After testing shuttle like ship, it appears to me that nav sphere is not coherent with plane like control, it should be more like Simple planes for these kind of craft, maybe tacking an option on command pod to make it rocket or spaceplane
After testing shuttle like ship, it appears to me that nav sphere is not coherent with plane like control, it should be more like Simple planes for these kind of craft, maybe tacking an option on command pod to make it rocket or spaceplane
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Regarding the new airplane control via the nav-circle.
Airplanes and rockets are controlled differently and depend on the cockpit having an accurate "Configuration" setting (Rocket/Plane). It also depends on the pilot orientation being correct (also defined from the cockpit).
A significant number of planes have their cockpit set to "rocket" and therefore will not control properly with the new update. Airplanes need to have their cockpit setup as "Plane".
Also an issue is that some craft that are set as a plane do not have the pilot orientation set correctly (often upside-down). The command pod/chip typically should have the pilot orientation set with respect to the arrow in the designer being forward, and up being...up. You can check this by clicking "Adjust Pilot Orientation" in the command pod's designer properties, and usually just click "Set Default." An issue you may run into when adjusting this is that you have reassigned/inverted controls to work with the pilot being upside-down/sideways, etc, then you may have to adjust wing control surfaces after adjusting pilot orientation.
Note: Having a non-standard pilot orientation isn't necessarily "wrong", the autopilot will work as long as it makes sense for your aircraft.
If the craft is oriented properly and just needs to be set to airplane, it can be fixed by making sure the "Reorient On Config Change" is disabled and then changing to "Plane".
Some recent examples of planes that will not control properly are...
Setup as a rocket (these will not work): Pigpen 2.0, Boeing 787, Hawker Hunter fga.71 (WoF), Merso's A-190-0 Linorah, Dougless SBD Dauntless Dive Bomber, B-17 Flying Fortress Improved, F5-D Tomcat, Buran space shuttle
Setup as plane but pilot isn't oriented correctly (won't work): Boeing KC-135A Vomit Comet, Tupolev Tu-154, WAF T-75 'Seir', Simple F-16
Setup correctly! Lechita Calquin v3, K-27 Thunder III
Tagging those whose planes are linked so they can have an opportunity to fix them...@Planez717, @diegoavion84, @MarioG, @Adlll, @merasmusthewizard, @GrayStar, @Bmcclory, @VirtualRiot
And, congrats to @nico412, @kell for the planes in my brief survey which were setup correctly :)
I think a bank-angle limiter would be useful. When I tried the airplane control and changed the heading, my airplane banked to 90 degrees. Hopefully Vizzy will make it possible to tweak how the autopilot works.
Is there any way to switch from rocket mode to plane mode mid-flight (ie space shuttle)? @andrewgarrison @philiptarpley
The manual controls work like aircraft do trips from SimplePlanes.
Click on the lock icon @Portalmaker
@PhilipTarpley Now manual control is nearly impossible if you've used the autopilot. Is there a way to turn it off midflight?
OK
@Valencia, @kell You can also adjust those settings while flying in the "Flight View" panel...makes it easier since you get immediate feedback. Then you can go into the designer to apply the settings.
Select the command chip/pod and under the “auto pilot” tab. @Valencia
@Kell Where can I do that?
You need to decrease the “proportional” and “derivative” @Valencia
I don't feel like it can handle more than mach .75 it seems to just wobble bad after that point with any surface movement.
@nico412 el único que funciona bien jajaja
@pedro16797 que paso?
@PhilipTarpley OMG thanks!
@nico412 que pelotudo
@Kell It flies beautifully with the new auto-pilot, good job :)
What about my plane QAQ @PhilipTarpley
@pedro16797 For this task I am not working on separating the input bindings for translation. I will look into it, though.
Having them by default in u,i,o,j,k,l would be great, iirc that's where those are binded in other simulation games
@PhilipTarpley in the most recent comments in this post you were talking with swope about binding translation inputs to independent keys and not necessarily the same than rotation inputs
@pedro16797 Can you elaborate? Not sure what you mean.
@PhilipTarpley are bindable translation keys coming with this or not?
@PhilipTarpley - several suggestions have been made to have separate translation bindings. E.g. https://www.simplerockets.com/Feedback/View/FU2988/Separate-RCS-translation-and-rotation-controls-on-controller-input-settings
I think the translation axes are obvious ones, but sometimes I think users should be able to add arbitrary axes as they need. E.g. a robotic arm may have a local X,Y,Z to grapple satellites. (Doing the inverse kinectics might be better as a mod than a core feature).
@swope Yeah, the nav sphere needs the capability to bank/pitch to change the heading instead of relying on yaw, for airplanes.
Regarding the translation inputs, that would be a good idea...I'm not sure if there is a suggestion for that yet, but if not feel free to make one. I actually didn't even realize they didn't have their own bindable inputs until a couple weeks ago.