hypervelocity

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Everything posted by hypervelocity

  1. this is great, I have been trying to model a SABRE spaceplane in RSS+RO with the b9 engines and only reached ≈4.5km/s before fuel depletion - I will evaluate if my design fits the aforementioned table & tweak it if it does not. it would be great to tie this thread to users' actual attempts at building these in RSS/RO !
  2. the telescope looks great !!!! cheers for the release!
  3. Realism Overhaul !!!!!!!
  4. @stratochief66 I just want to mention I had missed your comments on my fixes on the licquefaction array & drills' cfgs on github. I replied a couple of weeks ago stating this and now just wanted to let you know in case is relevant in light of the repo move @regex will be performing. Best regards to all!
  5. thanks for the prompt reply @blowfish - I will follow it up with the RO guys, many thanks for your efforts with the amazing B9 mod!!!!
  6. Apparently the issue might be related to the engine's RO/RF config or mode switching method/module, as has been suggested by @blowfish over at the B9 thread - I will try to reproduce the error later this evening to discard mod conflicts as the cause - will post relevant logs as well.
  7. @blowfish - I know and I have posted over there, just wanted to mention it here as this thread gathers B9 users and maybe someone recognized the issue. Just to confirm - SABRE's mode switching is working fine under vanilla KSP + B9?
  8. I was wondering if anyone here experienced an error/bug in 1.2.2 where the parts category buttons (i.e. Engines, Tanks, etc.) stop working and you need to close SPH/VAB and re-open to get the parts catalogue working again? The aforementioned has occured to me in 1.2.2 with several mods - I will get back home today and try to reproduce the issue on vanilla KSP + EER only - will also post logs if noone recognizes the issue from my scant description!
  9. I may have found a bug/error on the B9 part's SABRE engine or its config with RO. The engine behaves curiously - I cannot switch between modes and am stuck in the closed cycle mode (cannot get it to airbreathing mode) - also, the fuel consumption in CC mode feels strange, like its consuming less fuel than it should. I have experienced the aforementioned in 1.2.2 with RO plus a suite of mods - I will get back home today and try to reproduce wih only B9 + RO to provide a detailed explanation.
  10. I may have found a bug/error on the B9 part's SABRE engine or its config with RO. The engine behaves curiously - I cannot switch between modes and am stuck in the closed cycle mode (cannot get it to airbreathing mode) - also, the fuel consumption in CC mode feels strange, like its consuming less Lqd.Ox/Lqd.H than it should. I have experienced the aforementioned in 1.2.2 with RO plus a suite of mods - I will get back home today and try to reproduce wih only B9 + RO - I will also post this in the B9 thread.
  11. I remember there was an extension/fork to this mod that allowed configuring the wings using angles instead of root/tip lengths - and also removed the limits for maximum lenghts and widths of the wings - does anyone remember the name of this mod?
  12. I'm using Procedural Parts in 1.2.2 and they work just fine
  13. it's already on CKAN - just downloaded it from there!
  14. thanks a million @Phineas Freak - sorry for overlooking what was already stated in the thread. I am already enjoying RC2 with the previous scatterer version - must say you did a hell of a job, the pack is looking gorgeous. I am very grateful for the mod you released, many many thanks! RSS/RO is not the same without it!
  15. thanks for the prompt response, and so sorry I missed the mention in this thread!
  16. hi guys! quick one as I am just trying out the mod now! is anyone aware of a memory leak probably caused by RSSVE or scatterer when RSSVE is installed? I am hitting 14 GB's of RAM usage on a vanilla + RSS + scatterer + RSSVE install (on my previous 1.1.3 install with RSS + RO + EVE & pingopete's Visual Enhancements + 100 mods I merely got up to 7-8 gigs) there is a brief mention of a leakage in the scatterer thread but the players reported using scatterer + SSVE many thanks in advance!
  17. lovely shots @hellblazer !!! may I ask what visual mods are you running to get those astonishing views?
