It’s not a surefire solution, but you can use Vizzy to dynamically change the PID values depending on the timewarp. Message me if you’re interested in exploring this solution further.
@sacr3dbac0n0 You’re totally right about getting the drag acceleration straight from Vizzy. I’m trying to build up to a model that allows the user to predict drag for any situation in the future as well, so understanding the fundamentals is helpful.
For your point that the drag acceleration is always in the opposite direction of the surface velocity vector, that only holds true when the part is pointed exactly toward the velocity vector. As soon as the part rotates and creates an angle of attack, the drag acceleration will point away from the velocity vector and create lift on the craft. An example of this would be starship in a flat belly dive. If it tilts up, it will create a backward drag force, slowing it further even though the force is not acting perfectly parallel to the velocity vector.
@YaMomzBox420 Thanks! Yeah definitely still a work in progress. I'm adding some visuals, and great reminder on the vector handedness. I have a few ideas for how to explain it nicely.
I'm starting to work on the Juno plane contracts now. I have a few mockups for autopilot that are working OK. Does anyone have small, light, cheap planes with goo maneuverability and speed?
@CloakPin nice thanks for testing so quickly! I've found it works about 80% of the time, with the one tough part being the hairpin ramp turn around for some reason. Good enough to post and move on!
@CloakPin yeah I’m working on a waypoint navigation system to complete the village race contracts. That might work for the moon rover with some modifications. If you have free time you can give it a test. Just launch from Juno Runway. Download unlisted craft here.
Had to come out of retirement to contribute a recommendation for the new name.
“This rocket goes in your space.”
“Rocket goes in ya’ space.”
“Goes in ya’ space.”
“Gozinya Space.”
“Gozinya.”
Great job simplifying the process. Mine is still way too complex and requires Excel (because I don’t know how to program python or powershell). I like yours too because it preserves the original colors; mine relies on posterizing to reduce file size, but this seems to load just as quickly.
The only successful way I’ve seen to create FBW system is to tie all of the control surface inputs directly to Vizzy variables rather than the default pitch/yaw/roll inputs. Here is a great example: FBW Wasp
I foresee the planet studio feature becoming a black hole for my free time.
Pun intended.
But seriously, on the eve of the US Thanksgiving holiday, I’d like to express sincere thanks to the dev team at Jundroo for continuing to devote energy to constantly improving this amazing game. I’ve never played another game that combines creativity, engineering, design, problem solving, sense of community, and sheer fun the way this does.
@Giova
Thanks for the suggestions. I'll do the roman empire flag, the warsaw pact flag, and the italian flag for sure. I won't do the Nazi swaztika flag (sorry). The SR2 logo is already a sprite that you can use. For that, check out my Sprite Pack post.
@CSPACE
I finally finished your logo and it’s here!. It doesn’t look perfect because of the way I generate the images, but it’s pretty close. I hope you like it!
It’s not a surefire solution, but you can use Vizzy to dynamically change the PID values depending on the timewarp. Message me if you’re interested in exploring this solution further.
one month ago@sacr3dbac0n0 You’re totally right about getting the drag acceleration straight from Vizzy. I’m trying to build up to a model that allows the user to predict drag for any situation in the future as well, so understanding the fundamentals is helpful.
For your point that the drag acceleration is always in the opposite direction of the surface velocity vector, that only holds true when the part is pointed exactly toward the velocity vector. As soon as the part rotates and creates an angle of attack, the drag acceleration will point away from the velocity vector and create lift on the craft. An example of this would be starship in a flat belly dive. If it tilts up, it will create a backward drag force, slowing it further even though the force is not acting perfectly parallel to the velocity vector.
+1 one month ago@GreatBritishAerospaceOff aw, thanks! This is one of the most fun games I’ve played and I just keep coming back to it even after long breaks.
+1 2 months agoNo idea!! I want to find out though 😉
+2 2 months ago@YaMomzBox420 I’ve made quite a few updates to the post and I will add a separate post later about handedness and vector operations.
2 months ago@YaMomzBox420 Thanks! Yeah definitely still a work in progress. I'm adding some visuals, and great reminder on the vector handedness. I have a few ideas for how to explain it nicely.
+1 2 months ago@G01d3n check out the vizzy code in my latest craft, it has a line to lock on heading.
1.8 years ago@llwei97 thank you!!!
+1 1.8 years agoI'm starting to work on the Juno plane contracts now. I have a few mockups for autopilot that are working OK. Does anyone have small, light, cheap planes with goo maneuverability and speed?
1.8 years ago@CloakPin nice thanks for testing so quickly! I've found it works about 80% of the time, with the one tough part being the hairpin ramp turn around for some reason. Good enough to post and move on!
