@ElonCyberTruck I dont know why you'd need to deal with quaternions for it to work. Also, a minor detail I left out is you would need to convert the vectors into their lengths before subtraction. So it would go like
( (craft position vector) + (craft yaw vector) )length - ( (craft position vector) )length.
Idk if you were having any trouble with the equation due to this but I said it anyway.
Dude I had this as a problem too recently. It didnt need to be exact for me, so I was able to roughly solve it with extra vizzy code.
I used [ craft position (vector) + craft yaw axis (vector) ] - craft position (vector).
You can structure some code so if the result is negative then value is added to the bank angle.
@Hyperant Yeah its pretty impresive for an indie game to have its own programing language, but theres some stuff that ive encountered that just seems like Vizzy is throwing a tantrum. One thing that happed is the roll block randomly started jumping between 0 and then the value it should be displaying. I tried to detach other "while (true)" blocks to see what might be causing it, and even detaching 1 random "while" block made it work normal again. Even if you just connected another "while" block to a "start" block without any program running in it at all, the roll block still stops working correctly. Also integrating multiple "while" blocks into a single long monster of a program wouldnt fix it, I just ended up puting the program into a beacon light part and it worked fine then.
@Fyrem0th Carbon fiber just doesnt have a melting point high enough to be used in the regenerative heat shield face. You'd need to pump a ridiculous amount of fuel infront of the rocket for the resin to not melt. You really can only use a high temp metal or ceramic for the job. I think a metalic heat shield is ultimately better than a regen one since, again, it could be lighter, more resistant, more durable, and easier to replace than a ceramic one. Starship also demonstrated that for a large vehicle like itself or Neptune that a regen heat shield would be heavier than a ceramic one. A metalic heatshield would give great characteristics while being lighter than the other 2 options.
@Fyrem0th I still dont think that carbon fiber could be used in a cryogenic rocket engine. There have been cyrogenic fuel tanks made out of carbon fiber, like on the Electron rocket, but those only have to store fuel at about 4 bar of pressure, and the turbopumps of rocket engines need to have a pressure that is higher than the pressure in the combustion chamber, which carbon fiber just cant reasonably handle at cryogenic temperatures.
Having a regenerative setup for the booster return is likely overkill, instead wraping the hot parts of the booster with thermal protection wrap or thermal insulation paint would proabably be enough. Using a regenerative heat shield for the second stage might work, but with a high temperature alloy insead of carbon fiber. Starship had a regeneratively cooled heat shield for a while, though switched to a TUFROC ceramic heat shield because it was ultimatly lighter than having a regenerative cooling setup. Stoke Space is also developing a regenerative heat shield for their Nova rocket, though im intrested how their regenerative heat shield stacks up to a regular ceramic heat shield. Its hard for me to imagine that their regen shield with the weight of the plumbing and the extra fuel needed would be lighter than standard TUFROC, which isnt very heavy, only about 354.4 kg/m3. A TUFROC shield for the Nova wouldnt be hard to replace due to its small size as well. You can also potentualy use a more advanced metalic protection system for the second stage, like the one developed for the VentureStar. A metalic tile heatshield would potentually last longer, be easier to replace, and be a lot more durable than a ceramic tile heatshield.
Aerospikes could potentually be used, I think the challenges with weight and cooling could be solved if the goal of using aerospikes is strong enough to carry development far enough. In some cases the cooling problems of aerospikes could be turned into a bonus, like using the extra heat generated by an aerospike to drive a expansion cycle turbopump that is larger than a standerd rocket nozzle could support. There have even been a few studies done on taking advantage of an aerospike's heat in real life, like the Dual-Expander Aerospike consept.
There have been aerospikes tested that were in the ~100 ton thrust range. Specifically the XRS-2200, which was designed to give 1,192kN or ~121 tons of thrust. Also as a side note, the XRS-2200 was able to use a simple gas generator cycle and still have preformance similar to the Staged combustion cycle of the RS-25 because of its aerospike nozzle.