  18. @ElWanderer, gotcha! Sorry for being such a noob. I added WAIT UNTIL FALSE, which had the aforementioned effect. Now I notice my previous code was missing the Triggers for setting back the EC & WATER variables back to 0, so the Drills could re-start after resource levels met the WHEN/THEN conditions again. I updated the code as follows, tested it with enough resources on my Ship to meet the initial criteria and start drilling. The code activated AG2 and started to continuosly print "====== DRILLS ACTIVATED". However, once my Ship's Water levels rose above 143, AG3 was not executed, "===== DRILLS SHUT-DOWN" was not printed and my defined variable WATER did not get SET TO 0 again CLEARSCREEN. PRINT "==== DRILLING PROGRAM ACTIVATED". SET EC TO 0. SET WATER TO 0. SET READYTODRILL TO EC + WATER. WHEN SHIP:ELECTRICCHARGE > 100 THEN { SET EC TO 1. PRESERVE. }. WHEN SHIP:ELECTRICCHARGE < 100 THEN { SET EC TO 0. PRESERVE. }. WHEN SHIP:WATER < 143 THEN { SET WATER TO 1. PRESERVE. }. WHEN SHIP:WATER > 143 THEN { SET WATER TO 0. PRESERVE. }. WHEN EC = 1 AND WATER = 1 THEN { TOGGLE AG2. PRESERVE. }. WHEN EC = 0 OR WATER = 0 THEN { TOGGLE AG3. PRESERVE. }. ON AG2 { PRINT "===== DRILLS ACTIVATED". PRESERVE. }. ON AG3 { PRINT "===== DRILLS SHUT-DOWN". PRESERVE. }. WAIT UNTIL FALSE.
  19. Sorry I meant the WAIT UNTIL was preventing the code moving from forwards What I meant was: if currently my Ship's EC is > 100 and Water is < 143 why PRINT EC and PRINT WATER are both 0 when I have the following in my code? WHEN SHIP:ELECTRICCHARGE > 100 THEN { SET EC TO 1. PRESERVE. } WHEN SHIP:WATER < 143 THEN { SET WATER TO 1. PRESERVE. }
  20. @EpicSpaceTroll139, I believe "<>" means "not equal to".
  21. OK, so I figured out that in my previous script, the code was stuck waiting for WAIT UNTIL SHIP:ELECTRICCHARGE < 100 and hence the WHEN SHIP:WATER < 143 was never executed. Nevertheless, I just can't seem to figure out these WHEN/THEN statements. Re-wrote the code as follows and the program prints "DRILLING PROGRAM ACTIVATED" and ends. Ship resources are EC > 100 & Water < 143 CLEARSCREEN. PRINT "==== DRILLING PROGRAM ACTIVATED". SET EC TO 0. SET WATER TO 0. SET READYTODRILL TO EC + WATER. WHEN SHIP:ELECTRICCHARGE > 100 THEN { SET EC TO 1. PRESERVE. } WHEN SHIP:WATER < 143 THEN { SET WATER TO 1. PRESERVE. } WHEN READYTODRILL = 2 THEN { PRINT "===== DRILLS ACTIVATED". TOGGLE AG2. PRESERVE. } WHEN READYTODRILL <> 2 THEN { PRINT "===== DRILLS SHUT-DOWN". TOGGLE AG3. PRESERVE. } EDIT: After running the script, I tried PRINT EC, PRINT WATER & PRINT READYTODRILL and all read 0. Clearly the WHEN/THEN statements are not being executed/just wrong somehow not working.
  22. Thanks for the prompt reply @ElWanderer !!! Indeed, Water is added by Realism Overhaul and I checked it is a working resource, it is visible under SHIP:RESOURCES and I am able to PRINT its amount on any given moment. Your suggestion is really good and was my initial approach, that is trying to nest both conditions (EC & Water Level), but as I couldn't make any WHEN/THEN Triggers work I just moved on to the code I shared here. I have checked WHEN SHIP:WATER > 143 to avoid precision issues but still no cigar My WHEN/THEN is not being PRESERVED for some reason
  23. Thanks again, I tried that but did not work. My gut feeling tells me the Trigger is not being preserved and hence not working. Tried RETURN = TRUE but had no effect either Anyone else willing to lay a helping hand?
  24. Thanks for the reply @EpicSpaceTroll139, much appreciated! However I believe if I set my trigger to WHEN SHIP:WATER<144 that will not operate as I want -> I need the Drills to shut down once they filled up my Water tanks, with your proposed suggestion they would be shutting down as soon as the program reaches that part of the code since SHIP:WATER will always be < 144.