I've been investigating the behavior of Vizzy flight programs running on crafts that are not currently under the users control. Here is what I have found.

Works (In Close Range to Player)

  • Log Statements (so long as the player controlled craft is within 10 km)
  • Setting Activation Groups
  • Reading the status of activation groups
  • Setting Inputs (Throttle/Slider)
  • Reading Inputs
  • Reading changes in orientation (measured by converting fixed PCI to local)
  • Reading Nav vectors (Position, Craft Roll Axis, etc)
  • Reading Orbit Information (Apoapsis, Time to Apoapsis, etc)
  • Reading Velocity Information (Orbital, Surface, etc)

Does Not Work

  • Locking Heading (Current, Prograde, Target, etc)
  • Having a Target (and by extension reading Target information like position vector)
  • Setting Heading/Pitch in Degrees (because you can't Lock Heading)
  • Reading Current AGL (reports AGL at the last time the craft was in player control)

Effects of Distance

Greater than 1km (at least within atmosphere)

  • Stage Fuel reads Zero
  • Maximum Thrust reads Zero
  • Angular Velocity reads Zero
  • Physics seem to stop working!

    • Despite throttle being set and engines active the rocket falls out of the sky.

    • Also roll does not work (at least that which would be imparted by a gyroscope).

At this point further investigation of script functionality more than 1km distance would be futile given how completely dysfunctional such a craft would be.

When retaking control after separation

  • Event receivers that are still running forget their input values

Greater than 10km (in orbit)

  • The craft and all its parts are unloaded and the craft becomes an inert rock moving in its orbit.

There is quite a bit more to test, I will update this post as I discover more.


16 Comments

  • Log in to leave a comment
  • Profile image

    @TweedleAerospace Oh. Thanks for letting me know, I was getting tired of that method lol

    3.0 years ago
  • Profile image

    @david10777 I think so. Btw you can use while true loops to indefinitely repeat instead of a ton of 9s on a repeat.

    3.0 years ago
  • Profile image

    Ah so it’s just a bug then, not my shitty vizzy? @TweedleAerospace

    3.0 years ago
  • Profile image

    @sflanker vizzy doesn’t seem to work at all when controlling an astronaut in a cockpit. Any inputs set with vizzy are ignored in the next frame.

    3.0 years ago
  • Profile image

    @sflanker does the pitch slider work?

    3.2 years ago
  • Profile image

    Throttle inputs didn’t work even when right next to each other for me. I have confirmed that it was told to

    3.4 years ago
  • Profile image

    yes, have been playing around with that(broadcast), and it is NOT reliable, there is some kind of flaky semi independent behavour, but nothing to build on. @sflanker

    +2 4.1 years ago
  • Profile image
    Mod sflanker

    @Oscarcarserud interesting idea. I think it is possible to communicate between multiple command pods/chips using the broadcast [message] with data [value] to craft instruction. However that only works when they are both in the same craft (where multiple things connected with docking ports count as one "craft").

    So, unfortunately this doesn't help when we're talking about the limitations of non-controlled craft. If a craft isn't player controlled it has absolutely no way to sense other craft.

    +2 4.1 years ago
  • Profile image

    I wonder if you can have a pod and a chip, both connected to the same craft. and use the chip as a "radar" that can move with hinges, to track one object. and have the pod be in prograde. (or another heading). That way you would be able to read the difference between the "radar" angle when tracking pitch reaching >0.0 .
    But then you need a wizzy cript that can:
    1. read input from another chip, regarding that chips inputs.
    or
    2.able to switch between command pod and commandchip wia vizzy.
    But i do not know how.

    4.1 years ago
  • Profile image

    @sflanker could you also update the post to tell us about auto burn capabilities because I’m trying to create a reusable booster and my second stage is nowhere to be seen after booster landing thx

    4.1 years ago
  • Profile image
    Mod sflanker

    I have updated the post with some new information about Flight Programs running on non-player-controlled craft within the atmosphere. Unfortunately the results are quite disheartening. Basically after the craft is more than 1km away from the player almost nothing works, your rocket becomes a ballistic lump of metal with no angular velocity and no flight controls.

    I have reason to believe that things may be better in orbit, but I still need to do more testing.

    +1 4.1 years ago
  • Profile image
    12.1k anubisspace

    This will be awesome!

    4.1 years ago
  • Profile image
    8,398 crowxe

    i went testing thinking i can control it lol. that list is great, the "working" things can be useful

    4.1 years ago
  • Profile image

    Not being able to lock the heading of non-controlled craft really pisses me off a lot tho

    +3 4.1 years ago
  • Profile image

    Have a upvote

    4.1 years ago
  • Profile image
    11.7k KraZIvan

    Thank you for this!

    4.1 years ago

21 Upvotes

Log in in to upvote this post.