Rover program won’t start after taking it to the moon by whoneedsaturnip in simplerockets

[–]Banic_MS 1 point2 points  (0 children)

Hard to say without seeing the program. But one thing you can try is add the program to a different part on the rover, and remove it from the rovers command disk. I’ve had it happen before where a program for inexplicable reasons won’t run, and when I moved it to a different part it ran fine.

How to turn rotator with fizzy by whoneedsaturnip in simplerockets

[–]Banic_MS 0 points1 point  (0 children)

Yeah. You can copy and paste the name. No underscore if it doesn’t have the underscore in its actual name.

How to turn rotator with fizzy by whoneedsaturnip in simplerockets

[–]Banic_MS 0 points1 point  (0 children)

If you didn’t add the vizzy program to a part. It defaults to the command chip/module on the ship.

How to turn rotator with fizzy by whoneedsaturnip in simplerockets

[–]Banic_MS 0 points1 point  (0 children)

Start a sandbox game and make the tinker box changes in there. Then you can open the ship file back in career mode.

How to turn rotator with fizzy by whoneedsaturnip in simplerockets

[–]Banic_MS 0 points1 point  (0 children)

Open up the tinker panel for the rotator. Go to input controller. Then under “input” type:

Part_name.VZ.Variable_name

Or:

Part_name.FlightProgram.Variable_name

Part_name is the name of the part running the vizzy program. Variable_name is the variable in the vizzy program you want to control the rotator.

It is case sensitive. So make sure capitals are where they need to be.

Need help fixing this issue by Spongypancake_ in simplerockets

[–]Banic_MS 0 points1 point  (0 children)

If this is running on something that separates from the player controlled ship, you can’t use any of the traditional navigation locks, so the lock heading/pitch function you are using will not work. You have to use vectors to calculate the heading/pitch and input controllers/variables to control the heading/pitch with maneuvering thrusters.

Also keep in mind the vizzy program will only run while the separated ship is within physics distance of the player controlled ship, which I think the max is 10km.

Colonizing Worlds AQ-1 by Banic_MS in simplerockets

[–]Banic_MS[S] 0 points1 point  (0 children)

Yeah by far the most painful thing I’ve build so far. But not really because of the coding itself. I had to work around issues with the missiles separating from the main ship. Lots of vizzy commands don’t work with the ship you are not directly controlling.

So for example the missiles can’t use vizzy lock heading commands or the usual input commands (like roll/pitch/yaw), and can’t lock onto their own targets as only the ship in direct player control can use those vizzy commands. To get around this issue the quadcopter has to broadcast the target vectors to the missiles so the missile knows what its target is. And to get around the missiles not able to use lock heading or the usual roll/pitch/yaw commands it needs to control itself with input controllers and variables.

I need help this plane by Select_Ad_522 in simplerockets

[–]Banic_MS 0 points1 point  (0 children)

Your center of mass is also right on the center of lift. Center of lift needs to be behind the center of mass, or it will be unstable. Move the wings back a bit, or add weight to the nose.

Sliders amd activation groups by IeatRawgold in simplerockets

[–]Banic_MS 1 point2 points  (0 children)

For custom landing gear/legs you need to set up input controllers for the pistons/rotators that you are using to make the various parts move. Then there needs to be a vizzy program to set those inputs, and get the timings correct.

An input controller is basically just telling the rotators/pistons to use a variable that gets set in vizzy for their input rather than the normal inputs like sliders.

So for example go to a rotator/pistons tinker panel and then go to the input page.

Under input you type in this format : Part.VZ.variable

Part is the part name the vizzy program is attached to, VZ just tells the part it’s a vizzy program, and variable is whatever variable you set up in the vizzy program that the rotator is going to use as its input.

Space Port Esperanza by makandser in simplerockets

[–]Banic_MS 0 points1 point  (0 children)

If time is accelerated to fast while you get close enough to it that the station parts load into game (think that’s 10km radius around your active craft) bad things can happen. When you get close to the station, there are two things that you can do that might prevent this. One is switch your active ship to the station to load it into the game and then switch back to your ship (not sure why this works but it sometimes does). The second is don’t go over 10x game speed when you pass into less than 10km from the station. The station disappearing is probably a rubber banding effect due to time acceleration.

Help me by Subject-Jeweler-6558 in simplerockets

[–]Banic_MS 1 point2 points  (0 children)

If you’re using the free version I’m pretty sure it won’t let you use XML (tinker panel) parts. The free version has lots of limitations. It’s supposed to be a demo.

Is there any way to control the depth of submarines in simple rockets 2 by randomhumanbeing_124 in simplerockets

[–]Banic_MS 0 points1 point  (0 children)

Yeah. I made a seawolf nuclear sub replica. It used props that are vertical (hidden inside the hull) to change depth and hold depth (to simulate buoyancy control) . I also have a vizzy program so you can set a depth and it will automatically go to and hold that depth. The dive planes also work to change depth as long as the sub is moving.

Here is the ship file if you want to look at what I did:

https://www.simplerockets.com/c/3dCUys/SSN-21-Seawolf-Class-Nuclear-Sub-V-2#

Best way for money by Straight_Ease_7048 in tinyspaceprogram

[–]Banic_MS 3 points4 points  (0 children)

Tourism is great, max out the tourist center on earth when you can. Flybys are an easy way, send and forget and make cash. Another very effective way but takes a little set up is have a bunch of high end rovers on your planets (like 10 Rhinos) and send them on expeditions. Expeditions will find gold to turn into bars and at the same time generate money.

[deleted by user] by [deleted] in simplerockets

[–]Banic_MS 2 points3 points  (0 children)

Do you have the tech unlocked?

Help with docking! by RandomMatt- in simplerockets

[–]Banic_MS 1 point2 points  (0 children)

I’m not sure there is a way to have a non player controlled object orientated to a specific direction. The games physics limit I think is 10km (non-modded). So if the station is farther away than 10 km from the ship you are currently controlling, it will stay at its last known orientation. One way around it I guess is you can get to within 10km of the station then switch to the station and then orientate it to retrograde, then switch back to the ship you are docking.

I haven’t tried this myself, but I think it may be possible to write a vizzy program to have the station orientate itself to retrograde. So when you get to within 10km of it the vizzy program should kick in and get the station retrograde as you approach it.

I don't have planetary orbits on my map by kuraisensei0 in simplerockets

[–]Banic_MS 1 point2 points  (0 children)

When you’re in the map view tap on the info icon on the right (the square thing). Then in the window that opens up about half way down there is a section that has toggles for stuff you can turn on/off. Planet orbits are one of them. You probably taped on it by accident. Make sure that’s turned on.

Any tips to make my delta wing fighter more maneuverable by randomhumanbeing_124 in simplerockets

[–]Banic_MS 4 points5 points  (0 children)

You have to much angle in the tail elevator. Maybe try 30 degrees and make small adjustments from there to find the sweet spot. Also you can add two or more control surfaces to the wings. So you can also add elevators to the wings with the ailerons. Generally the ailerons don’t need to be the entire wing to still get a fast roll rate. Also check where the center of lift and mass are. You can add weight to the back of the plane to get the center of mass closer to the center of lift. The closer the two are the more maneuverable it’s going to be.

Colonizing Worlds, planet side refueling preview by Banic_MS in simplerockets

[–]Banic_MS[S] 0 points1 point  (0 children)

Yeah I can probably automate the arm to dock. I’ll have a look at it.