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