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    It takes some practice, but looking at other examples is a good idea, and just messing around in vizzy to see what everything does. Also a few tutorials. If you’re stuck on a particular part, discord src is a good place to ask questions.

    +3 2.3 years ago
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    I really didn’t read it all but it looks helpful.

    +3 2.7 years ago
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    @HoverArrow @FelixFan1 That’s fair, tho idk how to make it less complicated while keeping the amount of customization available. It’s probably more useful for someone who knows vizzy but doesn’t want to spend a long time to set up all the widgets. If there’s any other ways you think I could make it clearer tho lmk.

    +2 2.6 years ago
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    Yeah I agree with you. I think they should make an upload/publishing limit per day, might help the problem.

    +2 2.9 years ago
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    Broadcasting to nearby crafts!!! so many possibilities with that that’s awesome!

    +1 2.1 years ago
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    Please say this one actually fixes funk for mobile

    +1 2.6 years ago
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    Yeah if I ever post the button I think I'll make an "easy version" that already generates the buttons, and people can just change the names and what they activate. @FelixFan1

    +1 2.6 years ago
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    I mean that's the same idea as what I am doing with this, but instead of putting everything in lists you just put it all directly into the custom instruction inputs. People still need to at least partially understand coordinates but I thought that this would be more user friendly than using lists. You could use these with repeats and lists too, I just thought that would vary too much by program for me to set up a shortcut instruction for it. @HoverArrow

    +1 2.6 years ago
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    How??? It doesn’t even look like SR2 anymore! That’s insane.

    +1 2.7 years ago
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    That looks awesome!

    +1 2.9 years ago
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    If you want an MFD to respond when you touch it you’ll want the broadcast (message) on (click/drag/whatever) block. Then put whatever you want to happen under a receive (message). Also if you don’t know much about MFDs definitely watch Gozinyas videos and look at some examples, I also have some basic on/off button examples, and some other mfd stuff in my crafts.

    +1 2.9 years ago
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    Wow that looks awesome!

    +1 2.9 years ago
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    Not easily, requires orbital mechanics, people in discord #vizzy can explain better than I can. I’ve started a program for it before but never finished. Basically after/during the de-orbit burn you can calculate where your orbit radius=planet radius, then turn that into PCI to get an impact point. If you want to land on droo, you probably need to focus more on guidance because drag will mess up any predictions you make from orbit.

    +1 2.9 years ago
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    Ooo its finally out nice!

    +1 2.9 years ago
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    Like an automatic targeted landing from orbit? Math, orbital mechanics, and pain. It’s on my to-do list tho

    +1 2.9 years ago
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    Oh then nope, I already can barley land on a runway. @TweedleAerospace

    +1 3.0 years ago
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    You generally only want to touch the green ones (those are prograde and retrograde). You “pull” them to change your orbit. If you have it on low sensitivity it might take a while for the orbit to change.

    +1 3.0 years ago
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    Looks cool, I read that series!

    +1 3.0 years ago
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    What do use put into dev console to do it? @NebulaSpaceAgency

    +1 3.1 years ago
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    Sounds awesome I can’t wait to see, I could use some new locations!

    +1 3.1 years ago
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    Idk much about planes, but try this. It’s from KSP but all the concepts are the same, honestly it seems like everything you need to know about planes.

    +1 3.1 years ago
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    Definitely should be possible with some vector math... if I have time later and no one else has something I’ll look into it.

