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hypervelocity

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Everything posted by hypervelocity

  1. 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.
  2. 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?
  3. I'm using Procedural Parts in 1.2.2 and they work just fine
  4. it's already on CKAN - just downloaded it from there!
  5. 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!
  6. thanks for the prompt response, and so sorry I missed the mention in this thread!
  7. 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!
  8. lovely shots @hellblazer !!! may I ask what visual mods are you running to get those astonishing views?
  9. @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.
  10. 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. }
  11. 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.
  12. 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
  13. 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?
  14. 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.
  15. This is one of the most awesome mods I have ever tried! The possibilities are endless! I am just new to this so struggling with my first bits of code. I know the WHEN/THEN triggers are not specifically for beginners, but I think I understand the logic & syntax behind them so I would like to use them - sadly I still cannot make my simple code work. I want to make a script that turns my Drills ON or OFF depending on the current Electric Charge levels on my ship. I solved this (most surely not the right way, but did it anyways). EDIT: figured out the script is stuck waiting for WAIT UNTIL SHIP:ELECTRICCHARGE < 100 hence WHEN:SHIPWATER = 144 is never executed. However re-wrote the code and still can't make it work, details in next posts. My main issue is that I want to set-up a Trigger with WHEN/THEN and PRESERVE it for my program to keep checking whether the condition is met or not as this might happen in the future and not the first time the flow of the code reads the WHEN/THEN statement. My WHEN/THEN statement needs to check whether my Water tanks (resource I am extracting with my Drills) are full or not. If they are, the Drills need to be shut-down. The code I have written is the following: CLEARSCREEN. PRINT "==== EXECUTING DRILLING SCRIPT - DRILLING PROGRAM ACTIVATED". WAIT UNTIL SHIP:ELECTRICCHARGE>100. { TOGGLE AG2. //Action Group that deploys the Drills PRINT "===== DRILLS ACTIVATED". SET AG2 TO FALSE. } WAIT UNTIL SHIP:ELECTRICCHARGE<100. { TOGGLE AG3. //Action Group that shuts-down the Drills PRINT "===== DRILLS SHUT-DOWN". SET AG3 TO FALSE. } WHEN SHIP:WATER=144 THEN { //Trigger I am having issues with and cannot make it work TOGGLE AG3. //Trigger I am having issues with and cannot make it work PRINT"===== WATER FULL, DRILLS SHUT-DOWN". //Trigger I am having issues with and cannot make it work PRESERVE.}. //Trigger I am having issues with and cannot make it work RUN DRILLING. //VERY LAME solution for not being able to work the WHEN/THEN statements. //As I don't know how to make my code to keep checking if EC is < or > than 100, I need to //do this to get the code running again (would love to learn how to avoid this very disgraceful solution) I would really love a helping hand from the experts out there! Keep in mind -as one can obviously infer from reading my disgusting code- I am an utter beginner. I understand the logic of the operations but still not familiar with the syntax and best-practices. Cheers and thanks in advance!
  16. @stratochief66, doing so right away Sir! not quite sure how github/PR's work but sure will figure it out
  17. I would really love to see someone taking the challenge, but my gut tells me it will be a huge strain for the KSP engine.
  18. I am very much aware of the fact there is no stealth in space, my idea was more of the like of the way you start the quoted post - I wouldn't say they could make it "IMPOSSIBLE" to spot, but sure they could conceal it quite a bit - the key factor here is that there needs to be someone looking at the right spot, and that could be avoided in several ways.
  19. it is obviously 100% fake, however not so sure an endeavour of this magnitude couldn't be kept from public disclosure
  20. Many thanks @linuxgurugamer !!!!!!!!!! this is the mod I was looking for !!! +100 mods can make the game load very slowly! As I play RSS/RO, I am currently on KSP v. 1.1.3 and I cannot find the mod's icon in the toolbar - are there any manual tweaks I can make to the mod's config to make it work under this older KSP version? Many thanks in advance!
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