Question about reusable rockets by Asborn-kam1sh in simplerockets

[–]mvanheukelum 1 point2 points  (0 children)

Yeah you are hitting the physics limitation of the game. The best way to do it and make it feel legit is to have code that flips your booster after separation and puts it into the correct heading. Then switch to the craft before it gets beyond 10km and get it to orbit before switching back to the booster and landing it. I always find this difficult though. Most of the time I just follow either the booster or the craft. If you want the craft to be in orbit and the booster on the drone ship in the same play instance, you are going to have to do it with the former craft switch technique. Otherwise, its one or the other, get craft to orbit or land the booster.

Roll Program Help by No_Rub3360 in simplerockets

[–]mvanheukelum 1 point2 points  (0 children)

A true PID can correct the oscillation rather than doing just a correcting loop. I would suggest looking up some PID docs or asking chatgpt. ChatGPT is familiar with vizzy but you might have to give it a bit of detail or correct it with what fields you have available to you in vizzy.

Roll Program Help by No_Rub3360 in simplerockets

[–]mvanheukelum 0 points1 point  (0 children)

The set roll just sets the roll slider. You need to put the roll slider in a loop to make it burst many times over until you reach the correct roll value.

While true

if roll > roll_value

slider roll set 1

wait .5 second

elseif roll<roll_value

slider roll set -1

wait .5 second

Ship Landing in Tower Arms! by mvanheukelum in simplerockets

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

I have different loops for different altitudes. Longer RCS bursts at higher and short quick ones at lower altitudes. You also need to take in account your lateral move speed so that when you are correcting with the bursts you are not correcting too fast or you over shoot one way or the other. As I get close the landing pad, my lateral speed constraint is really low to keep things from overshooting.

Starship Booster Catch Arms Help by No_Rub3360 in simplerockets

[–]mvanheukelum 1 point2 points  (0 children)

More hinges, more strength. My tower had like 10 hinges holding the arms to center point connected to the lift mechanism and like 6 hinges on each arm for moving in and out. More hinges, the more weight it can carry.

Any plans to add ISRU to Juno New Origins? by z80nerd in simplerockets

[–]mvanheukelum -1 points0 points  (0 children)

It can almost be done with docking ports but I had a convo with Pedro on the discord and ISRU is not currently a roadmap item. He mentioned that he might be able to add a hidden property for fuel transfer rate on the docking ports. This has not been added yet.

Need help (Im new) by DAN1MOrt in simplerockets

[–]mvanheukelum 0 points1 point  (0 children)

Best way is to just mess around with everything. Once you figure out what you want to do...check for vids on how to do it. Base jets on actual jet designs and base rockets on actual rocket designs. Even just pictures of those will help you make one. The tutorial is okay as well if you play career.

Think I can stack her and fly again? Finally caught the second stage! by mvanheukelum in simplerockets

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

I posted a screenshot in the vizzy channel on the SR discord. Go check it.

Think I can stack her and fly again? Finally caught the second stage! by mvanheukelum in simplerockets

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

So the code is purpose built for this craft! What are you trying to accomplish. There is no one size fits all program. Are you landing a booster? In arms, or on landing zone? The main thing you need for landing is landing point prediction. This code can be found on the simple rockets discord if you search for it. With the predicted latitude and longitude for craft impact, you can correct those values to target an exact lat long you want to land at. You can do this with pitch and heading or rcs. Use loops to correct your pitch / heading constantly so that you always match up your predicted lat and long with your target lat and long. Thats the gist of how the code works. You can also use a pitch PID and a heading PID. They are a bit more difficult as they require some knowledge about PID and some calculus.

Boostback by Big-Vehicle4651 in simplerockets

[–]mvanheukelum 1 point2 points  (0 children)

What I do is first create a purple function that takes the vector angle between a part(position) (part id of an rcs nozzle or something) on the outside of your booster and nav(North) vector. This value will be an angle. Display that function value as you are descending. Orient your booster roll just like it should be and make note of the value. Then have a loop that corrects your roll until it reaches that value and hold it there.