You mention that carbon composites could be used in the construction of the engine, which is unrealistic. A simple composite like carbon fibers cast in resin can only be used in close to room temperature (depends but something like -50 to 300 celsius.) So the resin would vaporize in the combustion chamber, or crack and shatter in the cryogenic turbopumps. Using carbon fibers with other materials gets really complicated and is not well researched. Using something like molten steal to cast the fibers probably wouldnt work since the carbon fibers would disolve into the steel at that temp.
@UPGIndustries theres one potentual alternative to using fuel cross feed, and that is to use a fuel adapter to connect fuel tanks with their drain priority set to drain a specific fuel tank first, and then detonate the fuel adapter to seperate the tanks. But most of the time the adapter will blow up the parts it is connected to even if you set its explosiveness to 0 using hidden properties. So its still very jank.
@UPGIndustries Same, maybe making the interstage bigger would make it stronger or something like that. It would also be great if there was an effective overide on fuel cross feed speed, since if you are making something even kinda big, then the cross feed speed of one interstage isnt fast enough to fill up the tank its draning to.
I dont think theres a way to switch craft without using the 'switch to craft' instruction. Using the 'Planet -name- __' function set to display a list of craft IDs also doesnt seem to work for me, im guessing that only command pods and chips that were set as primary from launch count as crafts, so any probes or stages seperated from the main craft after launch dont count as their own crafts.
you can only download mods if you are on PC. If you are on PC then click on the PC / Mac button on a mod page, then drag the file you downloaded into the C:\Users\YOUR NAME ON PC\AppData\LocalLow\Jundroo\SimpleRockets 2\Mods folder. The mod should then show up in game.
@Toinkove this normally wouldnt make sense, but it turns out the game increases fuel flow when the throat becomes wider, so the wide throat engine has a ridiculous amount of fuel flowing through it to compensate for the wider throat, it does make sense knowing that.
@Toinkove I just cant see that happening, realistically how much gas would that small combustion chamber on the left create and then how fast would those gasses have to fly out to create so much thrust.
I looked closer and changing the throat size affects the mass flow rate, so the large nozzle engine has a ton of fuel flowing into it to alow the masive throat to work.
noice
6 months agohow many bands?
6 months ago@Tallisar Quite a bit more than 0
6 months ago@ElonCyberTruck I dont know why you'd need to deal with quaternions for it to work. Also, a minor detail I left out is you would need to convert the vectors into their lengths before subtraction. So it would go like
7 months ago( (craft position vector) + (craft yaw vector) )length - ( (craft position vector) )length.
Idk if you were having any trouble with the equation due to this but I said it anyway.
Dude I had this as a problem too recently. It didnt need to be exact for me, so I was able to roughly solve it with extra vizzy code.
I used [ craft position (vector) + craft yaw axis (vector) ] - craft position (vector).
7 months agoYou can structure some code so if the result is negative then value is added to the bank angle.
Neat, any idea on when it should come out?
7 months ago@Hyperant Yeah its pretty impresive for an indie game to have its own programing language, but theres some stuff that ive encountered that just seems like Vizzy is throwing a tantrum. One thing that happed is the roll block randomly started jumping between 0 and then the value it should be displaying. I tried to detach other "while (true)" blocks to see what might be causing it, and even detaching 1 random "while" block made it work normal again. Even if you just connected another "while" block to a "start" block without any program running in it at all, the roll block still stops working correctly. Also integrating multiple "while" blocks into a single long monster of a program wouldnt fix it, I just ended up puting the program into a beacon light part and it worked fine then.
7 months ago@Hyperant Right now im stuck making a shuttle with auto launch and Reentry programs, doesnt help that vizzy can be a b**ch sometimes.
