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    Connected means it rotates/translates the part and all those connected to it. Self translates/rotates only that part, even if others are connected to it. Local relates to the directions relative to the part, eg: if part is at 15°, translate is also at 15°. World means the directions relative to the world, eg: translate arrow direction remains the same regardless of part angle.

    +3 one year ago
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    Pegasus

    +3 1.1 years ago
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    It's currently being worked on, it seems. Be patient, it is coming.

    +3 1.4 years ago
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    It shows some additional options on some parts. Doing it to a rotator/hinge rotator/piston will show several more settings such as minimum input value, maximum input value, and a few more settings.

    +2 one month ago
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    @sflanker
    I solved this problem. It was just to make one port freely rotating and use a physical system that prevents the different crafts from rotating relative to each other.

    +1 2 months ago
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    @sflanker
    Thanks for the tip. I am going to have to learn how variables work😁
    @Insanity
    I never thought of that mod, let me give it a shot. Thanks for the help!

    +1 2 months ago
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    @blackorange1
    It turns out it is a bug with Vizzy not being able to roll while heading is locked, so I do have a program that works, but it will have to wait until the next update. I am still happy to share the craft's roll control program if you want to take a look at how it works.

    +1 3 months ago
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    @Insanity Thank you greatly, and yes I do know that it changes, I just didn't know what the prefix was😁

    +1 7 months ago
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    @DPSAircraftManufacturer @KraZIvan
    Okay, so then i won't feel bad about failing to create that myself so far. However, i will still persevere...

    +1 one year ago
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    @DPSAircraftManufacturer
    When I solve it I will share the craft with you... unless you solve it first of course

    +1 1.1 years ago
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    Glad it worked. Happy building!

    one month ago
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    Okay, so I'm now at my computer for more detailed instructions. In the designer, there is an option that looks like an arrow, clicking on that brings up several options. Then click on the one that looks like a blue square with triangles/arrows pointing away from every face. This is the part shape tool. Selecting the end of a fuel tank will show several options. The one you want is corner radius. Set that to 0, and the face becomes square. Hope this helps!

    one month ago
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    You can use the part shape tool. If you are on PC you can access it by pressing F, I think the key is. I'm not sure of the path to get it on mobile, but it should be in the same menu as the paint option.

    one month ago
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    It is unlikely any future update will be able to add mod support unless the scripting backend changes. I'm not too clued up on this, but you can find a bit more information here. Maybe one of the others can shed a little more light on this for you.

    one month ago
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    I'd say B.

    2 months ago
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    As far as I know they both have the same support for mods, which is to say that PC supports it, and they cannot add mod support for mobile.

    2 months ago
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    @sflanker
    After messing around with the code a bit, I realised one or two things, confirmed one or two questions, and then coded it to work relative to the craft, so now it works in orbit in any orientation in addition to on planets.

    2 months ago
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    @sflanker @SilverstoneAerospace
    Thank you very greatly. This fits nicely. With some tinkering with this code I could some more understanding of how it works, but for now this nearly completely solves my problem. Thanks for the help!

    2 months ago
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    @YourBestFriend
    I have no problem docking. The problem comes when I want the two ports to dock with an exact relative angle. The only way I have found to do it so far is continually undock and redock, rotating it each time, until i get the angle as close as i can. Thanks anyway though.

    2 months ago
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    @Insanity
    I have tried something like that, and it does work to an extent, with a physical alignment system, but it's still not perfect. Oh well, I guess I can only get it so close😁

    2 months ago
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    The SRC is growing well.

    2 months ago
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    I know the feeling very well. I'm in my last year of high school in South Africa, so I have the same sort of exams in a month or two. Wishing you the best of luck.

    2 months ago
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    There is a similar suggestion here, if you are interested.

    3 months ago
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    Welcome to Simplerockets, and have fun building. Your rocket is a great start (far better than mine 😂)

    3 months ago
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    There is a suggestion for this here

    3 months ago
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    I will try test it when I get some time.

    3 months ago
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    @sflanker
    Thank you greatly. I haven't messed around with positions or vectors much, so this helps a lot.

    3 months ago
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    @RikHar
    It's no problem. Glad to see that it works for you

    3 months ago
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    The "If" and "else if" blocks are inside the "while block", but not each other. Hope this works for you!

    3 months ago
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    Try this:
    On Start
    While [true]
    If [3 > velocity surface] and [Activation Group 1 = 1]
    Set throttle to 1
    Else if [velocity surface > 3] and [Activation Group 1 = 1]
    Set throttle to 0

    3 months ago
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    @Hannah1212
    I think the current program I have could be modified to suit the purpose that you want.

    3 months ago
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    @Hannah1212
    I'm not entirely sure. I will try take a look and see

    3 months ago
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    @Hannah1212
    Thanks, but I think I may have possibly fixed my problem. I just hope that it works...

    4 months ago
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    sflanker's answer is excellent. There is a method that I use that doesn't require maths, although it is both fuel and time intensive. My method works as follows:
    Set your craft up into a lower orbit than the target craft. Then set up a burn node that intersects the orbit of the target craft, and drag it along until the predicted rendezvous is as close as possible. I find that under 50km is generally alright. Burn that node, and then set your velocity type to 'Target' to get velocity relative to target. Wait until you are nearing the closest point, ideally a bit before, then burn retrograde on this until velocity is 0. Lock target, and burn towards the target a short while. When you look like you're going to swing past, burn Target Velocity Retrograde again, until velocity is 0. Repeat burning towards target and then burning retrograde until you are as close as you need to be. This method isn't as scientific or efficient as sflanker's, but it gets the job done for me. Hope this helps.

    5 months ago
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    If the problem is with staging, there is a staging editor in the build menu

    5 months ago
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    Currently editing planets can only be done via XML editing as far as I know.

    6 months ago
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    I look forward to it.

    6 months ago
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    I did create a suggestion for this, although I used Blender's name for it, transmission. It is here

    7 months ago
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    @AnotherFireFox
    Excellent. I look forward to using this mod :)

    7 months ago
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    There is a suggestion for this here

    7 months ago
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    How about radioisotope thermoelectric generators? They could fit well with the ion engine.

    7 months ago
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    There is an option to make it floppy. If you move one of the sliders (I think it's the speed slider) all the way to the left, it should then say floppy.

    7 months ago
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    I battled quite a bit getting to Tydos, but I eventually managed to do it with a rocket with Delta-v of about 10km/s. My method was to get Tydos overhead at dawn, lock pitch at 90° and just burn straight up until I get into a transfer trajectory. Probably not the most efficient way but it's the only one I can get to work for myself.

    11 months ago
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    @Natedog120705
    Apologies, when you said make it to the sun I didn't realise you mean landing on it. No, I haven't landed on the sun. If you get too close you will be destroyed.

    11 months ago
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    I have made it to the sun once before, but I don't think it's something many people have done. I made a solar probe that I have also shared on the website.

    11 months ago
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    Set up a rendezvous as close to your target craft as possible, make sure the other craft is selected as target, and change the velocity to target, which then shows it relative to the target, and burn retrograde.

    11 months ago
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    @CSR27
    That's a good idea. I will be trying that after my exams.

    11 months ago
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    @CSR27
    No, unfortunately that doesn't work, you see, i need it to be floppy with a range, so that the docking ports are free to move to dock, but then stop moving when I need them to.

    11 months ago