the nuclear powered engines can use water or hydrogen for fuel - the water is about 10 times denser than hydrogen, and will make the tank alot heavier but burn longer
this is a difficult game...but so is building rockets. the challenge is to get our rockets into orbit, and if that goes well, on to the moon and past it. i did watch a youtube video called "simple rockets 2 - building beginner, intermediate, advanced rockets", and he explained alot, its a long video. another way to figure it out is to download some of the basic rockets, see how they fly, then click on the parts to see settings, adjust them, and see what happens. i played the simple rockets 1 for a long time, and it is still much more in depth...but that is the fun part for me. im not sure anyone can build a fully functional multi stage rocket that can land on the moon in their first try. the game is more like a simulation, than building rockets that can take off and land from planet to planet to planet (humans havent figured that out in real life).
by default, nose cones start empty of fuel, and it needs to be added in part properties. i try to use a different fuel than the rocket engine uses(battery and solid work good), so the nose cone stays full, and ready for the impact.
or are they working, but only not after reentry?
try checking the control surface inputs in the part settings of the wings/fins, and make sure they are each set for what it is supposed to do...they could get set to a activation group, and turn off, but the activation group would show up in flight
make sure the landing legs are in a action group(there is a "landing legs" name by default). in the "part proprties" of the command pod/chip, there is a "edit activation groups" button, and you can select which action groups start "on" or "off" - it might take a second for them to lower...so im not sure if it will work if they need to be down to stand up immediately
there are some good youtube tutorials on the rendezvous - target the satellite, and once you are approaching the nearest point of orbit to the satellite, tap "target lock"(under the prograde/retrograde lock) and the green orbit arrow will show your orbit relative to the satellite(instead of the planet). once that is locked, you can do a burn to match your velocity if you tap the "velocity" meter it should switch to your velocity relative to the target, that should be close to 0 m/s when you can switch to rcs for aligning to dock. make sure your view of the satellite that you are controlling is aligned with the rcs in "translation mode"...so when you push up, down, left, right on rcs, it moves the right direction - i put a little fin on the rear of top side of my satellite so it was easier to see the "up" side - i wouldnt call it easy, but it is fun - i hope this helps
"wait until (Activation Group #) = (true)
then launch program
if (activation group #) = (true) then
the activation group needs to be connected to a part to show up, its easy to add a beacon light to show its on
@Bob9998 - when you click on the name of each activation group(just like you would change the name), the parts in that group should glow blue on the craft (like when you click on a stage number in the staging menu, and it glows the engines or interstages that are in that stage)
@zeropol - i typed the wrong thing, just looked to make sure -
nav(craft position) "dist" nav(target position), sorry about that
in the craft information part of the vizzzy there is a misc - "solar radiation" - if you do
-wait until(solar rad>0)
-wait (x) seconds
it should wait until the sunrise, then however many seconds to delay the launch, but not sure if the mod would affect it
if you open the part properties, it will show a "gyroscope power" number that will change as the size changes - there is a slider that can be adjusted also, for more or less power at any size...and needs a battery fuel tank big enough to run it
it is difficult to line up the green icons, especially getting the planned burn node in view also, i usually do the main burn to just get a path to the SOI, then a correction closer to the planet, where its easier to see the icons, and find a view where they dont disappear...but not ideal for efficiency
the soyuz style interstage is already clear, but has the wire frame visible and works like a window...maybe a fuel tank or panel that is built clear like that, but has a thin grid pattern to appear translucent. or have that option as a part style, like "normal", "striped", or "wire framed"?
@crowxe - awesome findings - makes me rethink the engines i have used, and a new approach in the future.
to control a seperated part, it needs its own command chip, choose "set primary" in the main one of focus, and the other will come up as "craft _".
activation groups are controlled by the command chip settings in "edit activation groups" - it has a toggle for starting on or off
if you build the arm seperately, with its own command chip/action groups, then save it as a subassembly - it will keep its commands to itself. after that, load your main craft, bring in the arm subassmbly, and attach it with a interstage. it works the same as having a rover or satellite that has seperate controls
im not looking for anything specific, just tying to see if there is a way to filter out the giant ones that are built to look super realistic, which are pretty cool, but it doesnt run good on the andriod around 300+ parts. i have downloaded a couple that never run out of fuel with empty tanks to start, and just keep flying, which kind of takes the fun out of ..for me at least. maybe its just too soon after the mobile version released
when you are in the builder screen, just drag the whole satellite into the square on the top left that says "create subassembly" - it looks like the trash can square, but on the opposite side of the screen, and only pops up after a assembly is highlighted. when you want to load it, if you click the "add part" icon, the bottom square icon (under gizmos) is the "load subassembly" - it will show your list of subassemblies
first (usually once im in orbit around Droo, in "map view") tap on your target(we will say "luna"), then hit the middle icon on the right side of the screen(it should say "map view") - in that pop up box, tap the top right icon (it looks like a square target) - it should say "luna targeted"
now - if you tap on any specific point on your orbit, a "+" will appear. tap on the plus and there will be icons for prograde and retrograde burns, ect. - if you slide them in either direction, it will show a projected orbit for a burn on that point. this is where i guess where "luna" will be in its orbit, and aim my orbit at that distance. (usually a prograde burn with the "+" on the opposite side of droo as my target)
now, when your projected burn orbit is reached out to where you want it, tap on any point of that orbit, and it will show where "luna" is located in relation to your rocket (there will be a rocket icon on your projected orbit, and a "luna" icon on its orbit with a "closest distance" pop up under it)
the goal is to have your rocket, and target ("luna") at the same place, same time.
this would be so much easier to explain with some screenshots, but i hope it helps...i still havent figured how to do "auto burns", but its got to be somewhere in that sequence.
