRadiuses="0,0,0,0,0,0,0,0" offset="0,1000,0" topScale="1000,1000" />

    This makes a 1km cube shaped inlet. However in the designer you can't see the part at all, and I could only launch it in orbit it in water (otherwise the part does not spawn.

    +2 4.3 years ago
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    Sorry about the &lt; that is because there is an issue with the markdown processor on this website that prevents it from displaying less than signs in code blocks, I fixed it using a unicode alternative. If you see &lt; it should be .

    If you are trying to reach a targeted craft then instead of using the distance to a lat/long/AGL converted to a PCI position, you can just use the distance from your position to your target: nav |Target Position|. The dist operator is one of the options for the operator that takes two vectors (I believe the default option show in the toolbox is dot which takes the dot product).

    +2 4.3 years ago
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    If you are going to use an if instead of a wait until then it will need to be inside of a loop.

    +1 4.3 years ago
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    You probably want to engage the brakes once your distance to the target is below a certain threshold. Assuming you have your destination as lat/long/AGL coordinates, this would look something like this:

    > wait until [ [ [nav |Position|] |dist| [convert [$your_destination_coords] to position] ] < 10 ]
    > set |Brake| to [1]
    

    +2 4.3 years ago
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    There isn't currently a way to search specifically for tags, although the text of a tag should match craft with that tag (but will also match craft without the tag but with word in the description). As far as why, the reason is that the search functionality is utilizing Google's index and search algorithm, and from Google's perspective each craft page is just a webpage, it doesn't know the difference between tags, title, or description. There is a suggestion specifically regarding this limitation that you may want to upvote. Or if you were asking about the forum as opposed to craft upvote this suggestion

    4.3 years ago
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    Since you can get part positions vector with part [$part_id] |Position| and, there's a distance operator that takes two vectors, this is pretty straightforward: [ part [$part1_id] |Position| ] |dist| [ part [$part2_id] |Position| ].

    4.3 years ago
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    This seems like a pretty helpful post. Would you consider changing the title to be title cased "How to Download a Modded Craft on Mobile" instead of all caps?

    +1 4.3 years ago
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    @Shmexysmpilot That's correct. A wait 0 will wait just until the next frame (how long that is will depend on settings and CPU).

    4.3 years ago
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    @Shmexysmpilot I suggest you pin the answer from zzazza which appears to have been the most useful to you, that way it will be easier for others who see this thread to find the answer.

    4.3 years ago
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    A note on loops (even though I realize it is not relevant for you @Shmexysmpilot). I would use stronger wording than @CodeCaptain did below: every loop (that isn't doing iterative math*) should have at least a wait for [0] seconds. The reason is this: let's say you have a loop for a gravity turn that computes a formula for pitch based on altitude and sets craft pitch. Without a wait for [0] seconds such a loop will run multiple iterations during a single frame, and within the same frame altitude will not change and therefore the value for pitch will not change, and you will have simply recomputed the exact same value for pitch several times for no reason.


    * The only reason to run multiple iterations within the same frame is if you are not calculating something directly from some game state value, but instead doing some iterative math (a.k.a. numeric methods) to solve equations with no closed form solution, such as finding Eccentric or True Anomaly from the Mean Anomaly, or dealing with some complicated differential equations.

    +2 4.3 years ago