    +1 3.1 years ago
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    I was making one recently this video was really useful especially for the circularization burn

    +1 3.1 years ago
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    Making brake lights? You can try something like:
    while (true) {
    If (brake > 0) {Set AG to true}
    Else {set AG to false}
    }
    Hopefully the way I wrote that makes sense, if not lmk. It’s hard to write out vizzy

    +1 3.1 years ago
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    Impressive! Those looks so cool

    +1 3.2 years ago
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    What you said sounds likes it should work... something like this?
    On start
    while (true)
    If (AGL >= 300)
    Set AG8 to false

    +1 3.8 years ago
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    Yeah, I can make a copy of everything. Hopefully I can get them back into the game tho, haven’t actually deleted yet. @Dogfish5550

    +1 3.8 years ago
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    Cool it worked @Dogfish5550

    +1 3.8 years ago
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    Yes, but you have to use vizzy. If you go on edit program on your command chip/pod, you can program it.
    You can probably do something like:
    On start
    If Activation group 6 = true
    Set slider 1 to (number between -1 and 1)
    Maybe look for a vizzy tutorial if you’re having trouble. Hope that helps.

    +1 3.9 years ago
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    Hmm I definitely have some crafts that use them but idk how good of examples they’ll be. But if you google PID equation it should be pretty straightforward of you already understand how they work, the constants (K) are the things you tune, and all you’ll need is the error and maybe derivative (probably don’t need integral)

    2.5 years ago
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    Sadly there’s not a way to do it with vizzy. But if you really want to you can write your own PID for roll/pitch/yaw with vizzy and then you can do whatever you want with it in flight

    2.5 years ago
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    There’s a ‘ switch to craft (craft id) ‘ block. You’ll need the craft id, which I think is usually 1 + current craft I’d if you’re detaching things. Also make sure they both have command chips.

    2.6 years ago
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    this is still happening, it doesn’t seem to be actually fixed as of 0.9.801.0 at least on my iPad. Do you want me to make another bug report? @AndrewGarrison

    2.6 years ago
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    not unless you make your own pid. Which is very doable.

    2.6 years ago
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    ok so something like this might work, assuming that the two objects are relatively close (if they're not the ground curves and then it gets weird to use as reference)
    [A - C] angle [(A - C) - (proj(A - C) on C)]
    where A and C are position vectors, and C is on the ground. The second half is basically just getting a flat vector pointing under C. There might be a nicer way but that should work if I'm understanding the drawing right.

    2.6 years ago
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    yeah is B the ground or another target?

    2.6 years ago
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    I don’t usually do videos cuz they are a lot of work. I’m honestly not sure what there’d be to show for this other than me dragging the vizzy blocks around and sticking numbers in, but if people find that helpful maybe I’ll try it. Probably not tho because I still haven’t even had time to post the final version of this. @TritonAerospace @FelixFan

    2.6 years ago
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    does what work? You can do whatever I said up there, as far as i know it works. The default stuff shown in the image doesn't do anything it's just an example. @FelixFan1

    2.6 years ago
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    True, you can report it as a bug from the game if no one else already has. It’s happened to be before but I didn’t report it since it was hard to reproduce and easy to get rid of. @MooncageTheMoonbear

    2.7 years ago
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    Restarting the game usually fixes that.

    2.7 years ago
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    Probably not without mods

    2.7 years ago
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    Yeah looks like they added an input based activator in the xml. Also the image probably isn’t working bc the link should end in .jpeg or .png or some image type

    2.7 years ago
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    Guess that could work. I meant more if you build all the widgets on with one coordinate system then make it smaller things will get cut off the screen. The way I have it now the coordinates are relative to screen size, so resizing the screen isn’t a problem. You could also get away with changing the aspect ratio, it would just make things weirdly stretched out. @plane918273645

    2.7 years ago
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    you don’t need overload, anyone can edit xml, just takes a few more steps. You can watch this video to learn. @DrexxVolv

    2.7 years ago
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    Very nice guide. Also what solar system(s) are you using?

    2.7 years ago
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    Not a bad idea. Although then everything would get weird if it is resized. Think I’ll also add a message if the coordinates don’t match the aspect ratio. @plane918273645

    2.7 years ago
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    Thanks! @Rizkyman

    2.7 years ago
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    That should work, or you can just type “1” in the input field and turn on 0 on deactivate, and set the part activation to the AG. Tho honestly their way sounds easier.

    2.8 years ago