@Bob9998 - oh, ok - i didnt know there was a way to do that - a list would definitely be easier to click on, if the parts need settings adjustments too.
Hide...if you see the rocket police coming!
if you have an added interstage underneath, the rocket engines need to build up thrust for a second or so(depending on the engine type) - activate the engines with the first stage, wait until the TWR is above 1, then activate the interstage...and it should work
Awesome job - so much more is possible with the vizzy additions, and the astronauts are great -👍👍
@TestRunner - cool, glad its working - the "download crafts" button in the builder screen automatically opened it with steam...but i was at a friends house, so im not sure if he set it up as a default (im usually on the mobile). we thought it was something wrong with the PC...so @pipvader - the computer isnt broken, and how did you set up download crafts on Steam?
the photo file happened to us on the website also, but it worked downloading the crafts thru Steam
@C4RD1NAL - hmmm, is it hitting the ground fast? i have had some bounce, when it hit the ground under 300M/S ish
@crowxe - that sounds like a good way to get past the heavy drag...i need to get some more time on the beta version to check it out better, and want to take a shot at the challenge when the update for mobile comes out. i wonder if it could also be done by the temperature of a selected low aerodynamic part(if that is readable to vizzy yet), and reduce acceleration when it gets above a set temp. maybe that could be a different way factor in the aerodynamics of different rockets for a optimal velocity:altitude?
if you can upload one of them to look at, or link to the wip, we can try to see whats happening
@crowxe - yeah - definitely suprising results, i wouldnt have guessed that the higher twr would be more efficient...and the challenge was a great way to figure it out. i was wondering if it was because the higher twr got it moving faster initially(like the solid stage), or needed it the whole flight, and the best way to test that? just food for thought
i have used some low twr rockets, that seemed to get to orbit efficiently...but they burn so much fuel getting up to the first 100-200M/S, i would add a solid stage(high twr) with just enough to get it moving. but not sure if that quick fuel burn ended up saving fuel overall...
Thrust to Weight Ratio
another way you can try is - "set craft pitch" command, then "wait 1 second" (whatever time it takes the craft to respond), then "lock heading on current". that should hold the heading until you want to change it, then "lock heading on none" to stop it
the nuclear powered engines work good on satellites for small, accurate adjustments. the water as fuel can keep the fuel tank size small...hydrogen needs a tank about 10 times as big for the same delta v
i tried it a couple times on docking satellites, and couldnt figure out how to control it. eventually changed it to the 5 fixed nozzle assemblies, and that worked alot more accurate
@crowxe @Insanity - thanks, i just have the android version...so hopefully the update will be released soon, but sounds like it adds alot
yes - the input is in degrees...but recording the output = the position of the pitch slider, while auto pilot is correcting the heading, and will be close to 0 when the craft is lined up with the heading. sounds like the next update will help with alot
@AnotherFireFox - thank you, i will upload it now
@AnotherFireFox im not on experimental, just the mobile version...the last update included the vizzy part
@AnotherFireFox - im not sure what is happening - if i send you the private upload, would you be able to take a quick look? i replaced that part with "while 0=0", and the rest of the program works...but it doesnt start when i switch it to performance inputs
try looking in the command chip/pod part settings, and toggle on "adjust pilot orientation" - the craft will do crazy things if it is facing the wrong direction, with an engine is on...and above 1-2x speed will just lock the rotation
@SupremeDorian - ok - thanks for the quick response, and link to the suggestion
@huuminberd - the setup of yours are awesome...still using some lift from the wings on the rocket, with a payload, and balanced the 2. i tried a top release - it rolled off, tipped the plane, nosed down with no recovery, or just went into a spin...so i switched to a X1 style drop from the bottom and just rocket thrust, the lift plane does a major pitch up after release too. the gyro orientation is working...so my plane, that releases a rocket, goes into low orbit, then the rocket releases a small drone plane, that reenters and can fly around/land, is almost done. not sure how to name that thing
@huuminberd - that could be it - there is so much going on during that transition(especially with gizmos and cargo bay involved), its hard to narrow down what exactly is happening
@huuminberd - im not too familiar with the auto pilot...but the mothership looks right on for controls. on the shuttle, i wonder if 1 command chip(set to rocket) used for space(so gimble/gyro works right) - and a 2nd command chip(set to plane) that only controls wing control surfaces(and maybe additional jet engine). i agree on the crazy actions right after release, probably controls fighting each other
@huuminberd - it could be the "reorient on configuration change" setting - it keeps resetting my rocket to "plane", when i rotate it from vertical to horizontal(to attach to the launch plane). i toggled that "reorient on config change" to off(before rotating), and it kept the rocket as a rocket, while it was horizontal...and gyro worked properly(for the 2nd time ever)
@huuminberd - yes, sorry, forgot that you didnt want to release it. nice job on the rocket launcher planes - i am trying to figure out the gyro orientation, for a cargo plane that drops a rocket...it worked once, by luck...but every time i change the drop rocket, the gyro spins it like a top, instead of holding the heading - did you have any of that happening, or an idea of what im doing wrong?