I’m working on a fully reusable auto-orbit rocket and am a little stuck. I’ve mostly figured out the auto-orbit (but it is very fragile and janky) and am just polishing it, but i’m stuck on the booster return. Idk how to automatically switch to it without using “switch to craft: ID) Ty in advance :3
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11.0k deepfriedfrenchtoast
@Fyrem0th that number also changes depending on how many crafts are in the SOI of the planet, Making it pretty much useless.
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907 Skye93
@deepfriedfrenchtoast yeah, so you have to use the annoying number that appears after the name on spent stages, which is really impractical lol
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387 CloakPin
@Fyrem0th
I believe you need to use the name of the craft after it separates from the main command pod.
If you launch the craft and check its name in the map view, youll see that the main craft and separated craft have slightly different names.
Example;
Main craft name: Starship
Separated craft name: Starship01
Record the given separated craft name and then go back in the studio to adjust vizzy. -
11.0k deepfriedfrenchtoast
I dont think theres a way to switch craft without using the 'switch to craft' instruction. Using the 'Planet -name- __' function set to display a list of craft IDs also doesnt seem to work for me, im guessing that only command pods and chips that were set as primary from launch count as crafts, so any probes or stages seperated from the main craft after launch dont count as their own crafts.
@deepfriedfrenchtoast yeah, so you’d need to change the vizzy after every damn flight T-T