+2 1.8 years ago@CloakPin yeah I’m working on a waypoint navigation system to complete the village race contracts. That might work for the moon rover with some modifications. If you have free time you can give it a test. Just launch from Juno Runway. Download unlisted craft here.
+1 1.8 years ago@CloakPin nice, thanks for the heads up!
+2 1.9 years agoHad to come out of retirement to contribute a recommendation for the new name.
+12 2.8 years ago“This rocket goes in your space.”
“Rocket goes in ya’ space.”
“Goes in ya’ space.”
“Gozinya Space.”
“Gozinya.”
@Arstotzka
Haha yes it will be mobile tolerant. Many fewer parts.
Good idea for the laser. I’ll do some testing to see if I can get the look right.
3.9 years ago@NebulaSpaceAgency @HyperPatch @Rafaele
+2 3.9 years agoGuys believe it or not this thing is real. I shot this video too and posted it.
Well you guys are making me blush 😊
+1 3.9 years ago@Hannah1212
3.9 years agoThanks!
@TweedleAerospace
3.9 years agoIt will look a little bit like this
Great job simplifying the process. Mine is still way too complex and requires Excel (because I don’t know how to program python or powershell). I like yours too because it preserves the original colors; mine relies on posterizing to reduce file size, but this seems to load just as quickly.
+1 3.9 years ago@JastroOne1 wow cool, I had no idea. Can't wait for the teaser!!!
4.2 years agoWhat is Lore???
4.2 years agoFan-fricking-tastic!!!
+1 4.2 years agoIf you’d like to be an Alpha Tester please DM me in Discord.
4.2 years agoI will upvote and give you points for this post. XD
Seriously though, THANK YOU for this.
+7 4.3 years ago@SaltedEgg
4.4 years agoThat one is super cool. Yes I will make. Flat or curved?
@foreignlazyman307
+1 4.4 years agoYes I will add that to the list
Are you on discord? Would like to connect with you.
+1 4.4 years ago@Rockets5001
4.4 years agoYep!
@Rockets5001
4.4 years agoYes definitely. Post a link to the one that you want. There are quite a few different versions.
@VosAerospace
4.4 years agoAdded to the list. If I made it curved, what body diameter would you like?
“Wait, who is Mod?” Said no one, ever. Congrats on your anniversary, and your many milestones along the way.
+1 4.4 years agoThe only successful way I’ve seen to create FBW system is to tie all of the control surface inputs directly to Vizzy variables rather than the default pitch/yaw/roll inputs. Here is a great example: FBW Wasp
4.4 years agoI foresee the planet studio feature becoming a black hole for my free time.
Pun intended.
But seriously, on the eve of the US Thanksgiving holiday, I’d like to express sincere thanks to the dev team at Jundroo for continuing to devote energy to constantly improving this amazing game. I’ve never played another game that combines creativity, engineering, design, problem solving, sense of community, and sheer fun the way this does.
🙏🏼
+12 4.4 years ago@SporeExplorationSystems
+1 4.4 years agoI will add that to the list
@NaturalAir
4.4 years agoOk I will. Which part of the earth do you want the logo to be centered on?
@Giova
4.4 years agoCan you confirm these are the flags that you want:
Roman Empire Flag
Italian Flag
Warsaw Pact Flag
@Giova
4.4 years agoThanks for the suggestions. I'll do the roman empire flag, the warsaw pact flag, and the italian flag for sure. I won't do the Nazi swaztika flag (sorry). The SR2 logo is already a sprite that you can use. For that, check out my Sprite Pack post.
@Staticalliam7
4.4 years agoYes I will!
@Keremidko
4.4 years agoYes I’ll do all of those!
@Jorg3css
4.5 years agoYes definitely
@t4zcomz
4.5 years agoYes I can do that. The quality will not be great because that image is highly detailed.
@Gozinya
4.5 years agoHaha I just looked at it. Funny.
@CASXA
4.5 years agoYes!
@jrzspace
+1 4.5 years agoI will make a video on this eventually, but I’m working on an overall MFD tutorial right now.
@Fime
4.5 years agoThat’s ok I like doing it. I am actually already working on yours because I like it. It was going to be a surprise.
@CSPACE
4.5 years agoI finally finished your logo and it’s here!. It doesn’t look perfect because of the way I generate the images, but it’s pretty close. I hope you like it!
@Alyx
4.5 years agoRoscosmos is done!
@AshtvinayakAerospace
4.5 years agoYes I will.
@Giova
4.5 years agoHaha that one is very easy...
@NebulaSpaceAgency
+1 4.5 years agoYour flag and logo are both done!