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    @NEWFRONTIERSEXPLORATION2 - hmmm, i havent seen that happen before - have you tried different crafts?

    3.6 years ago
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    the approach to the target might be too fast if your craft is spinning out of control (with the heading locked on target) - if you tap on the velocity readout, it should cycle between "orbit velocity", "surface velocity", and "target velocity" - set it to "target velocity" and make an adjustment burn to get the velocity relative to the target as low as possible(10-20m/s), when you are 1-5km away...then you should be able to use rcs for the final adjustments to dock

    3.6 years ago
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    @RikHar - thank you, same here - i think it happened with one of the last couple updates(maybe 2 months since i noticed it) - i was building a space shuttle that used the vizzy to align the roll for the rocket engine burns, but needed the heading locked for pitch and yaw - it was working perfect, then the update... the roll had a mind of its own😭 - and saw a difference on the other crafts, it has stumped me in a couple ways now - lol

    3.8 years ago
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    Yes - the autopilot roll(in rocket configuration) has overpowered any vizzy program i have tried, and no way to turn it off - or plane configuration doesnt use yaw - it causes trouble if there is a gyro in the build too - i hope there is a PID roll slider added to the rocket configuration...and a PID yaw slider added to the plane configuration - or some way to adjust the 2 missing inputs from the auto pilot configurations - it would give alot more control to the crafts - @sflanker @RikHar - if you find a solution anytime later send me a tag, and i will do the same...i have been trying to find a way to get around it also, but not much progress yet

    3.8 years ago
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    the current air density shows up under "performance" in the game - and there is a slider under "analyze performance" in the builder screen that will show performance at different altitudes(based on air density)

    3.8 years ago
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    @sflanker - thank you for the links - both would be great to have

    3.9 years ago
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    @JustDatGuy - if you do an unlisted upload and put @SmurfResearchX in the comments, no one else will see it - if you want to...but it sounds like the wheels arent getting the battery power. if the motor input is set to throttle and motor torque isnt changing, it has to be battery or activation of the wheel - if the battery source isnt directly connected to the wheel, try turning on the "fuel line" in "advanced part settings" for the battery, wheels, and parts that connect them together.

    3.9 years ago
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    maybe the motor input or are they set to an activation group? if you can upload it, im sure we can help get the wheels moving

    3.9 years ago
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    @JavierF12 - im glad it worked - good luck with the building!

    3.9 years ago
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    i have set a variable for "craft stages" and had it change by -1 every time it activated a stage (like a remaining stage countdown) - it worked pretty good...but doesnt have any way to know if a stage was activated manually

    4.0 years ago
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    @AstronautPlanes - awesome - glad to see you back, and i hope everything is going well for you

    4.0 years ago
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    looks great! like a cousin to the puma

    4.0 years ago
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    @NikNak - thank you, this is a super old post from before they added the mobile friendly tag, it has been helpful

    4.0 years ago
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    The Bank angle - angle of attack - side slip are all ones i keep making the regular display line to see, unless they are already part of the indicators? - that would be cool, maybe vertical velocity too

    4.0 years ago
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    @OldCoach - that has happened to me also, it just says "submitted", and never gets to the suggestion section - maybe @mod knows what we are missing?

    4.0 years ago
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    all of the moving gizmos seem to break off of the parts they are attached to very easy - even with the size and stability modifier at the highest settings - a stronger version or settings would be great - is there a suggestion to upvote?

    4.0 years ago
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    @zeropol - thanks - got my brackets backwards, lol

    4.1 years ago
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    english vulcan - always thought this was a cool airplane.

    4.1 years ago
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    to create a link
    (name that will appear in blue)[copied url]

    4.1 years ago
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    Hide...if you see the rocket police coming!

    4.2 years ago
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    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

    4.2 years ago
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    Awesome job - so much more is possible with the vizzy additions, and the astronauts are great -👍👍

    4.2 years ago
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    click

    4.2 years ago
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    @C4RD1NAL - hmmm, is it hitting the ground fast? i have had some bounce, when it hit the ground under 300M/S ish

    4.2 years ago
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    Agent J

    4.2 years ago
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    @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?

    4.2 years ago
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    if you can upload one of them to look at, or link to the wip, we can try to see whats happening

    4.2 years ago
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    @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

    4.2 years ago
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    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...

    4.2 years ago
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    Thrust to Weight Ratio

    4.3 years ago
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    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

    4.3 years ago
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    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

    4.3 years ago
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    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

    4.3 years ago
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    @crowxe @Insanity - thanks, i just have the android version...so hopefully the update will be released soon, but sounds like it adds alot

    4.3 years ago
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    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

    4.3 years ago
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    @AnotherFireFox - thank you, i will upload it now

    4.3 years ago
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    @AnotherFireFox im not on experimental, just the mobile version...the last update included the vizzy part

    4.3 years ago
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    @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

    4.3 years ago
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    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

    4.4 years ago
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    sorry

    4.4 years ago
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    @SupremeDorian - ok - thanks for the quick response, and link to the suggestion

    4.4 years ago
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    @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

    4.4 years ago
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    @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

    4.4 years ago
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    @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

    4.4 years ago
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    @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)

    4.4 years ago
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    @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?

    4.4 years ago
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    not sure what you are asking... in the part shape tool?

    4.4 years ago
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    @huuminberd - cool - glad it worked for you. i had the same issue before, and all the mechanical parts worked right...but if a gyro is in there, its orientation gets funny(if both assemblies dont have the same "up" or heading)

    4.4 years ago