Oh, by the way, I didn't make this. I got the link from developers' post on Steam:
The best case scenario is mid-March. We are currently focusing on a significant update for SimplePlanes so that's why it's taking a bit longer than usual. I can't wait to get back to working on the procedural rocket engines full time! (I did manage to add a visual effect for under-expansion recently: https://imgur.com/jDyC7Z1 )
Do your symptoms match this bug?
https://www.simplerockets.com/Feedback/View/QtTP7k/Mirrored-pitch-control-surface-activates-in-the-wrong-direction
If so, you'll have to wait for the next update.
Or you can "break symmetry"and set the surfaces individually.
Could runways be made of segments that conform to the local terrain? Real world runways are mostly not flat.
And in the early days of Space Shuttle, they used to land on dry lakebeds at Edwards AFB and White Sands, marked with asphalt outlines of the runways. It would be good for SR2 players to have a big, flat dry lakebed to land on until they get the skills to line up with the runway and manage their energy.
I would be surprised if there were any downstream interactions. I think each part is considered on it's own with no regard for upwash, wake, turbulence, etc.
The stock SimpleAirways aircraft has fuselages on the wings. The wing parts make lift and induced drag, and the fuselages store fuel and make the wings look rounded like actual airfoils.
I once did a sim study with some astronauts to see if we could tow Dream Chaser on a rope behind a C-17. The purpose was to get the DC on condition for a piloted approach and landing flight test. Fun project.
Turns out this design is controllable at 100m/s and perhaps even slower. I was fooled because of the bug where the elevons don't work until Stage 1 is triggered. The rotators and hinges were working, but not the winglet control surfaces, so I was underestimating the control power at low speed.
Landing at 140m/s is quite hard to do.
One could use the X, Y, and Z offsets from the CoM and tune the thruster throttles to balance an asymmetrical vehicle. But your CoM changes as fuel is burned.
@Skywylder - I don't know for certain, but I think A380 has an automatic system to pump fuel foward or back to control the CoM (in aeronautics we still often say "center of gravity or c.g.). I'm thinking they have an optimum static stability margin and minimization of trim drag.
https://en.wikipedia.org/wiki/Static_margin
@mjdfx150529 - but the devs organize the suggestions and bugs by what's actively being worked vs what's potentially later. I was just pointing out where it was on the page, not trying to predict when it would be done.
@KraZIvan - arrows are ascending and descending nodes. That's where your orbit crosses the equator[^1] of the planet you're orbiting.
If you are going to do a plane-change maneuver, those are the points to do it.
[^1] technically not equator... but the "plane of reference"... I think the equator of Droo lies in the plane of reference in this game. But in real life... not the same thing.
Oh, by the way, I didn't make this. I got the link from developers' post on Steam:
The best case scenario is mid-March. We are currently focusing on a significant update for SimplePlanes so that's why it's taking a bit longer than usual. I can't wait to get back to working on the procedural rocket engines full time! (I did manage to add a visual effect for under-expansion recently: https://imgur.com/jDyC7Z1 )
+1 5.8 years ago@mjdfx150529 - imgur 🤔
5.8 years ago@Insanity I'll allow it. 👨⚖️👍
5.8 years agoDoes the landing gear retract without tinkering for no collisions?
5.8 years agoPut this in File Explorer:
%userprofile%\AppData\LocalLow\Jundroo\SimpleRockets 2\UserData\PhotoLibrary\Images
Or copy, Win-R, paste...
+1 5.8 years agoI care less about you not caring about SR2 than you care about SR2.
5.8 years ago@mjdfx150529 - time for some pork chop plots?
+1 5.8 years agoI haven't had those particular symptoms, but I did experience some wonky stuff trying to use a Steam controller.
5.8 years ago@pedro16797 - benchmark flight sounds quite useful!
5.8 years agoI'll probably never use these, but I references take me back...
Is there no "smashing pumpkins into small piles of putrid debris"? ;)
+1 5.8 years ago@KraZIvan - it's going to be a few days. I'm out of town for the long weekend.
+1 5.8 years agoCan you share the craft files?
5.8 years agoDo your symptoms match this bug?
5.8 years agohttps://www.simplerockets.com/Feedback/View/QtTP7k/Mirrored-pitch-control-surface-activates-in-the-wrong-direction
If so, you'll have to wait for the next update.
Or you can "break symmetry"and set the surfaces individually.
@pedro16797 but it won't look like the floor of a valley.
5.8 years agoMaybe a dry lake could work procedurally like water, but be solid to land on?
5.8 years agoSome bodies have ice lakes or solid lava lakes.
General Boyd called Rogers Dry Lake: "God's gift to the Air Force."