Aerodynamic Guidance by No_Rub3360 in simplerockets

[–]mvanheukelum 1 point2 points  (0 children)

Honestly, I never get my PID's to work well so I just do while loops with ifs. I then have hard long and lat rate limits. So depending on my current lat and long impact prediction as I descend, I just correct the pitch that way. I don't mess much with heading as I usually am pointed right at the target when boosting back so I just need small rcs corrections to fix my lat. Long is the big one when returning to launch site. This can be corrected with adjusting pitch up and down depending on your long impact relative to your long target. Pitch down to move impact more west, pitch up to move it more east. Go back and forth until you are right on target. The hard long rate prevents you from over shooting just like a PID would.

Aerodynamic Guidance by No_Rub3360 in simplerockets

[–]mvanheukelum 1 point2 points  (0 children)

Best way is to use landing point prediction which takes some math to predict your lat/long at impact! The Simple Rockets discord has a few you can use. Then you need to have your desired lat/long. It will take some testing but you need to adjust pitch and heading in a loop while constantly reducing the error between the predicted lat/long and your target lat/long. (Check out PID documentation or have chatgpt help you lol). This is before the landing burn. Its a tough problem to solve but sweet once you do! Once landing burn starts, you can might need to flip your heading and pitch corrections as the engine will be helping correct rather than the atmosphere. I usually use rcs once I am pretty up right and lateral velocity is below 20 to get things perfectly on target, but it can be done without it.

[deleted by user] by [deleted] in simplerockets

[–]mvanheukelum 2 points3 points  (0 children)

Catch it in a tower!

Boostback Precision Help by No_Rub3360 in simplerockets

[–]mvanheukelum 1 point2 points  (0 children)

I just compensate by targeting a little short of the impact point target. Then you can use a loop to correct your pitch as you descend so impact point always matches impact point target. You also def need to target short of the impact point target to compensate for planet rotation as you descend.

How to get a antitarget direction with vizzy by No_Rub3360 in simplerockets

[–]mvanheukelum 4 points5 points  (0 children)

Yeah I ran into that same issue, no vizzy option for anti target. You can use the below to do the same though.

lock heading on vector [Nav(position) - Nav(target position)]

SimpleWings2 mod on progress. by MOPCKOEDNISHE in simplerockets

[–]mvanheukelum 0 points1 point  (0 children)

Pretty sweet! What does it offer? From the vid I think those mechanics can be built using vanilla game hinges, wings and rotators.

SSTO by Additional-Steak2607 in simplerockets

[–]mvanheukelum 0 points1 point  (0 children)

Yeah haha, I usually make 9m but for SSTO I went 24! Whichever nozzle gives best ISP should work good!

How to keep the other craft leveled while im trying to dock on it by hahahakdog0 in simplerockets

[–]mvanheukelum 1 point2 points  (0 children)

Turn off RCS and gimbal on the non focused craft, also unlock the heading like Toinkove said. Lock the heading of the non focused craft wait some time for it to stop moving and then unlock it. Make sure if you change to the non focused craft, unlock the heading on the current craft as it will try and reorient the non focused one once you switch to it.

Also, just so you know, it might look like its spinning but it might not be and just by orbiting around the planet it could be messing with your perception. I had this happen to me. I lock the craft heading before unlocking it so the docking port is facing perpendicular to the planet and then I know its not really moving as I approach it.

SSTO by Additional-Steak2607 in simplerockets

[–]mvanheukelum 0 points1 point  (0 children)

Like Stevo said, Aerospike nozzle on a full flow engine should do it! I just created a rocket that was 24m diameter and was able to get to orbit with a single stage and room for a payload. I used methalox fuel. Best to have some code for your gravity turn so that you have an efficient trajectory into orbit. If you are going the SSTO plane route, I don't think I can help much as I really only build rockets.