So you can just tell the game what to do, such as:
This would take a while. Definitely not next beta @NoName101
can u integrate this next update. This would be one of my personal favorite features of the game. Try and make it somewhat non-computer-programmer friendly too
I think The flight planner should have a fuel limit and activat and trurn accordingly when planned burn is done so you don't have to do too much work and it's noob friendly.
can u land rockets with this cuz if u can plz make it happen soon
BE great to have stuff like:-
T+2:00 Reduce thrust to 80%
T+2:20 Increase thrust to 100%
T+3:20 First stage separate
As well as navigation and orbiting / docking options..
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@swope Also it can't be possible cuz I don't have it ;)
You know what to do
send me one via mail
@swope uh, seriously? didn't knew
p.s I can do it, but only if not using this one, involving 3D printing, getting a DualShock analog stick, or 2 potentiometers
@JetFly - can you turn this old joystick into an HID? The vendor ended support before HID specs. Actually, before PCs. ;)
@JetFly - That's called Dial-A-Gain (DAG) on the flight test systems I've worked on.
@swope I've just came up with an idea of doubling the precision of controls.
Use 2 potentiometers, first is gain(later) and the second is a physical controller axis(like pitch axis on a yoke)
The gain one is the one where you feed +5V on its input. The output is wired into axis input. And then the output drives the axis. I hope everybody has joystick ports?
Think about this.
@jetfly - I just realized today that transistors were invented in the same year as the first supersonic flight of an airplane: 1947.
I wasn't aware of EasyEDA. Looks cool.
Maybe circuit design would be a very niche thing, but it would be a very cool mod.
For more general use, maybe some historically-inspired controllers (delta control, Q control) with some tune-able gains to suit the players particular design would be a lot more accessible and interesting.
@swope So would old-school analog control systems be designed in something like http://www.partsim.com
Partsim doesn't have an ability to use MCU's
EasyEDA seems the best option.
@JetFly - yes, I know that. But what does that have to do with automatic flight control?
@swope Human Interface Device
allows for universal, driver free technology used in racing wheels, gamepads, keyboards, mouses, just about everything except storage devices and peripherals that human doesn't need to interact with.
@JetFly - I believe there are Python interpreters in the Unity asset store, but sure, JS may just be easier.
I don't understand what you mean about the HID Device.
@swope Also, it will be easier to define a HID Device using simple tech than making a just SR2 controller.. Also, HID allows the controller to be used in any app. And this is REAL coding, not the useless code which can be used only in a specific environment.
@swope Programmable autopilot*
Anyways, Jundroo will never support Python, because it will need to make a language interpreter, while using JS is much more convinient and easy due the fact Unity supports JS.
I think the flight computer inputs and outputs would be a subset of a larger API that would be needed for more general category of plug-ins or mods.
I would suggest renaming this suggestion to "automatic flight control" because it's not about a tool to help the designer plan a flight. It's about giving automatic commands to the vehicle.
So would old-school analog control systems be designed in something like http://www.partsim.com?
Google has made available Blockly for iOS and Android.
@JetFly - I think that Blockly is similar to Scratch, and it can be converted to scripts like Lua, JS, or Python. So if the SR2 devs supported Python or other languages, then one could use drag-and-drop elements in Blockly to write the code.
Python looks like JS. LOL
@mjdfx150529 oh.now I see the difference.There is a lot of differences.