7 months ago@Fyrem0th Carbon fiber just doesnt have a melting point high enough to be used in the regenerative heat shield face. You'd need to pump a ridiculous amount of fuel infront of the rocket for the resin to not melt. You really can only use a high temp metal or ceramic for the job. I think a metalic heat shield is ultimately better than a regen one since, again, it could be lighter, more resistant, more durable, and easier to replace than a ceramic one. Starship also demonstrated that for a large vehicle like itself or Neptune that a regen heat shield would be heavier than a ceramic one. A metalic heatshield would give great characteristics while being lighter than the other 2 options.
8 months ago@Fyrem0th I still dont think that carbon fiber could be used in a cryogenic rocket engine. There have been cyrogenic fuel tanks made out of carbon fiber, like on the Electron rocket, but those only have to store fuel at about 4 bar of pressure, and the turbopumps of rocket engines need to have a pressure that is higher than the pressure in the combustion chamber, which carbon fiber just cant reasonably handle at cryogenic temperatures.
Having a regenerative setup for the booster return is likely overkill, instead wraping the hot parts of the booster with thermal protection wrap or thermal insulation paint would proabably be enough. Using a regenerative heat shield for the second stage might work, but with a high temperature alloy insead of carbon fiber. Starship had a regeneratively cooled heat shield for a while, though switched to a TUFROC ceramic heat shield because it was ultimatly lighter than having a regenerative cooling setup. Stoke Space is also developing a regenerative heat shield for their Nova rocket, though im intrested how their regenerative heat shield stacks up to a regular ceramic heat shield. Its hard for me to imagine that their regen shield with the weight of the plumbing and the extra fuel needed would be lighter than standard TUFROC, which isnt very heavy, only about 354.4 kg/m3. A TUFROC shield for the Nova wouldnt be hard to replace due to its small size as well. You can also potentualy use a more advanced metalic protection system for the second stage, like the one developed for the VentureStar. A metalic tile heatshield would potentually last longer, be easier to replace, and be a lot more durable than a ceramic tile heatshield.
8 months agoAerospikes could potentually be used, I think the challenges with weight and cooling could be solved if the goal of using aerospikes is strong enough to carry development far enough. In some cases the cooling problems of aerospikes could be turned into a bonus, like using the extra heat generated by an aerospike to drive a expansion cycle turbopump that is larger than a standerd rocket nozzle could support. There have even been a few studies done on taking advantage of an aerospike's heat in real life, like the Dual-Expander Aerospike consept.
There have been aerospikes tested that were in the ~100 ton thrust range. Specifically the XRS-2200, which was designed to give 1,192kN or ~121 tons of thrust. Also as a side note, the XRS-2200 was able to use a simple gas generator cycle and still have preformance similar to the Staged combustion cycle of the RS-25 because of its aerospike nozzle.
You mention that carbon composites could be used in the construction of the engine, which is unrealistic. A simple composite like carbon fibers cast in resin can only be used in close to room temperature (depends but something like -50 to 300 celsius.) So the resin would vaporize in the combustion chamber, or crack and shatter in the cryogenic turbopumps. Using carbon fibers with other materials gets really complicated and is not well researched. Using something like molten steal to cast the fibers probably wouldnt work since the carbon fibers would disolve into the steel at that temp.
8 months agonumber 2 looks neat
8 months agothere are 2 mods that add hyperholic fuel, Hypergolics and Realistic Engine Overhaul / Stock Engine Overhaul
8 months ago@Fyrem0th Im kinda intrested in looking over the code to see I can do anything to make it better
8 months ago@UPGIndustries theres one potentual alternative to using fuel cross feed, and that is to use a fuel adapter to connect fuel tanks with their drain priority set to drain a specific fuel tank first, and then detonate the fuel adapter to seperate the tanks. But most of the time the adapter will blow up the parts it is connected to even if you set its explosiveness to 0 using hidden properties. So its still very jank.