5.8 years agoCould runways be made of segments that conform to the local terrain? Real world runways are mostly not flat.
5.8 years agoAnd in the early days of Space Shuttle, they used to land on dry lakebeds at Edwards AFB and White Sands, marked with asphalt outlines of the runways. It would be good for SR2 players to have a big, flat dry lakebed to land on until they get the skills to line up with the runway and manage their energy.
F
5.8 years ago😢
+1 5.8 years agoIt's unfortunate that they went with a space between SimpleRockets and 2 because searches pull in SimpleRockets (1) results that are irrelevant to me.
5.8 years ago{"Status":"success"}
5.8 years ago@KraZIvan - BTW... In aerodynamics, q is oftentimes the symbol for dynamic pressure (with a bar over it) or pitch-rate without a bar.
+1 5.8 years agoI would be surprised if there were any downstream interactions. I think each part is considered on it's own with no regard for upwash, wake, turbulence, etc.
+1 5.8 years agoThe stock SimpleAirways aircraft has fuselages on the wings. The wing parts make lift and induced drag, and the fuselages store fuel and make the wings look rounded like actual airfoils.
+1 5.8 years agoDid the plus sign go back the left edge where it is when no sliders are open?
5.8 years agoI once did a sim study with some astronauts to see if we could tow Dream Chaser on a rope behind a C-17. The purpose was to get the DC on condition for a piloted approach and landing flight test. Fun project.
+3 5.8 years agoYou'll need about 32 Pixies to replace the thrust of one Apex.
+1 5.8 years agoApex have the best thrust for their mass, but they have the lowest Isp in all cases, I think.
+1 5.8 years agoBetter to use a load of Pixies, I think.
All the cool aerospace engineers call them "tethers".
+2 5.8 years ago@Chancey21 from your Martin Master specs:
+3 5.8 years agoWet Mass: 41,385kg
Dry Mass: -181,176kg
🤔
Turns out this design is controllable at 100m/s and perhaps even slower. I was fooled because of the bug where the elevons don't work until Stage 1 is triggered. The rotators and hinges were working, but not the winglet control surfaces, so I was underestimating the control power at low speed.
5.8 years agoLanding at 140m/s is quite hard to do.
I put three command pods on one craft thinking the CMG moments would be additive. However, my craft doesn't seem and faster in angular acceleration.
+1 5.8 years agoOne could use the X, Y, and Z offsets from the CoM and tune the thruster throttles to balance an asymmetrical vehicle. But your CoM changes as fuel is burned.
5.8 years agoThis works as a site search bar
For example, the top hit for "search bar" is this:
5.8 years agoPlease-add-a-search-bar
@Skywylder - I don't know for certain, but I think A380 has an automatic system to pump fuel foward or back to control the CoM (in aeronautics we still often say "center of gravity or c.g.). I'm thinking they have an optimum static stability margin and minimization of trim drag.
+1 5.8 years agohttps://en.wikipedia.org/wiki/Static_margin
Just use a chip and make your own cockpit.
5.8 years ago@mjdfx150529 - but the devs organize the suggestions and bugs by what's actively being worked vs what's potentially later. I was just pointing out where it was on the page, not trying to predict when it would be done.
5.8 years agoRoadmap
Note that mod support is at the top of the R&D board.
5.8 years ago@WNP78 - I prefer the term "CDO".
+4 5.8 years agoIt's like OCD, but the letters are in alphabetical order.
At least I still have my first comment on this.
+1 5.8 years agoNice. This looks useful.
+2 5.8 years agoStart with something simpler.
Here's a fighter I did: https://youtu.be/8d-WLo_piSo
Keep a close eye on center of mass, center of lift, and center of thrust. CoL should be just a little behind CoM.
5.8 years agoSomething like this:
+1 5.8 years agoGenesis Wave
😜
@WeSeekANARCHY - have you tried using the suspension settings on the wheel parts themselves?
5.8 years agoI saw the settings, but I've been doing other things.
I have fewer problems when using shocks.
5.8 years agoI have problems with this, too.
5.8 years ago@KraZIvan - helpful reading: https://en.wikipedia.org/wiki/Orbital_node
+1 5.8 years ago@KraZIvan - arrows are ascending and descending nodes. That's where your orbit crosses the equator[^1] of the planet you're orbiting.
If you are going to do a plane-change maneuver, those are the points to do it.
[^1] technically not equator... but the "plane of reference"... I think the equator of Droo lies in the plane of reference in this game. But in real life... not the same thing.
+1 5.8 years agoAnother challenge... Land two things on Luna within 100m of each other.
5.8 years ago@Oski - yes.
5.8 years ago