8 months ago@UPGIndustries Same, maybe making the interstage bigger would make it stronger or something like that. It would also be great if there was an effective overide on fuel cross feed speed, since if you are making something even kinda big, then the cross feed speed of one interstage isnt fast enough to fill up the tank its draning to.
8 months ago@UPGIndustries oh dammit i read the question wrong, I dont think there is an option for that. Sorry man.
8 months ago@UPGIndustries in the 'Detacher' section there is a value called 'force'
8 months agoyou can overide the strength of the interstage in its hidden properties.
8 months ago@Fyrem0th that number also changes depending on how many crafts are in the SOI of the planet, Making it pretty much useless.
8 months agoI dont think theres a way to switch craft without using the 'switch to craft' instruction. Using the 'Planet -name- __' function set to display a list of craft IDs also doesnt seem to work for me, im guessing that only command pods and chips that were set as primary from launch count as crafts, so any probes or stages seperated from the main craft after launch dont count as their own crafts.
8 months agoyou can only download mods if you are on PC. If you are on PC then click on the PC / Mac button on a mod page, then drag the file you downloaded into the C:\Users\YOUR NAME ON PC\AppData\LocalLow\Jundroo\SimpleRockets 2\Mods folder. The mod should then show up in game.
8 months agotheres a new thing in the hidden properties tab. you can set the number of ignitions
11 months ago@Toinkove this normally wouldnt make sense, but it turns out the game increases fuel flow when the throat becomes wider, so the wide throat engine has a ridiculous amount of fuel flowing through it to compensate for the wider throat, it does make sense knowing that.
11 months ago@Toinkove I just cant see that happening, realistically how much gas would that small combustion chamber on the left create and then how fast would those gasses have to fly out to create so much thrust.
I looked closer and changing the throat size affects the mass flow rate, so the large nozzle engine has a ton of fuel flowing into it to alow the masive throat to work.
11 months agoi think the 1.3 version is still in beta.
one year ago@Zenithspeed probably if you mess with the settings
one year agoyou can also create fuel by changing a fuel cell in the hidden properties tab to make it consume power and make fuel.
one year agowheels alreadly have motors in them, and for propelers just enter the input that controlls the motor's throttle and slap a propeler on it.
one year agoall the models look so good
1.1 years ago@Spitty okay, that makes more sense.
1.1 years agolooks nice. Also does it have 4 engines!?
1.1 years agoyeah The N1 used grid fins on the first stage to control roll
1.1 years agoyou can do:
(Wait until fuel [stage] = 0)
(activate stage)
that should be enough
1.2 years ago@Toinkove I had that too, validating the game's files deleted all the planets that i downloaded from the website.
1.2 years agohaving actual clouds instead of the flat cubemap texture we currently have would be great.
1.2 years agoi wonder if some mods will be incorporated into the base game. Like some of the stock crafts.
1.2 years ago@Spitty it maybe was an eclipse.... but juno could have collapsed and formed a black hole
1.2 years agoThat second to last pic reminded me of spaghetti for some unknown reason.
1.2 years ago🤔
1.2 years agoSo I heard ya liked gas giants....
1.3 years agonice sketch
1.3 years ago@Hyperant Yeah i thought so too, still wanted to make sure though.
1.3 years ago@HorizonsTechnologies I was never in Kansas, but I sure am not in Kansas right now lol.
1.3 years ago@Hyperant alright then.
1.3 years ago@Hyperant like what? the stars orbiting each other? I have a barycenter planet that the stars orbit around.
1.3 years agoThats neat, never thought of making their orbits exactly alike but just 180 degrees apart.
1.4 years ago@heitorM lol is it even an orbit at that point?
1.4 years ago@heitorM thats a real life light year. I wonder what that would be in juno scales.
1.4 years ago@heitorM the semi major axis for a light year is... Uhh...... 9.460,000,000,000,000 meters. 9.46 trillion kilometers.
1.4 years ago